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Xorv
Questionable Acquisitions
38
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Posted - 2012.01.10 09:10:00 -
[241] - Quote
Nullbeard Rager wrote: EDIT - Xorv is often virulently anti-carebear but he is entitled to his opinion. My comment wasn't relevant and had no place here. Xorv, I apologize.
Honestly your posts just made you look stupid, there was no point me even responding to them. The annoying part is that your posts were semi derailing a good thread. So apologize to Malcanis and everyone who ended up reading your silly comments. Actually the best thing you could do is delete all the contents so no one else has to read it, and I and Hans can delete/edit out any reference to it. Would be like you never made the mistake of making those posts in the first place and this thread can get back on track.
And if you have a reasoned argument or something to actually contribute then by all means do so.
As to me being "virulently anti-carebear". That would depend on what you mean by "carebear", not a term I like to use because it doesn't have clear meaning and well just sounds stupid. I'm pro Sandbox, pro Immersion/lore, pro risk vs reward balance, pro player choices/actions have consequences, and yes pro conflict driven game. Also none of my current characters are part of Sov holding alliance nor plan to be in the future, play mostly solo, and don't have a neck beard.. not that there's anything wrong with that for those of you out there with such facial hair. |
Killer Gandry
Shadow of the Pain
24
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Posted - 2012.01.10 09:42:00 -
[242] - Quote
To make the game a tad more interesting but also a bit more real I think the whole station hugging thing in hi sec needs to be revamped.
Why would a stationmanager let someone dock who is clearly agressive and fighting outside his station?
Simply put, you fight within a certain radius of a station the stationmanager decides to not let you dock for 15 minutes.
You want to shoot at someone then shoot, but not shoot and hide, shoot and hide.
If you haven't returned fire but were assaulted then you can dock because you are clearly looking for refuge from harm.
If you somehow decided to assist in agression by using remore repairs then you also get the 15 minute no docking timer.
The whole concept of the docking games are ridiculous. If it's an own station in null sec or an NPC station in null sec the managers might look differently at it, but in High Sec the stations should be a no dock for a substantial longer time period than just a few seconds.
Also standings with factions should have some docking impact with certain stations, they might lower the time you are locked out after agression, but it should be minimal 5 minutes unless you pay a very hefty fee to the manager to look the other way. And with hefty I don't mean 1 million ISK, I am talking about a substantial amount, preferably reflecting your ships value minimal.
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Hiply Rustic
Aliastra Gallente Federation
5
|
Posted - 2012.01.22 23:40:00 -
[243] - Quote
Myxx wrote:
Re-educated, or forced to cope or leave/die.
Hmmm, I'm going to go out on a limb here and say that the Powers That Be would not agree with that 'leave' part.
I don't know what the population of genuine dyed in the wool carebears to the rest of the population is...and by that I mean the people who would leave if PvP was crammed down their throats beyond the current hisec gank-death risks...but I'm going to bet that the number is more than big enough to ensure that no one in a management position at CCP would ever say "Hey, Myxx sure has it right, screw those carebears that don't want more risk...we'll just tell 'em all to leave if they don't like this!"
And they would be right not to.
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Hiply Rustic
Aliastra Gallente Federation
6
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Posted - 2012.01.23 00:09:00 -
[244] - Quote
Xorv wrote:
(SNIP)
There's nothing in this for the "carebears" (consensual PvP only and high reward PvE types), but I think you agree they have no rightful place in a Sandbox MMORPG in the first place.
Why?
Why is it that players of one playstyle feel they can dictate the playstyle of a different group of people, especially in a sandbox? No rightful place? Unless your name's on the door of the corner office at CCP I don't think you get to decide that a large number of paying customers don't belong here. Of course, it might just be that you don't really know what the term 'sandbox' means...in which case carry on.
