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Tyberius Franklin
Federal Navy Academy Gallente Federation
1370
|
Posted - 2015.03.19 03:01:29 -
[1] - Quote
Kaarous Aldurald wrote:Eli Stan wrote: Nowhere in that statement is a cause of player isolation identified. *snipped rant*
Didn't even read what you quoted, did you? The playstyles enabled by NPC corps are bad for the game. Go ahead and take another crack at it, I'll wait. No playstyle is enabled by NPC corps. NPC corps actually reduce the ability to participate in certain playstyles, but nothing is enabled in an NPC corp that isn't enabled otherwise. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.19 20:14:24 -
[2] - Quote
Valkin Mordirc wrote:Tyberius Franklin wrote:Kaarous Aldurald wrote:Eli Stan wrote: Nowhere in that statement is a cause of player isolation identified. *snipped rant*
Didn't even read what you quoted, did you? The playstyles enabled by NPC corps are bad for the game. Go ahead and take another crack at it, I'll wait. No playstyle is enabled by NPC corps. NPC corps actually reduce the ability to participate in certain playstyles, but nothing is enabled in an NPC corp that isn't enabled otherwise. You partly right. Though Kaarous has a point. Being able to operate close to consequence free, although not a play style, is an advantage that indirectly causes issues. I'm at work I can go into detail with that later, if want. I'm sure Kaarous if he has the time can explain how that doesn't really fit the Marketing that CCP presented for all these years is the first one that comes to my mind. You statement only makes sense if wardecs are the only form of consequence. They are not, therefore "consequence free" play resulting from NPC corp membership is a lie. It should also be noted that marketing and intended play for every character/player are in no way that I can identify proposed or suggested as being intended to be the same. Some will follow the line of the marketing, others will not, and while being in NPC corps are more conducive to that, removing them won't remove the desire some have to not play according to the adds and supplant other ways of enjoying the game.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 01:01:17 -
[3] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: You statement only makes sense if wardecs are the only form of consequence.
No, just fully half of it. I think that's sufficiently significant as to warrant a discussion. Especially given just how very little is given up in exchange for the immunity to wardecs. And I'm still curious as to when I claimed that NPC corps should be removed, like people keep saying. That comment wasn't towards you specifically so you shouldn't take it personally. Rather it was a line of thought intended to point out the folly of the poster who 1) tried to establish the idea of marketed play as universally intended play and 2) show that even removing NPC corps, the most extreme option in eliminating any perceived influence, still doesn't create the desired benefit.
That wasn't to suggest any course of action was you goal or idea.
To the idea that wardecs are half of consequence as a whole seems lacking in my view in part due to their complete inability to function against a currently occurring offensive act. the 24 hour timer does nothing for immediate retaliation. The only other targets it leaves are those of opportunity.
The argument can be made that they provide a certain level of policing, but anyone who would draw decs of that nature will likely ensure their mouthpiece and game play are sufficiently separate to not effect one another. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 01:06:44 -
[4] - Quote
Sibyyl wrote:Mr Epeen wrote:Sibyyl wrote: Total immunity to wardecs is nice and cozy and safe.
Yeah..but it's not, is it? If it wasn't safe, then being in an NPC corp wouldn't be a universal choice for haulers, mission runners, incursion runners, and the like. Since it isn't a universal choice for 2 of the 3 professions you mention can we then assume your statement is false? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 01:19:37 -
[5] - Quote
Sibyyl wrote:Tyberius Franklin wrote:Sibyyl wrote: If it wasn't safe, then being in an NPC corp wouldn't be a universal choice for haulers, mission runners, incursion runners, and the like.
Since it isn't a universal choice for 2 of the 3 professions you mention can we then assume your statement is false? Feel free to specify what sort of corps you think they belong to while operating primarily in hisec, and I'd be happy to respond to you. All I can give is anecdotal experience, but against the claim of a universal standard undocking in a mission hub and seeing the majority of Pirate BS's and marauders with player corp tags and being one of the few people in an NPC corp in the incursion groups I ran with for a while should be enough to debunk the use of the word universal.
Do some do that? Yes, but most don't. What you mean by what sort of corp I'm not sure, if it's not an NPC corp it's a player corp, which should go without saying.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 01:32:53 -
[6] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: Since it isn't a universal choice for 2 of the 3 professions you mention can we then assume your statement is false?
Pretty sure the people who are dec dodging are being considered in that category as well, since that's a widely used fringe benefit of NPC corps. That's a separate subject regarding the limits of wardecs, but still harder in concept for either of us to prove how prolific it is. To be honest I'd say the deck dodger in a loot pinata running missions is better fodder for "content" than the player who just logs off for a week, but I'd even more assume that the bulk of highsec corps are nobodies and are quite content with that as it doesn't draw attention like wardecs.
But again, all anecdotal. As a member of code I'm sure your experience is different, but code itself provokes those responses by design so... |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 01:41:55 -
[7] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: That's a separate subject regarding the limits of wardecs, but still harder in concept for either of us to prove how prolific it is. To be honest I'd say the deck dodger in a loot pinata running missions is better fodder for "content" than the player who just logs off for a week, but I'd even more assume that the bulk of highsec corps are nobodies and are quite content with that as it doesn't draw attention like wardecs.
But again, all anecdotal. As a member of code I'm sure your experience is different, but code itself provokes those responses by design so...
I would argue that they are not separate subjects. They're very closely tied in with one another, as they the defining features of wardecs and NPC corps relate to each other, respectively. Discussion of one entails discussion of the other. That doesn't address the point that neither of us has data regarding the subject at hand so even if you move the goalpost from NPC corps to dec dodge corps the answer doesn't change.
Regarding wardecs, I already addressed how they fail as a real time consequence and are easy to draw to non-playing trash characters, or characters who through the use of alts remove chances of meaningful retaliation. I don't see reason to discuss them here because they are conceptually broken as a consequence thus immunity to them isn't avoiding consequence.
They allow aggression but make no attempt at associating that with any reason. That isn't consequence, just another form of engagement with a 24 hour warning. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1372
|
Posted - 2015.03.20 02:17:00 -
[8] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: That doesn't address the point that neither of us has data regarding the subject at hand so even if you move the goalpost from NPC corps to dec dodge corps the answer doesn't change.
