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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.09 17:13:00 -
[1] - Quote
Kira Enomoto wrote:Kagura Nikon wrote:baltec1 wrote:hedge betts Shiyurida wrote:It would turn into the stagnant joke that is null. Look at the 24 hour kill stats on the map, more ships go pop in high sec than low. Only real difference between low 0.0 and high is you get to say that 0.0 is yours More get killed in 0.0 per head of population than in high sec at any given time and more ships get killed overall in 0.0 than in highsec. I recall seeing that the bulk of killed ships are also made by just a single organisation in highsec. Not a single, but a handfull of them at most would be true. Still when you open map and check number of ships killed.. high sec is MUHC MUCH brighter than null sec is in the periods between wars. So no.. most of PVP is NOT in 0.0. I would rather look at the ratio between ships kills and pods as a way to see if there is a lot of PvP. NPC's do not pod. Not all gankers pod either. I've personally once experienced starting autopilot in an industrial, going AFK, and coming back to a pod making the 2nd to last jump to my destination. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.09 22:32:00 -
[2] - Quote
Diamond Zerg wrote:Hold on a minute guys, I'm getting a lot of replies about how the hisec PvE population will quit.
To me, this doesn't make much sense. There are many other games with a much more focused, sophisticated PVE experience.
Why would many PvE gamers play a game that didn't have much PvE content? Personally, because so much else appeals to me:
Spaceships Fitting spaceships Flying spaceships Buying new spaceships Flying those new spaceships Changing fittings on those spaceships as changes are made Flying those spaceships again Visual appeal of certain spaceships Visual appeal of the game in general Passive skill training Skill system appeals to me more than the level system Not restricted to any sort of "class" with a particular character Never not able to trade/sell something because "soulbound" Never not able to play with others I know who play the game because of different servers |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.10 20:27:00 -
[3] - Quote
James Amril-Kesh wrote:I really isn't particularly controversial, unless you're a forums alt who stirs up **** without basis for disagreement, that highsec PVE-only players contribute nothing to the game except their continuous injection of ISK into the economy, causing inflation. They don't produce content. They just leach off what the game provides. About the only positive thing that can be said is that they still pay a sub fee (or buy PLEX which is basically the same). Ganking of loot pinatas, ganking of miners in general, Hulkageddon, Gallente ice interdiction, recently the use of mobile structures to draw drone aggression and create limited engagements, ninja salvaging, ninja looking in bait ships and probably a few things I'm forgetting off the top of my head are all things that are enabled and thrive by the plethora of PvE players in game. Particularly in high sec.
Additionally it appears to have typically been mission hubs around which trade hubs have formed, themselves becoming focal points of content and interaction.
Quite frankly, considering the fact that PvE players have been and still are complaining about undesired interaction, your comment amount to a pile of BS. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.10 20:53:00 -
[4] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:
Quite frankly, considering the fact that PvE players have been and still are complaining about undesired interaction, your comment amount to a pile of BS.
They're just complaining louder. Honestly, undesired interaction could use a buff. They went too far with Crimewatch and all that other stuff. The complaints are evidence of their presence creating content. I'm not saying that they are justified or that they are any indication of an imbalance in either direction, but rather that some forms of violence need victims and the "tears" show that role is being filled. content is being created even if one side doesn't intend for it to happen. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.10 21:45:00 -
[5] - Quote
Pipa Porto wrote:Kimmi Chan wrote:And by "nerfing" HS, what effect does that have on low and null sec players using those alts in HS to make money? They start being able to make money where they live. Quote:I think I get where you're coming from but what is the end result? What is the vision? I guess I would like to know the specifics of how this would be done and to what end? You should be able to make more money in less safe areas. The whole "higher risk gets higher reward" principle. There should be an actual decision to make between accepting a lower income in the safety of HS and accepting higher risk in the high income zones of Low and Null sec. Right now, you can get high income and high safety at the same time, so there's no reason to make your income in Null. And where is the balance point for that? At what point does the income differential actually overcome the desire for relative safety and resulting reduction of effort? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.10 22:16:00 -
[6] - Quote
Pipa Porto wrote:Tyberius Franklin wrote:And where is the balance point for that? At what point does the income differential actually overcome the desire for relative safety and resulting reduction of effort? That's a question that can only be answered empirically. Make small changes to the income levels of PvE in both areas then wait and see the metrics. HS is going to have to be nerfed though (primarily l4s and Incursions), even if only because that's far simpler than buffing every other source of income in a balanced way. HS Industry, on the other hand, needs to be kicked hard. Right now HS offers unlimited quantities of free slots in perfect safety. There is no way to make nullsec compete with that without breaking the game, so it has to be nerfed a lot. (I make my ISK off of HS industry.) I can't speak for everyone of course, but the prevalence of characters in highsec I would strongly relate to the relative ease rather than simply putting it as a question of income. The idea of changing from taking a few minor measures which reduce your value as a target to constantly having to watch your surroundings because you are always a viable target has a cost alone. And that's simply considering effort alone, much less actual variances caused by losses or interruption (having to flee from hostiles/etc). I'm sure that of those who use highsec alts there is a probably sizable segment that wants to get their isk where they live, but I'd wager that there is another comparable segment that can't be bothered that will in turn skew the perceived balance.