The game is not a themeparked sandbox that takes a new player by the hand initially through risk-free PvE then forces progression into higher risk activities. It's simply not designed that way. It could have been, but it wasn't. In a sandbox the players make the game...or games...from within a framework implemented by the devs. That one of the developments within this sandbox has been the rise of a carebear culture is not a bad thing in and of itself...that's what happens in sandboxes; a framework is developed and players make of it what they choose to.
The OP is on the right track by incentivizing higher risk activities as a way to draw people into them without penalizing those who choose not to. I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion. |
Malcanis
Vanishing Point. The Initiative.
2654
|
Posted - 2012.01.24 07:27:00 -
[245] - Quote
Hiply Rustic wrote:
I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.
How about If I modify that idea as follows:
(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space
(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Xorv
Questionable Acquisitions
57
|
Posted - 2012.01.24 09:33:00 -
[246] - Quote
Hiply Rustic wrote:Xorv wrote:
(SNIP)
There's nothing in this for the "carebears" (consensual PvP only and high reward PvE types), but I think you agree they have no rightful place in a Sandbox MMORPG in the first place.
Why?
Note that I said those that want Consensual PvP only along with high reward PvE, This does not include Industrialists, players that like work the market, or for that matter players that principally enjoy PvE but nonetheless accept risk of PvP interaction as cost of access to good paying PvE.
Why? Because their style of gaming isn't Sandbox, it's Themepark. You can't have a competitive Sandbox MMO then place remotely good resources in safe PvP free areas without throwing the whole game out of balance, even the worst Sandbox MMOs out there get that part right, but it's something EVE seems to struggle with. No one in EVE is completely disconnected with everyone else and the game world at large, everyone's actions impact the game world, that is Sand Box. What these players I object to are in essence demanding is to be connected to the game world and to impact it like everyone else, but to opt out of having that same game world or anyone in it impact them. That I say again has no place in a Sandbox MMORPG! |
Killer Gandry
Shadow of the Pain
31
|
Posted - 2012.01.24 12:20:00 -
[247] - Quote
Xorv wrote: You can't have a competitive Sandbox MMO then place remotely good resources in safe PvP free areas without throwing the whole game out of balance
You are a quit dillusional player.
Show us the locations that are PvP free and have remotely good resources. And I will show you they aren't PvP free.
Stop yappering the same ridiculous blatant crap that a lot of you try to push forward and come with something really constructive.
There is NO, and I emphasize it once more, THERE IS NO safe space anywhere in EVE. You can get shot even in 1.0 sec systems. As soon as you undock, anywhere at any time you agree to the risk of losing your ship.
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Malcanis
Vanishing Point. The Initiative.
2654
|
Posted - 2012.01.24 12:25:00 -
[248] - Quote
Might I trouble you two gentlemen to continue the "bears vs gankers" discussion in one of the ~30,000 or so threads already dedicated to the subject? Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Killer Gandry
Shadow of the Pain
31
|
Posted - 2012.01.24 12:40:00 -
[249] - Quote
I am sorry for the derailling there. But when I see statements that are blatant lies and propaganda I just want to point that out.
Again my appologies.
+ to the manifesto and could you answer my suggestions in regards to mining and stationside PvP a few back.
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Malcanis
Vanishing Point. The Initiative.
2655
|
Posted - 2012.01.24 12:45:00 -
[250] - Quote
Docking games are lame on both sides. Docking aggression timers haven't been changed in a long time, yet we have a more skilled playerbase, EHP rigs with no stacking penalty etc. On the other hand we have better fitted, more co-ordinated gangs in larger numbers.
At the end of the day the solution to lame docking games is not to play them. If someone calls you a "coward" or a "noob bear" or whatever for not engaging his triple-plated & trimarked Navy Mega 15Km inside docking radius, then set your personal standings to him to -10, make a note on Notes sheet of his bio that he's a worthless timewaster, and carry on about your business. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
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Killer Gandry
Shadow of the Pain
31
|
Posted - 2012.01.24 12:50:00 -
[251] - Quote
We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.
I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.
By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.
By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.
Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.
They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.
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Malcanis
Vanishing Point. The Initiative.
2656
|
Posted - 2012.01.24 13:20:00 -
[252] - Quote
Killer Gandry wrote:We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.
I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.
By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.
By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.
Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.
They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.
As I said, docking games are lame, but then so is station camping people who can't see what's waiting for them outside. Neither are really hi-sec specific issues. At the end of the day if someone doesn't really want to fight, then they won't. Trying to force them to will only bring you dissatisfaction. That said my experience with people playing station games is that sooner or later they screw up.
What was you question on mining? Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Killer Gandry
Shadow of the Pain
31
|
Posted - 2012.01.24 15:48:00 -
[253] - Quote
Make miningbelts none static. When a belt depletes it depletes. A new belt will appear at a random location after DT. They have to be scanned down. Next to that you see the asteroids show up as asteroid, not with prewritten on them what they yield. They need to be scanned to see what each roid yields. People with normal mininglasers don't suffer any penalties as what they mine and overal they make ISK for mining.
Those using miningcrystals better scan the asteroids becayse yiield and crystal surviverability are dependant on them knowing what they are mining. |
Malcanis
Vanishing Point. The Initiative.
2658
|
Posted - 2012.01.24 15:51:00 -
[254] - Quote
Killer Gandry wrote:Make miningbelts none static. When a belt depletes it depletes. A new belt will appear at a random location after DT. They have to be scanned down. Next to that you see the asteroids show up as asteroid, not with prewritten on them what they yield. They need to be scanned to see what each roid yields. People with normal mininglasers don't suffer any penalties as what they mine and overal they make ISK for mining.
Those using miningcrystals better scan the asteroids becayse yiield and crystal surviverability are dependant on them knowing what they are mining.
My response would be: http://www.eve-search.com/thread/7358-1/page/1#26
Malcanis wrote: Planetary rings should be real physical, navigatable places, rings that are hundreds of thousands of kilometers in length, dotted with asteroids, icesteroids, anchorable microPOS for individual players, NPC rat hideouts, exploration sites, etc. Fully exploring a single one should be the work of days, even weeks for an individual player. The asteroids and icesteroids and sites in a ring should disappear when exhausted, and respawn in a new location to stop things becoming predictable.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Hiply Rustic
Aliastra Gallente Federation
6
|
Posted - 2012.01.24 16:04:00 -
[255] - Quote
Malcanis wrote:Hiply Rustic wrote:
I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.
How about If I modify that idea as follows: (1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space (2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand
Now I think it's the right direction. Incentives to move vs penalties for not moving make much more sense to me, Malcanis. The process has to be one of giving people a positive reason to move, not a policy of penalties relative to the current state of affairs for staying put in order to be successful, imo. |
Malcanis
Vanishing Point. The Initiative.
2658
|
Posted - 2012.01.24 17:03:00 -
[256] - Quote
Hiply Rustic wrote:Malcanis wrote:Hiply Rustic wrote:
I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.
How about If I modify that idea as follows: (1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space (2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand Now I think it's the right direction...
Heh. It's exactly the same proposal, except that it's worded differently.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Hans Jagerblitzen
Autocannons Anonymous
841
|
Posted - 2012.01.24 17:19:00 -
[257] - Quote
Killer Gandry wrote:We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.
I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.
By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.
By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.
Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.
They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.
I wholeheartedly agree. |
Temba Ronin
129
|
Posted - 2012.01.24 17:55:00 -
[258] - Quote
Malcanis posted "My response would be: http://www.eve-search.com/thread/7358-1/page/1#26
+1 Malcanis ....... Why can't we get this type of good solid proposal before the CSM & CCP? I think this approach of making the size of systems feel as big as they are virtually supposed to be would greatly enhance gameplay. It would make ganking miners more skill based because you'd have to first find the belts then find the miners. In null where the number of miners seems to not be as large as it could be this could be a real invitation to migration, bigger systems with less competition for more valuable ores and a greater difficulty for being hunted down swiftly. I would think things like being behind a planet should and could help hide ships from scans, which gives advantages to both hunters and hunted.