I'm not moving anything. I'm introducing an element for consideration that you had overlooked. The point is that NPC corps, whatever else some people may use them for, currently facilitate extreme risk aversion, solo and antisocial playstyles, and hamper interaction with the playerbase at large. And I believe that needs looked at. CCP believes it too, or they wouldn't be making so many pushes to get more people (new players especially), into player corps. But we can't actually have the discussion because people are so intent on derailing, deflecting and derogating that we can't even move forward with the basic premise. I get it, people want to defend their golden goose. Too bad, it's going to happen, just like ISBoxer did, because the way it works right now is bad for the game. People in this thread can get in on the discussion now or after the dev blog drops, their choice. We are having the discussion, or at least I thought we were.
More deeply though, we seem to have an ideological conflict, particularly around the idea of framing solo, antisocial or risk averse play styles as inherently negative. I think the recent intra-corp aggression toggle states the opposite of your claim though. CCP probably realized at some point that risk cannot be a forced factor pitted against social interaction if the latter is so important. Someone may have realized that risk is a fair and reasonable thing to mitigate.
But even then, it's not for everyone. Not everyone wants to play as part of a group. Most new players won't likely want to follow that route initially, but it shouldn't be discounted as wrong.
What is contradictory about the position of NPC corps being bad as a result of wardecs is that wardecs are antisocial in nature. The encourage not joining social groups like corps and alliances and promote lose associations with player entities through dec dodging being the most efficient course of action.
Of course without dec dodging the only method within ones capacity is evasion or logging off, both providing sufficient penalty to being in player groups. We could simply say join a better group, but again we're talking about players who have no idea how to evaluate that, which extends to a number of veterans as well.
So if people not being able to be dec'd is the issue, that runs afoul the idea of a retention issue for a number of reasons mostly involving luck of the player. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 03:24:00 -
[9] - Quote
Gallowmere Rorschach wrote:Eli Stan wrote:I still don't see how subjecting the 40%ers to war decs (assuming they are actually in NPC corps) will increase the retention of those players.  I still think they'll simply quit earlier. Only by introducing them to social aspects of play during the NPE will they have a chance of becoming long-term players. (At least, that's what happened with me, an MMO newbie in addition to an EVE newbie, by exposure to CAS's social aspects.) Also note something I said earlier. I pointed out CAS very specifically, as being about the only new player NPC corp that is worth a damn. Assuming that you had no idea what you were doing when you selected your starting school, you got lucky, nothing more. If you'd have picked say, Hedion University, you may well just be another early Eve burnout who quit out of sheer boredom after a couple of weeks or months. This suggests the solution is in player hands via veteran engagement.
I'd wager the core issue with retention isn't NPC corps specifically, but the concept of social groups designed to concentrate the clueless. If we're looking at interaction as a retention driver that has to be player driven, there isn't anything CCP can do about it. So the issue becomes that no matter what environment you put new players into, if there aren't veterans with an interest or desire to interact with them, they burn out. Interestingly, if what you say of CAS is true that serves as proof there is nothing preventing that from happening in other NPC corps.
What then can CCP do to encourage the real solution, veteran players actually being more involved with the general population of new players? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 03:55:56 -
[10] - Quote
Scipio Artelius wrote:CCP Rise alluded to that at Fanfest today either in his short presentation on the NPE, or in the game design panel; where he mentioned, as he has before, that CCP see a strong relationship between players social engagement and their likelihood to remain in the game. Part of the goal with the NPE changes I think is to try to increase social contact as early as possible.
Where the issue of the NPC Corps fits into that is that there is no structure in an NPC Corp that itself encourages social interaction in the same way that player Corps do.
It doesn't mean that NPC Corps have to be bad at social interation (eg. CAS), but that if you can encourage people to move into player run Corps, you automatically put them in an environment that by design is far more structured around social interaction.
Definitely I think, where veterans are involved in those Corps, the new players have a better chance of learning good skills, as opposed to Corps of new players; which can also be a symptom of areas of play within NPC Corps (eg. new players see mostly other new players in starter systems so it's likely that any social interaction will be with other new players rather than veterans). I really need to watch that but likely won't have a chance till the weekend.
Your description though sounds like what we've had to date, a lot of talk involving goals, but no concrete path to make them a reality. Even talking about the difference between player corps and NPC corps doesn't address the main issues I have.
New players have to start somewhere, and that should ideally be somewhere neutral rather than pushing new players to established metagame sides or behavioral preferences. Since player corps largely can't be that place they pretty much have to start out in an NPC neutral environment.
But most importantly, it still doesn't ensure a positive experience for new players in player corps because there are terrible player corps out there and genuine new players are going to have issues determining those from the good ones. Worse, the NPE still doesn't put you in contact with veterans with an interest in newbies, but still relies on them to reach out and seek social groups on their own initiative.
The latter concern is where I believe the issue lies. I doubt CCP's ability to resolve this because only players can in all reality, and nothing is stopping them from doing it now. No vet is banned from putting a new character in an NPC corp and engaging there. Why this only happens in one corp I don't know. How it will change without assigning players to corps and can be done without CCP effectively endorsing certain corps in ways that I would think inappropriate I don't know.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:03:40 -
[11] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: This suggests the solution is in player hands via veteran engagement.
Quite the opposite. It suggests that thus far, the only mitigating factor in favor of NPC corps is completely player created and player driven. That is just how badly CCP has failed in this regard. That's the same thing I said save a twist to make NPC corps a pejorative again. Though despite your assertion you haven't presented any reason for that twist. As stated, new players have to go somewhere and if veterans decide to not be there CCP can't fail as success was never an option WE provided them. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:12:14 -
[12] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: New players have to start somewhere, and that should ideally be somewhere neutral rather than pushing new players to established metagame sides or behavioral preferences.
I agree. Problem is, right now it's overwhelmingly pushing people to PvE, solitary, boredom oriented playstyles. And, since the majority of the NPC corps they can end up in do nothing to change that, their subscription dies of boredom. That has to change. You can't just handwave it away by saying "well CCP should fix the NPE", because NPC corps are a fundamental part of the NPE. Quote: But most importantly, it still doesn't ensure a positive experience for new players in player corps because there are terrible player corps out there and genuine new players are going to have issues determining those from the good ones.