Industry: I'd think it wouldn't need to be wrecked, just have an increase in cost enough to be relevant or decrease in efficiency just enough to provide incentive elsewhere. Maybe some of both. That said I'm not heavily involved there, so I'll defer to your experience. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.11 02:31:00 -
[7] - Quote
Mara Rinn wrote:Pipa Porto wrote:Potential income in nullsec is almost identical to that of HS. Despite CCP continually pointing out that the greatest ISK faucets are null sec anomalies? This is what led to the anomaly nerf of 2011 (announced while FanFest was in full swing). Pretty sure this is out of date. Can't find the source but i think incursion payouts are currently topping the list of injected isk.
Nope I lied, it was bounty payouts, though with no breakdown for sec status. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
962
|
Posted - 2014.01.11 02:51:00 -
[8] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:Mara Rinn wrote:Pipa Porto wrote:Potential income in nullsec is almost identical to that of HS. Despite CCP continually pointing out that the greatest ISK faucets are null sec anomalies? This is what led to the anomaly nerf of 2011 (announced while FanFest was in full swing). Pretty sure this is out of date. Can't find the source but i think incursion payouts are currently topping the list of injected isk. They are. Someone posted it in the Infinity Ziona Threadnaught of Lies, and since I wasted so much time in that thread I remember that particular piece of stats distinctly. Which kinda makes me sad, considering that I have trouble remembering my sibling's birthdays since I got married. But then, I have a lot of siblings. I didn't look much at that thread, but the most recent numbers I'm aware of were from a year ago from CCP Diagoras. Those put incursions (301.8 billion ISK) 3rd behind bounty payouts (896.34 billion ISK) and NPC buy orders (337.4 billion ISK) for the month of January 2012. That would have to be a REALLY big swing in activity, bigger than the concurrent incursion count to support I'd imagine, to cause it to topple bounties.
If there are more recent numbers I'd love to see them.
ED: Double checked and that was pre-nerf incursions, so we wouldn't have been looking at depressed numbers during the adaptation period. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.14 00:10:00 -
[9] - Quote
James Amril-Kesh wrote:I think you're confusing "it's possible to do it" with "it makes sense to do it". It might be possible, sure, if we fill every single system with a factory outpost. But don't ******* tell me that requiring us to do so in order to get a decent industrial base is good game balance. What counts here as a decent industrial base? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 01:10:00 -
[10] - Quote
La Nariz wrote:Dinsdale Pirannha wrote:La Nariz wrote:If CCP nerfed highsec EVE would enter a golden age and be flooded with new players. And the trolls come out to play. Well, when the high sec version of the ESS is released, I guess we will see if you are right. Pot meet kettle. Its true though nerfing highsec would cause EVE to enter a golden age and be flooded with new players because nerfing highsec would cause EVE to enter a golden age and be flooded with new players. Some people say this, but I'd seriously have to ask why those players aren't already here. Nerfing highsec doesn't provide any real incentive to anyone not already playing to start. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 01:55:00 -
[11] - Quote
baltec1 wrote:Welp. there's another 5% nerf to null income arriving in Rubicon 1.1 I assume this is referencing the new mobile structures? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 01:59:00 -
[12] - Quote
baltec1 wrote:Nevyn Auscent wrote:baltec1 wrote:Welp. there's another 5% nerf to null income arriving in Rubicon 1.1 Or a 5% buff to Null income if you do it right. Jeez, you do love to whine. Nobody is going to use those things. Doesn't that contradict the idea of it being a nerf? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 02:08:00 -
[13] - Quote
baltec1 wrote:Tyberius Franklin wrote: Doesn't that contradict the idea of it being a nerf?
