| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1019
|
Posted - 2014.02.28 20:34:00 -
[1] - Quote
hellokittyonline wrote:Kimmi Chan wrote:Player based organizations such as RvB, Brave Newbies, and EveUni all offer both training and PvP content for new players. but this is not the sandbox PvP experience that this game prides itself in. The whole idea is that you should be able to make your own game. not just follow a prescribed tutorial. Actually, this is exactly that experience as none of the organizations listed are CCP created or run. They exist as a result of player initiatives and effort. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1020
|
Posted - 2014.02.28 20:58:00 -
[2] - Quote
hellokittyonline wrote:It is in fact a sandpox PvP experience, but it should not be the only one, and the same way a mission bear can bear by himself for hours on end and make a profit, there should be options for a solo PvPer to find his own way to make ends meet. Good luck. Those that do very well and win the majority of engagements can already do this, but allowing the losing side to function on ship to ship PvP alone would either massively devalue isk further or cause some other form of economic destabilization.
hellokittyonline wrote:Also I'm more referring to the business of stealing loot from PvEers, as a soloable mini-PvP-profession that is highly accessible to new players, and keeps the PvEers from being 100% bubblewrapped (because 100% safety will eventually = 0% PvP opportunity). We've yet to actually see that 100% safety work out, but assuming it was true, your initiative won't lead to more interaction but rather content abandonment. Things that wind up requiring exceptional effort while still having a high loss risk simply won't be done. This becomes negative to 2 groups, PvE'ers and highsec PvP'ers. PvE'ers lose content and either leave or downshift activity, PvP'ers as a result lose targets and do much the same.
hellokittyonline wrote:PvEers seem to be under the impression that I'm the one inhibiting new players from joining the game. What they do not realize is their bounty system, combined with crying for nerfs to suspects, only end up removing a new PvPers options for making isk. Haven't followed the thread enough to comment on this, so I'll leave it be aside from saying that the more ways there are for a true new player to lose everything before learning why and how to avoid it, which is generally what you accomplish by making things more dangerous, the fewer new players that are likely to stick around to become the predators that engaged them. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1020
|
Posted - 2014.02.28 21:02:00 -
[3] - Quote
hellokittyonline wrote: The MAIN CHANGE I am asking for is the removal of the bounty system. BUT NOT COMPLETELY FKING THE CAREBEARS. Instead they need to replace bounties with more salvage/loot and LP.
The REASONS for this are
A) Bounties inject isk into the economy (IE you do not trade a good for someone elses isk, you simply create isk out of thin air) and make ships and plex more expensive, thus raising the bar of entry for new pilots looking for a risky profession, and bottlenecking everyone i.
B) There will be more salvage for up-and-coming pirates to take advantage of
The last meeting minutes contained CCP stating incoming isk being greater than outgoing isk was good, so in that it helped grow the economy. Additionally, loot and LP being increased only devalues both. In order to supplant bounty income I would think the resulting mass influx of both would crush their relevant markets. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1020
|
Posted - 2014.02.28 21:13:00 -
[4] - Quote
hellokittyonline wrote:Tyberius Franklin wrote:hellokittyonline wrote: The MAIN CHANGE I am asking for is the removal of the bounty system. BUT NOT COMPLETELY FKING THE CAREBEARS. Instead they need to replace bounties with more salvage/loot and LP.
The REASONS for this are
A) Bounties inject isk into the economy (IE you do not trade a good for someone elses isk, you simply create isk out of thin air) and make ships and plex more expensive, thus raising the bar of entry for new pilots looking for a risky profession, and bottlenecking everyone i.