Yeah, which is why we should be pushing to empower people to be able to destroy such corps. You know, have something to fight for that can engage new players in the game, instead of making them mine for three months until they quit. Actually, I thought I was pretty clearly on the path that CCP can't fix most of the NPE. If the NPE needs social interaction to work, it needs people to be social with and since not much is preventing that, what more can CCP do? Really i'd say the best move would be letting vets chose an NPC corp so that those with interest in helping new players can join those groups that are currently closed to them.
You have presented another contradiction though. Through the destruction of lesser social groups do you think retention will be helped or hurt? Bear in mind that players can and (some) do act in hostile manners to the limits that the rules allow. Creating scenarios designed to destroy a group and it's member without a way out is just asking for a trap scenario to expand the current dock up and wait it out response to wardecs. That's not good for retention either. So do we want a revolving door or growth? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:22:02 -
[13] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:As stated, new players have to go somewhere and if veterans decide to not be there CCP can't fail as success was never an option WE provided them. New players do have to go somewhere, exactly. So why does that place have to be this sedentary, PvE focused group, every single time for every new player? Why is it that if you join this game to do something besides peck at rocks all goddamn day, you have to ask the EVE subreddit how to do it? That's not our fault as players. It's CCP's fault for allowing this stagnation, for not taking an axe to this sacred cow a long time ago. Actually yes, it is the fault of players if you subscribe to the logic that social interaction drives retention. I believe the NPE can't be a substitute for that interaction as no matter how well it conveys the mechanics of the game that doesn't actually create that social component. Do you disagree
It seems you do agree that existing social groups shouldn't get free members. That means we have to have a new player bin of sorts and that bin WILL turn into the current NPC corps without fail unless someone outside of CCP curates it into what it should be. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:27:41 -
[14] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: Actually, I thought I was pretty clearly on the path that CCP can't fix most of the NPE. If the NPE needs social interaction to work, it needs people to be social with and since not much is preventing that, what more can CCP do?
The way NPC corps work right now is a large factor in anti social behavior. They, along with the NPE, need to be reworked to offer a more social experience with more potential for conflict and in-space player interaction, not just jawing on in the shared chat channel. Quote: You have presented another contradiction though. Through the destruction of lesser social groups do you think retention will be helped or hurt?
Helped. My ideal solution would likely result in the dissolution of about 50% of the currently existing corps in highsec. Quote: Creating scenarios designed to destroy a group and it's member without a way out
Who said anything about no way out? So you think destroying current social ties will help and believe you can do so without removing the ease of escape? If you have an idea please propose it.
Also, since NPC corps don't actually push you in ANY direction, how are they in particular contributing to what you are seeing? and how should they offer a greater social experience themselves? How can they encourage in space interaction? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:37:19 -
[15] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:Actually yes, it is the fault of players if you subscribe to the logic that social interaction drives retention. Social interaction does drive retention. And they're being set up for failure because of the way NPC corps work right now, and because the tutorials push people into PvE. Those two things combined are a death sentence for subscriptions, even CCP acknowledges this. Quote: It seems you do agree that existing social groups shouldn't get free members.
I certainly don't think that new players should start in EVE Uni, if that's what you mean. But that does not preclude us from improving upon the deeply flawed current rules of NPC corps. I want you to very explicitly describe the process you are claiming happens and the attributes of an NPC corp specifically that drive that process.
You stated the NPE pushes people into PvE, which I can agree with, but that says nothing of NPC corps. The NPE could be gutted without touching the NPC corps. So how do they, the corps, specifically feed into this. I need to know how that works, not just what you claim the ends are, to make sense of this. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 04:57:14 -
[16] - Quote
Kaarous Aldurald wrote:Are you serious?
Okay, laid out for you:
NPC corps are immune to wars.
Therefore, they attract people who do not want to engage in any PvP or player interaction in general.
These people, whose whole reason for being in an NPC corp is to avoid player interaction, are the first people that newbies see, the first group they get to interact with.
Get it yet? Thanks for the demonstration that this is again a social issue. Nothing about the corps themselves is the issue, it's people. The resolution is equally social. Without dec immunity you create a fish in a barrel scenario and without the ability for veterans to remain you have a sea of total new players without any social contact from veterans.
This the issue is again social with the best mechanical compromise I can think of. But I'm not that creative, and fully open to the idea of something better. What rules allow for veteran interaction without exposing people to aggression they can't yet understand? And what keeps veterans from creating characters to counter the supposed carebear influence?
All I can think of is consolidating the corps and allowing more vets to join at least in being in the channels. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 05:02:09 -
[17] - Quote
Steppa Musana wrote:If you're doing PVE, you're doing it to earn ISK. Yes some players enjoy the gameplay but what they enjoy most is finding ways to max out how much ISK they earn through it. 1 man or NPC corps in highsec are perfect for it.
PVE gaming also comes tied with risk aversion. Its true everywhere, "dock up" is the main strategy outside of highsec.
So now you have a place, NPC or 1 man corps, that offer you the best of both. You dont have to dock up or fight so your ISKing is uninterrupted, which leads to the most profit. And your risk is minimal if you aren't a mutt.
50% NPC corp tax (all income that isnt trading) and wardecs following you when you drop corp would solve it imo. That would also expand the issue of wardec responses of docking up which as I recall was already acknowledged as problematic. If we're willing to disregard this as a possible driver for players leaving the game or of the opinion that we don't care if those people leave then i suppose that is a solution. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 05:08:52 -
[18] - Quote
Valkin Mordirc wrote:Niobe Song wrote:Considering the HUGE difference in damage players do to NPC ships vs. the damage that players do to each other (or was it damage that the NPC's do to players?) that CCP Quant showed during the keynote I would say there are a lot of people who are ratting or doing missions either because they enjoy that play style or because they need the income to be able to pursue their other interests. I'm not sure making NPC corps susceptible to war decs is going to have any sort of positive effect on player retention.