The bounties are being reduced if you use it or not. Whelp, this isn't referring to what I thought it was, as such, some reading needs done.
Edit: Reading the blog, and my initial reaction is HUH? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 02:36:00 -
[14] - Quote
Reading done, I'm at a loss as to the thinking behind this one. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
965
|
Posted - 2014.01.15 02:39:00 -
[15] - Quote
baltec1 wrote:Kaarous Aldurald wrote:
It gets better than that.
The isk from the deployable?
Is in the form of "tags" in your cargo bay as best as I can tell. So even if you babysit it with a noobship they can just blap him and take it anyway.
I don't even know how you cash those things in. I may have missed it in the dev blog. Sounds like NPC buy orders in faction navy stations. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
966
|
Posted - 2014.01.15 20:17:00 -
[16] - Quote
Benny Ohu wrote:Kimmi Chan wrote:So have the two parties of HS and NS come to an agreement about a balanced way to un**** this real or imagined imblance? hahaha, funny jokes honestly, i feel nerfing station services alongside starbase and wardec iteration might be a really entertaining highsec gameplay buff i mean, if -somehow- station manufacturing could still be viable (think: newbies), but it was worth putting up a manufacturing starbase for additional profit, and also if it was better -somehow- to leave a starbase up during a wardec instead of immediately taking it down, wardecs and industry might be a bit more entertaining and allow room for additional degrees of success in industry i haven't actually thought this through properly but you get the picture Increasing costs and/or decreasing NPC station manufacturing efficiency would likely be enough for better incentivising POS, though the issue of wanting to leave it up and defend it I'm not sure of. In most cases there is no worthwhile reason to fight a highsec war as a defender, so making a POS desirable to leave up will need to resolve that first. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
966
|
Posted - 2014.01.15 20:54:00 -
[17] - Quote
Benny Ohu wrote:yeah. if the wardecced corp can say to themselves 'well, we could just pull it down, but if we do, this negative thing happens, and we'll need to consider if defending is the better option here', then i think that's a success in creating gameplay
if the defending corp says to themselves 'well we done the sums and it's worth hiring mercs for this timer, we'll still be able to profit here', that's a great success
i don't know if it's feasible but i'll always support that ideal of actually having something to fight for
e: i know the topic's about null. the point is, an industrial rebalance and npc station nerf might affect gameplay in all areas of space positively Well, that all still has a series of dependencies. The negative aspect to taking down the POS needs to be in some way worse than losing the POS to be worthwhile. Even then, if the defending corp isn't capable of keeping the pos safe alone the cost now expands to merc costs + the possibility of still losing it due to the mercs failing or worse not intending to really defend it to begin with. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
969
|
Posted - 2014.01.18 00:35:00 -
[18] - Quote
Jenn aSide wrote: This doesn't matter, no one is saying that some dude in a drake is making 100 mil an hour, we're saying it's possible with the right ships and skills.
Because it's possible, the balance with non-high sec pace is off. It wasn't always like that, it used to be hat if you wanted that kind of isk you went to null.
When would that have been the case? Even prior to incursions missions pretty much functioned the same and didn't have to deal with incursion LP potentially diluting LP returns for major faction LP stores. If missions are what people claim it hasn't been balanced any time in the last few years.
Also you missed the point of efficiencies he mentioned. It's not the guy with a drake, it's everyone who's not using the absolute best ship+fit for x mission and as such isn't making minimum times. that includes the guy with the drake, but certainly isn't limited to him by a long shot. Whether that really amount to a great deal I'm not sure, but it's a more relevant criticism regarding the method. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
970
|
Posted - 2014.01.20 22:21:00 -
[19] - Quote
Diamond Zerg wrote:Hahahahahahahahaha.