B) There will be more salvage for up-and-coming pirates to take advantage of
The last meeting minutes contained CCP stating incoming isk being greater than outgoing isk was good, so in that it helped grow the economy. Additionally, loot and LP being increased only devalues both. In order to supplant bounty income I would think the resulting mass influx of both would crush their relevant markets. Of course they will say this, as it would be an extreme conflict of interest if they were to say otherwise. More isk in the market is good TO A DEGREE, but too much isk raises prices of ships and plex (thus more people are buying plex with real money [thus conflict of interest]) Ship prices in general have shown their greatest fluctuations around factors other than isk influx changes. Plex prices have changed, but this was inevitable as the base of long term players with high isk generating abilities across professions has grown over time. Yes it will be influenced by the amount of isk injected, but will ultimately be decided by the number of players with high income, regardless of whether it's injected isk or not.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1020
|
Posted - 2014.02.28 21:25:00 -
[5] - Quote
hellokittyonline wrote:But isk has to be injected for the amount of high income players to increase. If isk is merely changing hands the amount of high income players remains constant, as does the value of the isk itself, and subsequently the things you purchase with said isk. Actually, some of the highest income players make their isk from taking advantage of isk transfers rather than isk injection. And if your plan of transferring bounties to tradable loot actually has any measure of success, it will mean increasing the number of trades greatly creating more room for others to prosper just from that activity alone.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1020
|
Posted - 2014.02.28 21:51:00 -
[6] - Quote
hellokittyonline wrote:Tyberius Franklin wrote:hellokittyonline wrote:But isk has to be injected for the amount of high income players to increase. If isk is merely changing hands the amount of high income players remains constant, as does the value of the isk itself, and subsequently the things you purchase with said isk. Actually, some of the highest income players make their isk from taking advantage of isk transfers rather than isk injection. And if your plan of transferring bounties to tradable loot actually has any measure of success, it will mean increasing the number of trades greatly creating more room for others to prosper just from that activity alone. You still fail to realize that the actual amount of high income players (as a % of the population) cannot increase if the amount of pure isk in the economy stays constant in reguard to the amount of players. If the amount of isk stays constant relative to the amount of players in the game, then one only becomes rich by somehow procuring the riches of others (thus making the "others" less rich and keeping the amount of rich players constant). You are right there, as the population grows things would stagnate. Of course than means your plan of shifting bounty income to loot would fall on it's face, or rather is one of several reasons. Also it may even have the glorious side effect of ruining individual incomes making ships more relatively expensive compared to the average income, and thus making it more difficult to support PvP, maybe even making people more risk averse.
It would be fun to see that exasperated by isk still funneling out of the economy.
Though I wonder if those reduced plex prices would last with the reduced return on the real money investment.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1021
|
Posted - 2014.02.28 22:12:00 -
[7] - Quote
hellokittyonline wrote: This is quite simply not the case as there is already FAR MORE isk injection then there needs to be, and if there needed to be more I'm SUURE CCP would be ENTIRELY willing to inject it.
I want the bounty system removed, but isk still needs to be injected, though relative to the amount of new players and not just at random to give farmers more incentive to play (because more isk means higher prices that they too have to pay thus there's no real increase in incentive, only a decrease in incentive for new players).
Is there more than there needs to be? Even without new players, older players are constantly increasing their abilities and expanding into deeper and more expensive activities. Economic growth doesn't just benefit those that are new, but also those that are trying to expand. Expasion requiring those already well experienced and entrenched in all areas of the game will only lead to power stagnation that is only able to be broken from within, a prospect that becomes less likely each time it happens. Meanwhile game play for others is limited to waiting for that moment to come and stagnation abounds.
Also, where are you getting your data from? Where has isk injection been conclusively liked to ship prices? Where is the data actually proving that isk is coming in at an rate so high as to be negative? the only people who have that are the ones you accuse of having an agenda, which makes your entire premise speculative at best.