Sure Eve is a PvP game. But there is an awful lot of PvE going on. PVE in EVE happens yes, I don't think anyone here has a problem with PVE. Whats your point? That hence EVE has PVE it's not just a PVP game? EVE is a PVP game at its core, containing elements of PVE. I think PVE as a way for PVP to happen via ISK and Mod drops. The point I'd make from that is that that there are likely PvE focused players who if given the choice aren't going to PvP and will thus engage in evasive tactics. So at what point are you going to mandate they fight? What means should be sufficient to avoid PvP? How onerous or even inactive should it potentially make you? Should it even be possible? Or should those people be in a different game? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 05:15:35 -
[19] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: Thanks for the demonstration that this is again a social issue. Nothing about the corps themselves is the issue, it's people.
Still off base. We should not be enabling this, and certainly should not be enabling such people being the ones with prime access to new players. It needs to be addressed, because CCP has already established for us that it's a problem. Quote: And what keeps veterans from creating characters to counter the supposed carebear influence? Because we actually like to play the game. Those of us who enjoy wardecs and PvP cannot do so in an NPC corp barring suicide ganking. We are effectively forbidden from interacting with new players at the basic stage of development. That needs to change, that's my whole point in all of this. The new player experience needs to stop being exclusively carebear friendly, and that means changing NPC corps. Quote: All I can think of is consolidating the corps and allowing more vets to join at least in being in the channels.
Consolidation is one step, yes. The only aspect of this that is an issue, if even that, is the wardec immunity, and even that has a justification. So you can either exclude vets and further isolate new players or remove the immunity and throw new players into a conflict they have no way of understanding. Which of those is a positive?
Actually no, you could use heavy taxing, but that again creates an issue with veteran presence as anytime you are making isk you aren't engaging with new players and still not doing so when wanting wardec PvP.
On a side note you can PvP without ganking in most of space from an NPC corp. It's only highsec that's limited and then suspects are free targets. As you said, 100% of space is available for PvP. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 05:20:37 -
[20] - Quote
Kaarous Aldurald wrote:Eli Stan wrote: Okay, so how does forcing
And the strawman again. I'm not even going to bother responding to your theoretical rebuttal to points that I didn't make. Quote: And how do these newbies see the interaction-avoiding veterans if the veterans never interact?
You ever been in Hedion during primetime, or hell, off time? They don't, that's the whole point. People who don't talk to people are influencing people with their non-words towards their playstyle. That's the logic we have to follow if this post is true as well as your post claiming those same asocials are actually influencing new players. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1374
|
Posted - 2015.03.20 05:25:19 -
[21] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote: The only aspect of this that is an issue, if even that, is the wardec immunity, and even that has a justification. So you can either exclude vets and further isolate new players or remove the immunity and throw new players into a conflict they have no way of understanding. Which of those is a positive?
Why would they have no way of understanding it? Oh, that's right, because the thrice damned tutorial is not worth squat for how to actually play the game besides shooting at red crosses and eating rocks. These are not separate issues, for the very last time. They are inter-related, and changing one necessitates a revision of the other. Quote: Actually no, you could use heavy taxing, but that again creates an issue with veteran presence as anytime you are making isk you aren't engaging with new players and still not doing so when wanting wardec PvP.
Personally, I'd make it a tax based on character age. Anyone older than ninety days(or whatever arbitrary timeframe CCP decides on) would receive a heavier tax rate than the rest. Um, I'm not sure about you but I don't think a dissertation on aggression mechanics before I undock is a good idea, nor do I think undocking to find one guy can shoot me but I can only shoot members of his corp back, not everyone is something I can digest in the first 5 min of play in which the game should DEFINITELY have me in space.
Unless we're throwing out the idea that new players are going to run through that first, which again I think is a failure, they won't know how it works. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1457
|
Posted - 2015.05.15 20:26:17 -
[22] - Quote
Wardecs are intended, but so is any other form of possible aggression. If all intended actions cannot be griefing, griefing effectively cannot occur.
And that's if we ignore the common general use of the term griefing and restrict it to the definition found within the EULA. There can't really be any doubt that some people do use permissible actions to provoke emotional reactions.
Also something something zombie threads. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1458
|
Posted - 2015.05.15 21:56:35 -
[23] - Quote
Black Pedro wrote:Tyberius Franklin wrote:Wardecs are intended, but so is any other form of possible aggression. If all intended actions cannot be griefing, griefing effectively cannot occur.
And that's if we ignore the common general use of the term griefing and restrict it to the definition found within the EULA. There can't really be any doubt that some people do use permissible actions to provoke emotional reactions. Exactly. Complaining that people using the wardec mechanic are engaging in "grief decs" is the same as whining about losing your ship to a gate camp in nullsec or being evicted from a wormhole. These are intended forms of PvP enabled by the the developers to drive the player conflict the game is built on. Whether someone blows you up, or declares war on you because they want your cargo, want the kill mail, because you mouthed off in local, because someone paid them to, or because they want a emotional response is beside the point. As long as they stay within the EULA such player conflict is intended to occur in this game. What gets me is how quick highsec carebears are to blame anyone who dares interfere with thier gameplay as a "griefer". How can they even know what is motivating an aggressor? Sure it could just be out of some desire to smash someone's sandcastle (which in itself is a reason perfectly acceptable to the developers) but it could equally be for direct profit (as with mercenaries), to eliminate a competitor, or just because one corp member insulted the wrong person. The reasons are opaque to the defender unless they are informed, so why must wardeccers always be sociopathic griefers looking for "easy" kills? Reasoning likely seems rather opaque because of their self evaluations as targets. If they aren't targets of value then a profit motive makes no sense. Killmails themselves hold questionable value. Arguably they hold no value from a practical standpoint for the individuals generating them, especially against soft or unprepared targets. That leaves either issues they likely can't trace or actions/words which the whole may not be aware of as you state, and yeah, that leads to the characterizations.
And while they may be to some degree wrong, they are to some degree also right. The default reaction to encountering someone not affiliated to you that you could reasonably kill is to try to do so. The players may not be murderous sociopaths, but the characters we create largely are. Add to that a subset of players salting the wounds of their victims, which I personally don't think is a majority but that's how vocal minorities work, and you have traced the root of the attitude you yourself despise.