Mate, this isn't about the skilled players who can make more ISK in the risky zones. This is about the huge number of players (some of who use bots and multiboxing software) that are making huge amounts of ISK with very little skill or risk.
If everyone can do this, the economy becomes imbalanced.
It's the nature of the EVE economy that every time another person makes ISK, yours gets devalued.
If it took more skill to make ISK (and it was harder to bot/multibox) players who used their skill and intelligence to make ISK would be in a much better position. I'd actually like to see the data linking isk in circulation and prices of items. I'd have to imaging that it largely doesn't exist considering the largest price changes I've seen came about as a result of game mechanics changes that were exasperated by rampant speculation and weren't accompanied by new influxes of isk.
If I'm wrong, there may be some merit to the idea of isk devaluing isk in a real and appreciable sense, but I'd be willing to bet more older players reach a point where their consumption caps based on their activity and either don't spend much time earning past that or just sit on fat wallets which as a result of being horded has no real devaluation effect. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.21 22:25:00 -
[20] - Quote
baltec1 wrote:TharOkha wrote:baltec1 wrote:
At the same time that these nerfs happened high sec income was buffed with the addition of incursions for one and SOE ships (plus more high sec level 4 SOE agents) with the other.
Incursions are not hisec exclusive SOE missions are not hisec exclusive. (in fact nullsec SOE pays 50% more LPs) Incursions are not run anywhere in null because they attract gangs like moths to a flame. Nobody outside of the CFC can run SOE missions and even the CFC must deal with roaming gangs and neuts in local, it works out to be better income just doing it in high sec. The few systems are too easily camped to effectively run missions. If these are the source complaints then I'd argue the goal of any highsec nerf is flawed. If avenues of making isk only result in no one doing them due to increased risks then increasing null population by nerfing highsec should have a similar effect with a similar end result. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.21 22:53:00 -
[21] - Quote
baltec1 wrote:Tyberius Franklin wrote:If these are the source complaints than I'd argue the goal of any highsec nerf is flawed. If avenues of making isk only result in no one doing them due to increased risks then increasing null population by nerfing highsec should have a similar effect with a similar end result. We ask for a nerf because our equivalent of level 4 missions, anoms, have been nerfed to the point where it is not worth running them. CCP have stated that they cannot buff them so there is only one option open to us. With this latest nerf to anom income all we are going to see is even more people going to high sec to make more isk for near no risk. Even aside from this nerf, the behavior of the players hasn't and the concentration of activity hasn't been in favor of null for a long time. Not prior to the truesec anom nerfs, not prior to incursions, and likely not prior to a number of income changes before that. The premise of an income differential that doesn't totally break one or more areas of space leading to your intent of keeping people in null to make isk is just something I don't see working.
And regarding the refusal to buff, that's probably a much easier issue to trace the source of. As with a number of other things those who have found a way to take the mechanic for all it's worth, and a more pure isk injection mechanic than the highsec counterparts at that, have cause CCP to start capping reward potentials to the detriment of others who aren't reaching those peaks. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.21 22:59:00 -
[22] - Quote
baltec1 wrote:Doc Severide wrote:Diamond Zerg wrote:Hold on a minute guys, I'm getting a lot of replies about how the hisec PvE population will quit.
To me, this doesn't make much sense. Not much sense to who? It' makes perfect sense. I for one would quit immediately AND Biomass and destroy everything. There would be no coming back... People said the same thing when they nerfed incursions. High sec will not quit. Highsec had alternatives when it came to PvE income in that situation. In a case of a blanket nerf to all income streams that wouldn't be the case. How that would end up we can only speculate since it has never happened. Also if the suspicions are true that highsec is really not a place where people live but rather a biproduct of alts and easy isk then we'd likely see some of those accounts reduced for lack of use IF the nerf worked as intended. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.21 23:03:00 -
[23] - Quote
baltec1 wrote:Tyberius Franklin wrote: Even aside from this nerf, the behavior of the players hasn't and the concentration of activity hasn't been in favor of null for a long time. Not prior to the truesec anom nerfs, not prior to incursions, and likely not prior to a number of income changes before that. The premise of an income differential that doesn't totally break one or more areas of space leading to your intent of keeping people in null to make isk is just something I don't see working.