I wholeheartedly agree that moons and planets should be able to sustain more then one pos and a system should be able to support more then one outpost. That would make for some great combat opportunities i think. Power to the Players! |
Xorv
Questionable Acquisitions
57
|
Posted - 2012.01.24 21:13:00 -
[259] - Quote
I don't think there needs to be bonuses for production in lower security space, rather that most of the resources used in production come from lower or no security space.
Malcanis wrote:Might I trouble you two gentlemen to continue the "bears vs gankers" discussion in one of the ~30,000 or so threads already dedicated to the subject?
Well given the topic of this thread it's going to come up, although for me it's not about "Bears vs Gankers", it's about pushing EVE into a more Sandbox and immersive game built around conflict.
But I think the last poster to attempt to flame me may just have real reading difficulties which were then combined with a temper tantrum. When he's talking about something relatively simple like station camping and depleting asteroids he actually makes sense. |
Hiply Rustic
Aliastra Gallente Federation
6
|
Posted - 2012.01.24 22:55:00 -
[260] - Quote
Malcanis wrote:Hiply Rustic wrote:Malcanis wrote:Hiply Rustic wrote:
I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.
How about If I modify that idea as follows: (1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space (2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand Now I think it's the right direction... Heh. It's exactly the same proposal, except that it's worded differently.
No, not unless you think "giving more to people who do X" and "taking away from people who don't do X" are the same thing. I am just going to operate under the assumption that you're smarter than that. Reward for desired action =/= penalty for not performing desired action.
In the former case, people who don't change are in the same boat tomorrow that they are in today while people who do change are in a shinier boat. One approach is guaranteed to **** off people who choose the status quo while the other will only **** off some of them. |
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Malcanis
Vanishing Point. The Initiative.
2661
|
Posted - 2012.01.25 09:10:00 -
[261] - Quote
Hiply Rustic wrote:Malcanis wrote:Hiply Rustic wrote:Malcanis wrote:Hiply Rustic wrote:
I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.
How about If I modify that idea as follows: (1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space (2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand Now I think it's the right direction... Heh. It's exactly the same proposal, except that it's worded differently. No, not unless you think "giving more to people who do X" and "taking away from people who don't do X" are the same thing. I am just going to operate under the assumption that you're smarter than that. Reward for desired action =/= penalty for not performing desired action. In the former case, people who don't change are in the same boat tomorrow that they are in today while people who do change are in a shinier boat. One approach is guaranteed to **** off people who choose the status quo while the other will only **** off some of them.
Mathematically, the two proposals lead to virtually the same results. Literally the only difference is that my original suggestion compresed both parts of the second into a single equation.
Suggestion (1): Building $_Module in 1.0 used to take 1000 trit, now it takes 1100 because there is a 10% ME penalty for industrial activity in 1.0 sec systems. Building the same module in a 0.0 system still takes 1000 trit because there is no penalty there.
Suggestion (2): Building $_Module in 1.0 used to take 1000 trit, but the BPC cost has been raised and now it takes 1100. Building the same module in a 0.0 system now takes 990 trit ( new BPC cost = 1100 - 10% bonus for operating in 0.0)
Actually with suggestion (2) the relative disadvantage of operating in a 1.0 is more than my original suggestion, but merely because I have called it an advantage for operating in 0.0, you're much happier with it.
Suggestion (1) leaves 1.0 industrialists at less of a disadvantage than (2), and it would be considerably simpler for CCP to implement. Explain to me again why you prefer (2). Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Malcanis
Vanishing Point. The Initiative.
2661
|
Posted - 2012.01.25 10:11:00 -
[262] - Quote
On a side note, I suggest you get used to doing this kind of analysis, because people who make the mistake you made are the exact reason that our RL politics are dominated by corrupt lying weasels. A politician who offers a 10% rise in wage levels at the cost of a 10 percentile rise in the level of taxation isn't as much your friend as the first part of the proposal makes it seem. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Malcanis
Vanishing Point. The Initiative.