So you would take a system that works and replace it with one that won't based upon a series of assumptions which run contrary to the words of the people who are in a place to validate you. That's not a good idea. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1021
|
Posted - 2014.02.28 22:19:00 -
[8] - Quote
Kaarous Aldurald wrote:The fact that you can basically never die in any part of a sandbox game is just wrong. I guess this is another point of contention. To me it doesn't make sense to die just because "sandbox" if you are actively and competently trying to avoid it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1021
|
Posted - 2014.02.28 22:22:00 -
[9] - Quote
Kimmi Chan wrote:Tyberius Franklin wrote:Kaarous Aldurald wrote:The fact that you can basically never die in any part of a sandbox game is just wrong. I guess this is another point of contention. To me it doesn't make sense to die just because "sandbox" if you are actively and competently trying to avoid it. Trying to avoid dying or trying to avoid the "sandbox"? Trying to avoid dying. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1022
|
Posted - 2014.02.28 22:31:00 -
[10] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:Kaarous Aldurald wrote:The fact that you can basically never die in any part of a sandbox game is just wrong. I guess this is another point of contention. To me it doesn't make sense to die just because "sandbox" if you are actively and competently trying to avoid it. So, someone actively and competently trying to inflict it means nothing, then? That's the problem. Competent defense > competent offense. Every time. There are no little tricks I can use to beat you (or even tackle you) if you know what D-scan is, and don't fit and fly your ship like you're mentally handicapped. The fact that only competent offense > incompetent defense is another aspect of this problem. Highsec is too safe. It promotes stupid gameplay because you can be doing it wrong and still be alive. Competent defense > Competent offense isn't highsec specific. It also promotes players learning competent defense, at least amongst those willing to learn the lesson, since it's actually effective. On the other hand reversing it creates a disconnect between preparation and survival, after all if no matter how prepared you are that same guy is always going to get you, why bother? It just doesn't incentivize smart play in the same way, rather reducing it to pure chance. Lastly competent offense > competent defense means you create a scenario where being on the defense is objectively stupid once ways to counter defenses are well known. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1022
|
Posted - 2014.02.28 22:32:00 -
[11] - Quote
Kimmi Chan wrote: I may be misinterpreting the discussion here but I don't think anyone goes out with the intention of dying. I think we also need to change dying to explode since we're all immortal. \o/
I think what Kaarous is trying to say is that some people are just terrible at fitting their ships appropriately.
That's why I specifically stated actively and competently as qualifiers. He seemed disgusted that his own competence resulted in him not blowing up. I think his follow up point re-enforced that idea. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1023
|
Posted - 2014.02.28 22:47:00 -
[12] - Quote
Kaarous Aldurald wrote: I'm not saying it needs to be reversed.
I'm saying it needs to be balanced. It's not balanced right now.
I would say it's not balanced because it's not very deep. In most cases it's either a matter of "are you tackled?" Being that it's so boolean, it's hard to balance.
That said, mashing the DSCAN every 2 sec is not really what i would call the epitome of interactive social gaming. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1024
|
Posted - 2014.02.28 23:08:00 -
[13] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:Kaarous Aldurald wrote: I'm not saying it needs to be reversed.
I'm saying it needs to be balanced. It's not balanced right now.
I would say it's not balanced because it's not very deep. In most cases it's either a matter of "are you tackled?" Being that it's so boolean, it's hard to balance. That said, mashing the DSCAN every 2 sec is not really what i would call the epitome of interactive social gaming. There are plenty of things that need fixed, is what you're trying to say. What I'm trying to say is that this is one of them. The need for, and usefulness of D-scan doesn't go away just because it's "boring". As far as highsec is concerned, the only problem with D-scan is that it requires you to pay any attention at all, the amount is not relevant. If it can't be done while afk "highsec" at large doesn't want anything to do with it. Their attitudes are a result of the cradle of safety they've been swaddled in for too long. That needs fixed, then we can actually have an honest discussion about it among the players. Instead of a derailing contest between one group of players, and one group of self interested afk robots. Because you can't convince people to play the game correctly if the option to play it wrong and still win exists. No, I'm not saying there are plenty of things that need fixed persay, I'm saying that the one you are complaining about, given current fitting and combat realities, doesn't leave room for balancing. That would inherently necessitate changes to provide ways to toggle balance, but that's not really relevant here.
The need for and usefulness of DSCAN being coupled to it's current incarnation is actually, exactly my point on the second part. I'm not sure how you conflated paying attention with "KEEP MASHING BUTTAN," but the 2 are not the same. Most people don't use it due to a combination of effort and probability of attack. If it were passive and part of a more dynamic system I would bet money on increased usage and awareness.
Fixing that would also probably go a really long way towards eliminating these sweeping generalizations that poison these conversations. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1024
|
Posted - 2014.02.28 23:51:00 -
[14] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: not sure how you conflated paying attention with "KEEP MASHING BUTTAN," but the 2 are not the same.