And regarding the refusal to buff, that's probably a much easier issue to trace the source of. As with a number of other things those who have found a way to take the mechanic for all it's worth, and a more pure isk injection mechanic than the highsec counterparts at that, have cause CCP to start capping reward potentials to the detriment of others who aren't reaching those peaks.
Stopping mission blitzing would go a long way to bringing back balance without touching the "casuals". I agree, but fat chance on it happening. Same reason anoms probably won't be revamped from being what IMHO is the worst PvE in the game: no one wants CCP to devote time to fixing what ails it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.21 23:15:00 -
[24] - Quote
baltec1 wrote:Tyberius Franklin wrote: Highsec had alternatives when it came to PvE income in that situation. In a case of a blanket nerf to all income streams that wouldn't be the case. How that would end up we can only speculate since it has never happened. Also if the suspicions are true that highsec is really not a place where people live but rather a biproduct of alts and easy isk then we'd likely see some of those accounts reduced for lack of use IF the nerf worked as intended.
High sec had nothing to match pre nerf incursions. The same people said they were going to quit over the ice changes and the POCO changes. Its nothing but empty threats that have been screamed every time someones unbalanced golden goose has been nerfed. You will always have those posts, but, as stated before, none of them represent the holistic nerf of highsec on a magnitude that would result in the positives that people who want such a nerf claim it would result in.
That said, I don't think we've seen the sub data to see if there was any change in subs, however minor it may be, that may have correlated with those changes. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
974
|
Posted - 2014.01.22 00:01:00 -
[25] - Quote
Kimmi Chan wrote: So long as those nerfs are not intended to fully cripple highsec industry and exist only to improve industry in Null I am not averse to reading it. My thinking however is that it really isn't a competition is it? Instead of selling officer/faction mods in Jita, sell them in a Null system or better yet put them on contract for the **** you need. Ruby said Tritanium is in short supply and you guys can't seem to get enough of it. If you use the assets that are strictly Null in origin can you not leverage those for what you need?
I'll give you X Tritanium for that Pith-A whatchamacallit.
Seems to me that you are selling short on this **** by selling it in Empire. If people want to fly bling ships, make them come get the **** from you at a higher cost than what you would make in Empire of course, Or those tosser mission runners can just fit T2 and cry about how ****** their fit is unless they go to Null.
Just spit-balling ideas here man.
From the standpoint of practicality I'd think isk would be the best trade medium in most cases for whatever goods you are trading, even if only because isk is a necessary component of any market transaction.
And regarding not exporting to empire, the bulk of sales you'd likely see are people who will just resell in Jita for a profit, which should have the nullsec population asking, why not just cut out the middle man? Also non-blues being unable to dock in outposts and NBSI make for a hostile market place for outsiders. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
976
|
Posted - 2014.01.23 20:14:00 -
[26] - Quote
baltec1 wrote:Kimmi Chan wrote:
Why deal with bullshit in Null sec when you can play in high sec without that bullshit regardless of how much ISK you make?
Null sec life might bother you but it doesn't bother us. So again, why should null sov have worse income for a pilot than high sec? Honest question: What portion of nullsec do you realistically speak for? I'm sure null has it's share of weekend warriors who only want to be the hunters in nullsec and never the hunted, and as such intentionally don't do their isk making there, not because of isk differential (or lack thereof) but because effort and not being on someone else' killmail. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
976
|
Posted - 2014.01.23 23:45:00 -
[27] - Quote
Benny Ohu wrote:Kimmi Chan wrote:In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!" no, you haven't With this I'm not sure I've been reading the same forums over the last 3 years that others have.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
977
|
Posted - 2014.01.26 01:59:00 -
[28] - Quote
Not sure if this is the typical, "lets break highsec because null is bad so no one can have fun" kind of idea or some misplaced retaliation for the ESS which no higsec dweller asked for and many agree is a bad idea as currently proposed. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
982
|
Posted - 2014.01.27 20:32:00 -
[29] - Quote
Seriously, what is a "pubbie" in this context?