The EULA itself doesn't help matters because arguably "for the lulz" and killmail farming, with it's lack of tangible gain, qualify as "making othersGÇÖ lives miserable" since from a practical standpoint the aggressing player "does not profit from it in any way." |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1459
|
Posted - 2015.05.15 22:09:43 -
[24] - Quote
13kr1d1 wrote:a 100 man carebear blob could hastily wreck a 10 man highsec merc wardeccing corp. They choose not to do it because "they dont want to deal with politics/etc" and want to play solo. Who said a 100 man carebear blob has to be politic minded? A PC corp that is designed solely as an offshoot of NPC corps, to house 100's of players who don't want politics, which does nothing but allow people to fight back in groups, sounds better than simply whining that they can't play solo because of griefers. The issues being horrendously missed here are personal motivation and personal capability.
Personal motivation in that individuals who don't want to fight don't suddenly develop the desire to do so when grouped together. I've had characters in PvP oriented corps. It made it no more enjoyable. The flip side to those same motivations is that fighting still means you aren't doing whatever it is you would otherwise prefer to be doing. Both of those considerations favor evasion to grouping.
The other issue, capability, becomes manifest when capable pilots engage lesser skilled blobs. To be honest, I don't know where the average skills of a carebear in PvP lie, but all I know how to do is get rekt. That also ties into any actual solo operators or those who try in any capacity to enjoy their chosen in space activities being better off just evading.
I get the sentiment here, but it ignores the reality that there is no good reason to fight for someone who doesn't want it, whether able or not. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1459
|
Posted - 2015.05.15 22:22:45 -
[25] - Quote
Kaelynne Rose wrote:Also this is an internet spaceship game. If i want to blow up your internet spaceship with lasers cuz it gets me off, thats what i pay ccp $15 for a month and thats what i will continue to do.
There are other games for you that you dont have tangible meaninful losses in. That is a key aspect of this game bear Flawed premise. Meaningful loss is at the very core of evasion. As a result evasion is also a key aspect of the game. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1461
|
Posted - 2015.05.18 21:21:27 -
[26] - Quote
Cipher Jones wrote:Kind of amazed that this is alive/necro'd, but short answer...
Assuming players leave because of war decs is fine, however following the thought logically should lead you to the conclusion that the people declaring the wars would leave the game if they had no one to shoot at. Assuming we forced people to stay in wardec'd corps to counter dec'ers leaving and further nerfed NPC corps to effectively force PC membership to get anything done, if the defenders just dock up or leave themselves, what is to prevent individuals from both sides from leaving? One side isn't doing anything due to lack of reasons to fight, the other consequently has no targets. Worse yet all those pilots that would be in space and not don't fly under wardecs, or fly less due to the same are effectively denying gankers of potential targets as well by giving players reasons to not be in space.
If we assume such variances in activity actually cause subs to be lost we'll likely only find that forced solutions exasperate the problem. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1478
|
Posted - 2015.05.20 21:48:48 -
[27] - Quote
Carrie-Anne Moss wrote:My bad. New players start in NPC corps and those players are the most likely to quit. Saying NPC corp players have the lowest retention is more a statement of fact since those would obviously be the players with the weakest link to the game socially.
The more important question is are there clear and obvious ways to engage the game and other players? If there are we see the players that want to play the game moving on to player corps through those engagements, leaving those who don't in NPC corps and leaving. If not we have players that would otherwise have flourished staying in NPC corps and quitting.
Notice how those leaving are likely to do so from NPC corps either way?
The thing is, unless CCP creates favored player groups by placing mew players directly into them this is an issue that won't go away no matter what incarnation NPC corps take. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1478
|
Posted - 2015.05.20 22:21:45 -
[28] - Quote
beakerax wrote:Tyberius Franklin wrote:unless CCP creates favored player groups by placing mew players directly into them this game would literally turn into Hello Kitty Online Apparently I can't edit my posts or or quote more than a few words so my spelling errors must stand regardless of how distracting or amusing they may be.
Yet it let me post that quote... And it let me edit... but only this post... sigh. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1478
|
Posted - 2015.05.21 04:17:45 -
[29] - Quote
Nevil Oscillator wrote:Tyberius Franklin wrote:Carrie-Anne Moss wrote:My bad. New players start in NPC corps and those players are the most likely to quit. . If all players start in NPC corps , how can any of them be more likely to quit than the others ? They aren't, though I'm not sure why you are asking since that isn't what I stated. I stated that new players were at greater risk of leaving, not that one new player was at a greater risk than another. And since those new players would be more likely to be in NPC corps because that is where they start, such corps would have comparatively lower retention.
Further, since retention is pretty engagement related, that skews retention even further away from new players who remain in NPC corps. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1478
|
Posted - 2015.05.21 05:01:22 -
[30] - Quote
Nevil Oscillator wrote:Not sure how you intend to separate those two issues in the statistics to get an accurate view of the performance of NPC. For new players seems rather easy, pick an age to define when a player stops being new and look at the accounts that quit before making it to that age. How many joined corps, how many used the chats and how often, how many were engaged in combat, etc? |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 04:19:01 -
[31] - Quote
Carrie-Anne Moss wrote:Nevil Oscillator wrote:Kaarous Aldurald wrote:
I can tell you. I was an awoxer for a long time, before CCP decided that should not be a thing anymore, so I've dealt with more than my fair share of them.
It's the vast majority of them. It's why I've argued for a while to put corp creation behind a harder barrier of entry.
How will that help ? So people like you arent allowed to pay 3mill, create a corp and when newbros join, have their first interaction with you. Cuz if that happened, theyd quit and never resub. Most ceos are terrible and actually hurt retention and hurt players. New bros are gullible What requirement would actually make bad CEOs less bad? Be it 3 mill, 30 mill or 300mill, how does it stop a bad potential CEO any more than a potential good one? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 04:35:53 -
[32] - Quote
Carrie-Anne Moss wrote:Not isk. It would have to be time related. Maybe the opportunity system they just made? Like useful stats of being fleet boss kills maybe even like ships built and deployables released, there are soooo many crest stats. Maybe lowsec jumps, i duno, there is humdred of those new Crest stats they could use to determine someone with game mechanjc knowledge and someone with none. Just stuff to not allow complete newbie idiots make corps and then some other newbro on a trial joins his terrible corp and gets ruined and never subs directly cuz of bjs terrible ceo who doesnt deserve to have ever been a ceo The stats can determine having done a number of things but probably won't do well in determining having done them well or having a full understanding of them. It also prevents the concept of a group of new players from forming their own identity until some possibly irrelevant metrics tell them their "ready." While it's not an ideal path in the typical mindset, it's a viable option that probably shouldn't be discarded.