I'll have a longer reply for the rest of your post later, but I just wanted to address this before I get on the road. It's not "push button, have safety". It's "push button, have to make a determination and a decision". That's why it's not used by most people in highsec. Because they want some binary guarantee of safety. If D-scan were something passive, for example, that told you when a warp in on your grid happened, it would give more safety to people who didn't do it correctly, in exchange for nothing on their part. No effort, more safety. That is bad. D-scan also has tons of meta uses by using it to hunt people, etc, also. It's a complex tool, and it can't just be replaced by something passive without negatively effecting quite a bit of the game.
Tyberius Franklin wrote:If it were passive and part of a more dynamic system I would bet money on increased usage and awareness. Allow me to expound upon this as it apparently didn't have the intended meaning. DSCAN needs reworked as part of a complete overhaul of situational awareness tools. It, like other things, needs to be decoupled from perfect intel so that it's power isn't only limited by pure annoyance.
But really, the term "people in highsec" is getting pretty presumptuous at this point. The only reason I don't use DSCAN more often is the interface with the tool. I can't be the only one. Furthermore you can't accurately qualify what people will do with information they aren't currently getting. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1024
|
Posted - 2014.03.01 00:17:00 -
[15] - Quote
Kimmi Chan wrote:I will agree, Tyberius, that the D-Scan is the most valuable tool that has the worst interface. Speaking as the Devil's Advocate, since I reside full-time in HighSec but am trying to understand the "opposition" in these matters, they use it constantly in Low and Null and WH. Why should we not use it High? We've already established that it has use in highsec. As for why people don't use it? It's up to aggressor activity to make that worthwhile. If they don't see the reward on a particular target as being worthwhile enough to put them in a situation where DSCAN can be leveraged, that isn't inherently an issue that needs solving. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1026
|
Posted - 2014.03.01 02:26:00 -
[16] - Quote
Daichi Yamato wrote:Organic Lager wrote:
The issue is if you're going to blow up 10 hours of my life i spent farming missions for isk, i want it to be more fun then scram, web, and wait to die because i touched a yellow box i shouldn't have. There is also the classic get 1 shotted by a couple nados, that's always a fun way to lose 10 hours of my life.
I want a fighting chance, i want the high sec gankers to put as much at risk as i am. I want a chance to learn something in pvp that isn't well i shouldn't have done that and now i'm boned by someone who does this for a living.
if no'1 in the OP becomes a reality, this will be half solved. That's kinda questionable. PvP fits vary. And what performs well against one target may not perform as well against another, or perhaps even more of the same. I can see how more PvP like PvE could result in better PvP capable fittings, but that doesn't change the fact that an intruding aggressor is now closer to a 2v1 PvP scenario when you were fitted for a 1v1. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1026
|
Posted - 2014.03.01 02:29:00 -
[17] - Quote
Kaarous Aldurald wrote:This is part of the argument.
Highsec almost is 100% safe. The only reason people die at all is from doing stupid things and actively failing to take care of themselves. Can you explain this? The only real difference between highsec and other space is that unsolicited engagement guarantees ship loss (well, that and the increased population adding noise to intel tools) but the ability to engage is still there. What about that balance is so off to you?
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1026
|
Posted - 2014.03.01 02:57:00 -
[18] - Quote
Daichi Yamato wrote:Tyberius Franklin wrote: That's kinda questionable. PvP fits vary. And what performs well against one target may not perform as well against another, or perhaps even more of the same. I can see how more PvP like PvE could result in better PvP capable fittings, but that doesn't change the fact that an intruding aggressor is now closer to a 2v1 PvP scenario when you were fitted for a 1v1.
i dnt get what u mean... that mission runners are vulnerable when out numbered? if it is that, then: No ****. No, more that PvP fits are typically purpose tailored and as such aren't any more likely to withstand unexpected PvP intrusions than PvE tailored fits, especially in the middle of a fight. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1026
|
Posted - 2014.03.01 03:45:00 -
[19] - Quote
Daichi Yamato wrote:if u dnt like PvP, one has got to ask: why are u playing eve?
Tyberius Franklin wrote: 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 character 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
Yay post history saving me from retyping! |
| |
|