Also, 2 of those articles aren't security specific. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
982
|
Posted - 2014.01.27 20:47:00 -
[30] - Quote
La Nariz wrote:Tyberius Franklin wrote: Seriously, what is a "pubbie" in this context?
Also, 2 of those articles aren't security specific.
None of the articles are highsec specific. They don't need to be as at least one includes economics which tends to concentrate where trade does, in highsec. The articles are great in their own way, but in the end are simply snapshots of particular events that occur as part of the game as a whole. Doesn't mean the game's other aspects don't serve purpose or are of less importance. Conversely, these event's were able to occur and continue to happen despite this "game breaking imbalance" thus making them even less relevant to the subject at hand. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
982
|
Posted - 2014.01.27 21:03:00 -
[31] - Quote
La Nariz wrote:Tyberius Franklin wrote:La Nariz wrote:Tyberius Franklin wrote: Seriously, what is a "pubbie" in this context?
Also, 2 of those articles aren't security specific.
None of the articles are highsec specific. They don't need to be as at least one includes economics which tends to concentrate where trade does, in highsec. The articles are great in their own way, but in the end are simply snapshots of particular events that occur as part of the game as a whole. Doesn't mean the game's other aspects don't serve purpose or are of less importance. Conversely, these event's were able to occur and continue to happen despite this "game breaking imbalance" thus making them even less relevant to the subject at hand. They are not highsec specific meaning they arise from the areas that are not broken or imbalanced. If highsec were fixed I'm sure we'd see stories coming out of highsec. Would we? Most of the ideas for fixing it seem related directly to simply reducing content or income for under the goal of spreading pilots elsewhere. Essentially trying to reduce it to a deadzone and/or true de facto new player only space. That's not going to generate stories there.
Though, if your suggesting this go another direction, I'd love to hear it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
982
|
Posted - 2014.01.27 21:22:00 -
[32] - Quote
La Nariz wrote:Tyberius Franklin wrote: Would we? Most of the ideas for fixing it seem related directly to simply reducing content or income for under the goal of spreading pilots elsewhere. Essentially trying to reduce it to a deadzone and/or true de facto new player only space. That's not going to generate stories there.
Though, if your suggesting this go another direction, I'd love to hear it.
I think we would, yeah I agree just increasing install costs and increasing concord response times won't make highsec the place stories come from. They are the first step to rejuvenating highsec, decrease the reward or reintroduce risk to highsec. A revamp of war decs, a greater fleshing out of industry/trade, and more content creation tools are needed. However that is step two of solving the highsec problem and it needs a good foundation to build on, which step one provides. This seems a noble goal at first glance, but is still opposed to what highsec is. I'd venture that the reason so many stories happen outside of highsec is entirely related to the fact that the range of possibilities there are intentionally broader that those inside highsec. Highsec that is the same old highsec, just slower cops and higher NPC costs won't provide unique reasons or scenarios that rival other spaces any more than it does now (and in a way is just a kick in the nuts to those of us who fit mission ships sensibly and tank barges by reducing cost:EHP for ganks).
And fundamentally highsec is just space with a more limited tool set to create relative safety, and as a result inhabitants that are less likely to engage or respond to aggression, so how do you make that something.
Basically, the income tweak is debatable and at a level probably needed, but how do you transform the intentionally safer area into a place that creates comparable content while still serving that purpose? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
982
|
Posted - 2014.01.27 21:59:00 -
[33] - Quote
La Nariz wrote:Tyberius Franklin wrote: This seems a noble goal at first glance, but is still opposed to what highsec is. I'd venture that the reason so many stories happen outside of highsec is entirely related to the fact that the range of possibilities there are intentionally broader that those inside highsec. Highsec that is the same old highsec, just slower cops and higher NPC costs won't provide unique reasons or scenarios that rival other spaces any more than it does now (and in a way is just a kick in the nuts to those of us who fit mission ships sensibly and tank barges by reducing cost:EHP for ganks).
And fundamentally highsec is just space with a more limited tool set to create relative safety, and as a result inhabitants that are less likely to engage or respond to aggression, so how do you make that something.
Basically, the income tweak is debatable and at a level probably needed, but how do you transform the intentionally safer area into a place that creates comparable content while still serving that purpose?