Lastly, what criteria should apply? Does a highsec wardec corp need extensive lowsec, null or WH experience? Does a PvE centric corp need a certain number of kills from it's founder? Does a group of station traders need to bother undocking? Does the soloist need fleet experience?
What criteria make sense for all the valid corp use cases? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 04:42:40 -
[33] - Quote
baltec1 wrote:How do you beat war dec immunity and low tax rates? If 11% is low I think you found part of your issue right there. To the other part, if you don't acknowledge wardecs as an issue but a desired method of gameplay then you don't try to beat it. You either accept them as a drawback and try to offer things to entice people or you use them as a draw for members as an activity.
The interesting thing with the taxes especially is that if 11% is truly low the current NPC corp player doesn't look at player corps as an alternative should the tax rate in NPC corps be changed, rather the one man corp becomes the desired mode of operation. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 05:09:39 -
[34] - Quote
baltec1 wrote:Nevil Oscillator wrote:I don't see the tax argument because A player can form their own corp and charge themselves no tax thereby no longer being in an NPC corp. Who wants to play a MMO alone? Tax is the problem. That is the intensive to get people to join player corps and leave the protection of the NPC corps. Playing in a 1 man corp and playing alone are not equivalent as you yourself stated. If tax is the issue then going to a corp with similar taxes isn't a solution. If all a corp has to offer is taxes there is no reason to join even without npc corps as part of the decision. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 06:07:13 -
[35] - Quote
baltec1 wrote:Tyberius Franklin wrote: Playing in a 1 man corp and playing alone are not equivalent as you yourself stated.
I didn't state that. NPC corps are still social, a newish player in a one man corp is a very lonely way to play EVE. Tyberius Franklin wrote: If tax is the issue then going to a corp with similar taxes isn't a solution. If all a corp has to offer is taxes there is no reason to join even without npc corps as part of the decision. We might know that player corps offer more than that but to a huge number of highsec players all they see the risk of wardecs and no reward for facing that risk. In reality the chances of being wardeced is slim to non but these people belive that it will happen on a bi-weekly basis. To them they see the 1% less tax as simply not worth it. If NPC corps had 20% tax then the reward is more clear to them. These arguments apply differently to 2 different groups so I'd like clarification on which we are talking about. If new players the preconceived notions of continual decs don't apply, and if actual dec dodgers the idea of social isolation similarly is something the player has accounted for.
And for many experienced players many corp services are useless. I don't need explanations of basic mechanics or SRP on disposable PvP ships I'm not flying. Group ops are nice but nothing obligates corp membership there. What most groups offer many of us don't need. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1482
|
Posted - 2015.05.22 20:23:56 -
[36] - Quote
baltec1 wrote:Tyberius Franklin wrote:These arguments apply differently to 2 different groups so I'd like clarification on which we are talking about. If new players the preconceived notions of continual decs don't apply, and if actual dec dodgers the idea of social isolation similarly is something the player has accounted for.
And for many experienced players many corp services are useless. I don't need explanations of basic mechanics or SRP on disposable PvP ships I'm not flying. Group ops are nice but nothing obligates corp membership there. What most groups offer many of us don't need. War dec dodging isn't an issue to do with NPC corps themselves and more to do with the broken wardec mechanics. Player corps offer more than just SRP. A small group of miners for example can support eachother, pool resources for industrial activities, protect each other, simplify things such as mass transport and most importantly they can trust each other in these activities. The key question is which of these necessitates being in a corp. Revisions to crimewatch made it possible to attempt mutual defense against any eligible aggressor without being in their corp. Support in the form of boosts is fleet based rather than corp. In pooling resources cans can be abandoned and trade or contacts created to transfer assets. All of this still requiring the same level of trust as being in a corp and doing the same.
So again we don't have a reason to join a corp vs being in independent single corps and just working together anyways. Also the activities involved there are non taxable. So we still have a useless function in that 10% tax. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 01:02:05 -
[37] - Quote
Kaarous Aldurald wrote:If, for example, wars could not be dodged, and people were forced to use the surrender mechanic as it was intended.
Within half a year, the highsec corps that were left would be ones that you know have passed the test, and could be counted on to be worthwhile to their members.
Pointing people towards good corps is all well and good as an idea, but enabling the removal of the oh-so-many bad corps from the pool is far more important. How is the use of the surrender mechanic a mechanism for determining a good corp? That mechanic is nothing more than formalized isk concession for ending a war. This is a sign of having sufficient isk reserves, but how does that directly relate to being a good corp?
For example, how does that system not incentivize further abuse of members for isk to be able to surrender from wars? Also what happens when a bad corp goes for a considerable amount of time without being dec'd or simply goes inactive for the duration?
Also what keeps CEOs from abusing mechanics to kick members during a war and enable evasion, or do they lose that ability? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 01:16:22 -
[38] - Quote
Solecist Punk wrote:beakerax wrote:Sol, maybe you should lie down. Nah, it's too spot on with narrative. While what I write is true, as you only have granted rights by those with the guns ... ... and these people probably believe their existence alone gives them rights ...... ... the whole situation is just too good not to be exploited. Don't worry about *me*. I'm fine. This is very funny for several reasons, one also being that the weak never stop being delusional. :) Anyway ... worry about them instead. They need it. (: I'll just play the storyline ..... ..... and they believe it's real. :) I think most of us are keeping the context of the game in mind while you seem to be talking about real life people with guns. I do believe you are the one trying to make it real. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 01:31:06 -
[39] - Quote
Solecist Punk wrote:No. You are not getting that the game works based on the same set of rules.
Natural laws.
I wrote it. Look it up. Learn what it means and how it applies to this game. Think about how your life would be if there was no police protecting you.
Tqke the whole package and apply it to EVE ONLINE.
If you can't do that ... ... then the issue is with you.
Good night, scrub. How does one draw parity between space immortals with no upkeep and real life in any appreciable manner?