2662
|
Posted - 2012.01.25 11:40:00 -
[263] - Quote
Another Obvious Alt wrote:Bounty hunting should be contract based, giving bounty hunters killrights on a bounty target until the target has no bounty (Ie. has been podded)... ?
That's the essence of my proposal in The Assembly Hall, with the twist being that the contract can also be accepted on behalf of a whole corporation, and the detail of each individual payout for a kill being limited to less than the irreducible ISK loss suffered by the perp. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Another Obvious Alt
Imperial Academy Amarr Empire
0
|
Posted - 2012.01.25 11:54:00 -
[264] - Quote
Then a +1 from here.
The lack of a functional bounty hunting system is about all that annoys me about EvE. Oh, and also that my signature "/me is grabbing coffeeGäó" is looking rather dumb due to the Gäó being ungawdly small with the new font. /me is grabbing coffeeGäó |
Hans Jagerblitzen
Autocannons Anonymous
844
|
Posted - 2012.01.25 12:32:00 -
[265] - Quote
Xorv wrote: Well given the topic of this thread it's going to come up, although for me it's not about "Bears vs Gankers", it's about pushing EVE into a more Sandbox and immersive game built around conflict.
But I think the last poster to attempt to flame me may just have real reading difficulties which were then combined with a temper tantrum. When he's talking about something relatively simple like station camping and depleting asteroids he actually makes sense.
Well, I can read just fine and I agree that your fears of any place in New Eden being "PvP free" are completely unfounded.
Lets state the facts again - there is NO place in this game where you cannot PvP. Absolutely none whatsoever. Not in highsec, not anywhere. There is NO place in this game where you cannot PvP non-consensually.
The game is stacked to favor gankers. Even in highsec. Always has been.
Also, for the record, I have not seen ONE proposal yet to EVER create an "immunity bubble" where players cannot be harmed against their will. If there is, please link and I'll stand corrected.
So lets talk about "sandbox" and "immersion" for a second. You made a good point: sandbox gameplay depends on conflict. However, you seem to think that conflict = guns and explosions. I believe players deserve choice as to the type of conflict they enjoy.
If a players want to do some mining, make some stuff, and sell it to the general public - and yes, to avoid death in the process - that is a completely legitimate way to play the game that in no way breaks sandbox philosophies. Mining, manufacturing, and production are just as competitive a venture as PvP, the fact that they don't involve ships blowing up does not make them any less cutthroat.
And yet, those who want to avoid having their ship blown up continue to be stereotyped and degraded as WoW-lovers despite the fact that manufacturers and market traders often take LARGE risks in order to obtain a nice payout.
This idea that "safety zones break sandbox" is a bunch of horseshit, in my opinion. The constant fear of warping to a belt because a bunch of 12-year olds with thrashers and an hour lesson from a Goon instructor are going to nuke your ship is NOT IMMERSIVE. Its annoying, and disruptive.
Many of the types of gameplay available in the various security zones are made POSSIBLE by tiered levels of security - not hampered by them. This idea that safety zones are this necessary evil only existing to protect basic newbie protection or to coddle risk-averse WoW lovers, is outdated, shortsighted, and narrow minded.
The virtue in Malcanis proposal is that he recognizes that sandbox does not mean the entire game should be Ganks-R-Us. If players want to band together, pay bounty hunters, enlist in CONCORD, fly around in some sweet Police-edition Navy Comets with a paid commission to shoot all goons on sight - and create their own "WoW" safe zone where its more hassle than fun to PvP, than that should be celebrated as a victory for sandbox gameplay as much as anything else. |
Malcanis
Vanishing Point. The Initiative.