I wouldn't say its limited, I would say its different. As an example you can still shoot people you either need a wardec, a gank, or one of the many flag tricks versus just being able to shoot them. For starters: -More contract mechanics like freeform contracts, mercenary contracts, bounty contracts, loan contracts, -A use for stock other than to steal CEO from corporations I awox, -More deployables that rely around suspect timers yet have a benefit to industry/trade. Think like a deployable shipyard or deployable npc miners, -Revamp of wardecs and bounties, -A highsec ESS, -More interaction for FW via highsec, -Player run incursions, -Player given missions, -POS revamp, -Procedurally generated scaling missions. So each mission is different and for each of your friends the mission will get more difficult as well as more rewarding, -L5s in highsec with the caveat that they are 0.0 pockets. All of that would add content and more tools for highsec. I can get behind some of the stuff on that list, though some I have doubts about.
- Contracts: How does the contract system evaluate successful completion of a freeform contract and furthermore, for all the contracts how does the system enforce it or provide penalty for failure?
- Stock: What other uses did you have in mind?
- Highsec ESS: The more I think about this, the more I have issues seeing any unbroken version of it coming into being.
- Player run content: This seems like it would be rather tricky to balance. It would need to provide some benefit to all involved at some level in order to be used yet not be able to be horribly gamed.
- L5's in 0.0 pockets: No one who is actually interested in doing lvl 5 missions will do these. Considering that you are looking at aggressors needing to have 0 risk to get to you and instant safety should they manage to disengage and leave the pocket, the only people who do these will be people setting traps and people looking to intentionally walk into those traps. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
983
|
Posted - 2014.01.27 22:33:00 -
[34] - Quote
La Nariz wrote:Tyberius Franklin wrote: I can get behind some of the stuff on that list, though some I have doubts about.
- Contracts: How does the contract system evaluate successful completion of a freeform contract and furthermore, for all the contracts how does the system enforce it or provide penalty for failure?
- Stock: What other uses did you have in mind?
- Highsec ESS: The more I think about this, the more I have issues seeing any unbroken version of it coming into being.
- Player run content: This seems like it would be rather tricky to balance. It would need to provide some benefit to all involved at some level in order to be used yet not be able to be horribly gamed.
- L5's in 0.0 pockets: No one who is actually interested in doing lvl 5 missions will do these. Considering that you are looking at aggressors needing to have 0 risk to get to you and instant safety should they manage to disengage and leave the pocket, the only people who do these will be people setting traps and people looking to intentionally walk into those traps.
Difficulty of fixing highsec is no excuse for leaving it in the horrible state it is in now. Contracts give more option for player interaction, add more accountability, and for specific contracts there should be automatic enforcement. Like for a loan contract it would automatically remove the amount and send the payment to the lender as long as everyone was in highsec. Stocks could openly be traded on the market and have more tools for the owners to enforce things, like being able to extract dividends, restricting access to the wallet, and showing a portion of the corporations value. Highsec ESS it would be part of the mission revamp and tied into faction warfare. Balancing can be done if its difficult oh well it can still be done, I leave the specific design up to CCP. With scaling procedurally generated missions it would allow safety in numbers as well as a good return so players can control their risk. Which is basically the main appeal of highsec, the area where it is the easiest to control their own risk. I'm not arguing on technical complexity, I'm not really qualified to argue that, but rather workable mechanics. Contracts in particular, how do they work, what kind of restitution do they give for being broken, can they be gamed? If they can be gamed, do they add value or are they dead weight? As I understand freeform contracts once existed and were removed for that reason. Sure it added an option, but it was a useless option.
Also, I'm not arguing highsec shouldn't be changed. I've several times conceded a nerf may be in order and the ideas I didn't directly address were because they seemed fine and good on their own, though maybe lacking in details to be later debated should we ever get to that point.
But as to balancing, I mention that because it's going to be a big one for player generated content in a formalized mechanical setting. The closest thing we have is FW which as many will recall had a glaring exploit upon it's revamp, and further imbalances which while largely addressed still has detractors saying that it's a farm rather than a battlefield.