Also you should probably realize those police exist because of natural law rather than in spite of them. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 01:58:51 -
[40] - Quote
Conrad Makbure wrote:Local chat scammers/spammers stay in NPC corporation for the safety. I would like to see them pushed out though. Chasing spammers and scammers with wardecs seems like a good way to throw away isk. If they're in NPC corps it's likely because they are dedicated alts that don't undock. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 02:13:31 -
[41] - Quote
Where was the explicit statement that any specific individuals were hurting retention? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 02:20:26 -
[42] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:Where was the explicit statement that any specific individuals were hurting retention? I didn't say specific individuals, although I'd put down a few mil to suggest that a few of the more egregious carebear offenders in this thread have cost CCP a few subs. "Your side" is a statement that would have to be pointed at someone, and even without identifying who that is the reasoning should stand. I've seen statements about specific positives, but few net negatives.
Even the supposed directly harmful influence of NPC corps was disproven the last I'd heard, granted they generally lack beneficial retention elements. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 02:38:17 -
[43] - Quote
Yuri Ostrovskoy wrote:Kaarous Aldurald wrote:Joe Risalo wrote: So, your logic is that, since PVE content bores you to no end, it is deemed boring to everyone and therefore, at fault for everything.
I'm not the one saying that. CCP is, I just happen to agree with them. Yeah but Ccps running off of pure assumption here with this. Sure they have data showing that people who stick to npc based corps don't stay subbed for long, but that doesn't mean those people are sticking to pure pve. I do both personally, and I'm in a npc corp. Pves my afterwork relaxation, Pvps my day off fun. Now yes, I will be moving into a player corp once I find a group of people that don't annoy the snot out of me. Will I be having required log on times and events dictate my playtime? No. I have a life, twelve hour workdays, a fianc+¬, a wedding in 28 days, and a cat. You ever had a cat? Children would be a calmer choice over that creature lol. There seems to be a good amount of reading too much into statements about data we haven't actually seen on both sides unless something is being missed here.
For instance, I've seen PvP as one element of aspects keeping people in game, but it's right up with market interaction and being in a corp in general.
I haven't seen that PvE'ers in PvE corps are specifically detracting. Rather that the old NPE only taught you PvE, which was an issue.
Basically I've not seen anything that supports making demands of established players and their ability to make a corp. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 02:45:49 -
[44] - Quote
Scipio Artelius wrote:Syn Shi wrote:I have played Eve for 2 years...solo. According to CCPs analysis I should have been gone...but I am still here.
So much for you data. No, I don't believe that is a valid conclusion from CCPs analysis. At Fanfest this year CCP Rise gave an anecdote about another CCP employee who had joined the game many years ago and had happily played in his starter Corp since then, involved in a range of highsec PvE activities. It is a perfectly fine choice. However, when all the data is aggregated, that style of play is not the most successful way to produce long term subscribed players. For those it suits, it's great. For the bulk of people, other experiences seem to be more likely to result in long term subscription. The issue causing the butting of heads now seems to be the idea that the CCP employee in Rise's story should, by some viewpoints, be barred from leaving his NPC corp, or at least from starting a corp even for like minded pilots unless dramatically changing to a more confrontational response to aggression such as a wardec.
Basically one party is saying that because that is not the optimal course, alongside possibly some other information, one following that course should not be allowed to make or be in a corp. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 03:39:19 -
[45] - Quote
Scipio Artelius wrote:Yuri Ostrovskoy wrote:[quote=Scipio Artelius]Who is 'they'?"They" are in for a huge disappointment when myself and countless others just drop the npc corp to avoid the tax, and carry on as usual. Yeah but where is the specifics of who 'they' is? Who has called for a 20-30% NPC Corp tax? Follies of collectivism aside it's not really productive to name and shame, but we've had claims that increasing the tax would provide incentive to player corps.
And as for that one, yeah, most recent example sure. We've had other participants in the thread claim higher numbers over the various incarnations of this conversation. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 03:50:20 -
[46] - Quote
Scipio Artelius wrote:Tyberius Franklin wrote:[quote=Scipio Artelius]Follies of collectivism aside it's not really productive to name and shame, but we've had claims that increasing the tax would provide incentive to player corps.
And as for that one, yeah, most recent example sure. We've had other participants in the thread claim higher numbers over the various incarnations of this conversation. Nothing to do with naming and shaming. Everything to do with basing discussions on valid information and not imagined details. Yes there have been a few calls for increased taxes, that's not the same as 20-30% and on the whole they are easy to just completely ignore. Were the conversation limited to this thread I would agree. It hasn't been. We've seen numbers above 30% and claims with no numbers at all. These aren't imagined, though for the claim that they are shouldn't the legwork be yours? Know that to actually do it justice you wouldn't be limited to just this thread.
The only recent call I've seen was actually for 20%, was the one you saw different? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1483
|
Posted - 2015.05.23 04:02:27 -
[47] - Quote
Scipio Artelius wrote:Tyberius Franklin wrote:The only recent call I've seen was actually for 20%, was the one you saw different? No, same one. I acknowledged it in an edit to my post above. I've said my bit on inventing information so will just drop it from here because we are way off topic with this and it'll never change anyway. I'll leave it alone as well after adding that the search tool here was forthcoming with suggestions ranging from 20% to 50% from various posters. The issue with saying opinions are invented is that those written opinions can often be found with minimal effort. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1484
|
Posted - 2015.05.27 04:29:57 -
[48] - Quote
Nevil Oscillator wrote:Lol Well why not allow them to wardec the NPC corp ? Because if they do such corps become inherently worthless in every way compared to a one man corp most likely.
They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1485
|
Posted - 2015.05.27 09:53:33 -
[49] - Quote
Nevil Oscillator wrote:Tyberius Franklin wrote:Nevil Oscillator wrote:Lol Well why not allow them to wardec the NPC corp ? Because if they do such corps become inherently worthless in every way compared to a one man corp most likely. They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars. That's not entirely correct.. if you declare war on an NPC corp you are then a legal target for everyone in that NPC corp. Which again, lacks a great deal of meaning when dealing with unaffiliated characters. There is a small chance of organized response while the aggressor gains a large pool of targets if people stayed. Which is exactly why most won't.