2662
|
Posted - 2012.01.25 12:49:00 -
[266] - Quote
I would like to clarify that whilst I have no problem whatsoever with players creating areas of the map where things are run to their liking, I am strongly opposed to safety zones being created by CCP fiat.
Incidentally, proposals along the lines of "no one I don't like should be allowed to warp into my missions" are fairly frequent, but they're generally quickly and thoroughly shot down for the obvious reasons. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Hans Jagerblitzen
Autocannons Anonymous
844
|
Posted - 2012.01.25 13:01:00 -
[267] - Quote
Malcanis wrote:I would like to clarify that whilst I have no problem whatsoever with players creating areas of the map where things are run to their liking, I am strongly opposed to safety zones being created by CCP fiat.
Incidentally, proposals along the lines of "no one I don't like should be allowed to warp into my missions" are fairly frequent, but they're generally quickly and thoroughly shot down for the obvious reasons.
Well, being shot down and washed out faster than they gain any serious traction is as good as non-existent, in the end. The bottom line is still that paranoia about "Eve is turning into WoW" is still unfounded.
I say "safety zone" not to mean arbitrary lines drawn on the map and protected by NPC mechanics, I mean safety zones in that when travelling through a region, one can expect a certain level of *explosion* risk. How safe or dangerous a system is should be determined by the players, if we're going to create the ultimate sandbox here. You and I agree on that.
Theoretically, this already exists in 0.0 - an alliance could create a Jita with enough force and effort, potentially - but that would require a single, organized, powerful dictatorship, which doesn't foster player choice or player freedom. The highsec set of gameplay tools (bounties, CONCORD enlistment perhaps) should be accessible and opt-in for a massive variety of players who enjoy playing the security role, even if they still want to join their own corps for their own reasons, or play casually from time to time, or dont want to hassle with CTA's, capital ship muscle, advanced galactic resource management, or complicated diplomacy to achieve the same thing.
That way, sandbox is sandbox, carebears can still achieve a reduced gankage zone, and players still have the greatest degree of choice in how often, how deep they want to play and also as to the TYPE of conflict they want to participate in - even if it doesnt involve actual combat. |
Malcanis
Vanishing Point. The Initiative.
2662
|
Posted - 2012.01.25 14:17:00 -
[268] - Quote
Hans Jagerblitzen wrote: Well, being shot down and washed out faster than they gain any serious traction is as good as non-existent, in the end. The bottom line is still that paranoia about "Eve is turning into WoW" is still unfounded.
Hmm well let's just say that I take a less complacent view of the matter. "The price of non-consensual PvP is constant vigilance" and all that.
Hans Jagerblitzen wrote: I say "safety zone" not to mean arbitrary lines drawn on the map and protected by NPC mechanics, I mean safety zones in that when travelling through a region, one can expect a certain level of *explosion* risk. How safe or dangerous a system is should be determined by the players, if we're going to create the ultimate sandbox here. You and I agree on that.
It seems that we do. I advise you to make the distinction extremely clear when you're talking about it though, because it's a very contentious issue, what with all the constance vigilance. But yes in the end: Player tools good, fiat gameplay restrictions bad.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Malcanis
Vanishing Point. The Initiative.
2662
|
Posted - 2012.01.25 15:45:00 -
[269] - Quote
Temba Ronin wrote:I would think things like being behind a planet should and could help hide ships from scans, which gives advantages to both hunters and hunted!
Wow, I really like that idea! That change all on it's own would add a lot of gameplay and tactical options.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Malcanis
Vanishing Point. The Initiative.
2662
|
Posted - 2012.01.25 15:51:00 -
[270] - Quote
Xorv wrote:I don't think there needs to be bonuses for production in lower security space, rather that most of the resources used in production come from lower or no security space.
Bear in mind that suggestion was made in the context of a much steeper gradient in hi-sec security that we have now. Where 0.5 isn't currently much different to 1.0, I proposed that the risk delta be noticeably increased, but with additional incentives to operate in lower-sec-but-still-high-sec systems. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
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