Also it wasn't the procedural generation of mission I had issue with, but rather the implications for pockets of 0.0 in highsec for lvl 5's as that actually removes the ability manage risk that distinguishes highsec. Procedural missions in general is something I want but have lost faith in getting as no one seems to think CCP should devote any serious time to rebuilding PvE. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
983
|
Posted - 2014.01.27 23:19:00 -
[35] - Quote
La Nariz wrote:The 0.0 pockets allow risk mitigate the same as risk mitigation for a suicide gank. You control the area, the people your with and the time you intend to do the mission that's how you mitigate the risk. Even with that the contract thing still seems pretty reasonably gamable in an imbalanced way.
But that aside, running in 0.0 space and avoiding a suicide gank are pretty different tasks. Specifically, the latter can be done almost entirely passively. Area control isn't really a thing in highsec, and even with this change only becomes possible in the L5 mission area itself. Policing the surrounding areas can't be effectively done and you still have local as a tool being neutralized due to the lack of system control and the general willingness to cohabitate a system with neutrals that comes from highsec living, mainly because you don't have a choice.
Long story short, you see a lot less action idling in a procurer in a belt in a 0.6 than you do in a -0.6. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
983
|
Posted - 2014.01.28 00:09:00 -
[36] - Quote
La Nariz wrote:Tyberius Franklin wrote:Even with that the contract thing still seems pretty reasonably gamable in an imbalanced way.
But that aside, running in 0.0 space and avoiding a suicide gank are pretty different tasks. Specifically, the latter can be done almost entirely passively. Area control isn't really a thing in highsec, and even with this change only becomes possible in the L5 mission area itself. Policing the surrounding areas can't be effectively done and you still have local as a tool being neutralized due to the lack of system control and the general willingness to cohabitate a system with neutrals that comes from highsec living, mainly because you don't have a choice.
Long story short, you see a lot less action idling in a procurer in a belt in a 0.6 than you do in a -0.6. I'm confident with testing CCP could fix the contract system. I agree that avoiding a gank and existing in 0.0 are different tasks but their risk is prepared in the same way. You defend from a gank by not making yourself a target, by selecting the area you operate in and by selecting the people around you. The same can be said of L5s in highsec that are 0.0 pockets. At this point I think we're both speculating beyond what can really be seen when it's just a series of goals so I'll just say that all in all, despite my concerns, it's a good list. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
995
|
Posted - 2014.02.04 04:06:00 -
[37] - Quote
Tauranon wrote:Kimmi Chan wrote:New data from today.So, not really a good day. 27,954,986 ISK/hr* Run from SOE in Osmon. Had an issue with blitzing Damsel - tank failed to manage the incoming DPS (incidentally, the old overtanked Golem would have done this and laughed). Had to break to run to Jita and grab an armor repper. Repped on the way back from Jita. But I did extend the session to compensate for the lost 20m. On the last mission, I had my own little interruption. Suspect flagged pilot landed on grid at the research site as I was dropping the last BS. He camped the Heron wreck waiting to loot the objective to ransom it. I shut down the launchers and just tanked the last BS. Warped to a safe after a while and came back, hoping he had gotten bored and maybe decided to do something more interesting than spam duels at me all night. He had not. So I orbitted the wreck with him for almost an hour when he finally left I dropped the last BS in 3 volleys and made off with the Ships Crew from the Heron wreck. I guess Highsec has their interruptions too. *Assumes 2301 ISK/LP from Eve Data. Additionally, I am not subtracting the expense of the Armor Repper. Don't waste your time, come back with a prophecy or a taranis kill the guy, the BS and loot. If he has lost his flag or his ship is too big, bump him with a prophecy which is pretty quick, pretty agile and easy to bump with. Those pilots are happy if they obstruct you, really happy if they flag your marauder, but not really interested in an insured space ship that is going to be done before they get their killboat on grid, and a pilot who plainly enjoys fighting back and has the relevant insurable spacepixels. They may enjoy the resulting incident, but they won't be seeking you for tears or pinata in the future. You can forum warrior whilst you wait out your flags. if thats all too hard, cancel the mission and leave him there. Can't really kill him without concord intervention since it doesn't sound like he did anything that caused him to go suspect. Though leaving and cancelling is an option for wanting to take care of it quickly. |
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