If you don't want to defend against a wardec now, why would you make it efficient to be placed in one? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1486
|
Posted - 2015.05.27 20:15:41 -
[50] - Quote
Nevil Oscillator wrote:Tyberius Franklin wrote:
Which again, lacks a great deal of meaning when dealing with unaffiliated characters. There is a small chance of organized response while the aggressor gains a large pool of targets if people stayed. Which is exactly why most won't.
If you don't want to defend against a wardec now, why would you make it efficient to be placed in one?
You've lost me there , not sure what it has to do with being efficient. Correct me if I am wrong, NPC corps do nothing other than tax you. NPC corps prevent prevent you from being wardec'd. You proposed removing that, at which point a single wardec efficiently places all of those players who were avoiding wars into a war.
Conversely by forming one man corps each has to be wardec'd individually which increases costs for chasing the characters down in numbers and greatly decreases the chances of any lesser known or targeted characters from receiving wardecs.
It's demonstrably far less isk efficient to chase the individual targets than having a single entity to wardec, and with any luck you won't be chased at all. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1486
|
Posted - 2015.05.28 02:45:07 -
[51] - Quote
Nevil Oscillator wrote:Tyberius Franklin wrote:
NPC corps prevent prevent you from being wardec'd. You proposed removing that, at which point a single wardec efficiently places all of those players who were avoiding wars into a war.
Conversely by forming one man corps each has to be wardec'd individually which increases costs for chasing the characters down in numbers and greatly decreases the chances of any lesser known or targeted characters from receiving wardecs.
It's demonstrably far less isk efficient to chase the individual targets than having a single entity to wardec, and with any luck you won't be chased at all.
Depends how much it costs to war deck an NPC Corp Why would it have a cost calculated any differently than for any other corp? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1486
|
Posted - 2015.05.28 03:53:53 -
[52] - Quote
That's not a justification for price differentiation. Alliances are different from individual corps yet have the same cost scaling.
An NPC corp of 10 people would need to cost more than an alliance/corp of 2000 for them to cost more to dec as a group than individually, so you would have a strong, relevant justification to make. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1487
|
Posted - 2015.05.28 09:35:42 -
[53] - Quote
Nevil Oscillator wrote:I don't need to justify the price difference, it's a completely invented number in the first place. So your contention is that the formula for wardec costs is completely arbitrarty and devoid of game play goals? That's really the only reason to conclude pricing doesn't matter.
I'm not even sure what you mean by asking what it's for though. Mechanically speaking it's for declaring a war, nothing more. It exists because CCP decided there should be an associated cost and exist as it does currently due to their re-evaluation of what those costs should be.
It seems like you are saying their numbers are wrong while at the same time acknowledging you don't know what they were intended to achieve and somehow using that to assume they weren't intended to achieve anything. Sure, you aren't obligated to any justification, but I can't see this conversation going any further if you just handwave existing mechanics as "invented." |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 02:33:23 -
[54] - Quote
Sibyyl wrote:beakerax wrote:Sibyyl wrote:Justify your "get off my NPC porch" rant all you want, but what you are really clinging onto is that sweet, sweet wardec immunity. Some people have posted that they stay in NPC corps because of wardec immunity. Other people have posted that they stay in NPC corps for reasons other than wardec immunity. There are two options: GÇô they're all liars GÇô you are wrong about what these other people find worthwhile If losing wardec immunity isn't a problem, then the thread can end. I don't think anyone has an issue with NPC Corps if wardec immunity is removed. It's about as simple as that. Well, I imagine the inhabitants of NPC corps would. I can't see them becoming vulnerable without seeing significant drops in membership.
After all at the point wardec immunity is dropped they become significantly inferior to one man corps in every way whether players want to be social or not. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 02:50:26 -
[55] - Quote
Sibyyl wrote:This would be the system working as intended. Players get exposed to content, they join Player Corps, or make their own. Either way, they get access to new parts of the game, like structures, SOV, you name it.
Why is this such a problem? It's not a problem as evidenced by the working examples on non-NPC corps, but with that said why is the inverse an problem?
Why is the ability to select content and risk in this manner so different from any other? Why are wardecs seen as such an important linchpin of a mechanic in themselves that every players needs to be affected by them? for that matter how did that single mechanic become equivalent to the whole of content?
Why can't players decide they have no interest in sov or structures and tailor play accordingly? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 03:19:19 -
[56] - Quote
Sibyyl wrote:I will flip the question on you. If it is not such a problem, what is the issue with removing wardec immunity? Players are free to "have no interest in sov or structures and tailor play accordingly", but I don't see what all that has to do with having wardec immunity? Can't they continue to have all those aspirations while being vulnerable to wardecs in the same way that everyone else is in the game? Why would I want wardec immunity removed?
- Because it removes exposure to content from players who are most vulnerable to quitting. We can argue about NPC Corps and quitting, but we all agree that content causes people to stay in the game. Wardecs are content.
- Because it's too powerful. Travel is an essential component of EVE. Travel can consume a significant portion of gameplay for someone who is out in space. Wardecs make travel in hisec for non-haulers 100% safe. Being immune during an activity that constitutes most of your time in space in hisec is too powerful.
- There is no lore or gameplay balancing reason for wardec immunity to exist.
- There is no statistical reason for wardec immunity to exist (see below).
100% safety in space doesn't exist. It never has and likely never will, and in the off chance that the whole of CCP goes insane and it does, the conversation becomes moot. And no one denies wardecs are content, though there is no mandate for every player to participate in all content and more than enough forms of content to never receive a wardec while still never running out of things to do. Wardecs alone don't hold a special place for being content and thus can't be necessary for that reason.
Sibyyl wrote:From the horse's mouth: CCP Rise wrote:We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish. This statement is not relevant save for the case of new players and even then does not draw exclusively to wardecs or against NPC corp membership as single actors in new player retention (note wars specifically were never mentioned and only one aspect mentioned is specifically ship to ship PvP).
It certainly states that the notion of coddling new players from content is wrong, but we're dealing with a group that has made a conscious choice rather than having left out of ignorance of what the game has to offer. The argument you are making now is that the affected players made the wrong choice somehow and need to be forcibly corrected because someone else knows what their game play time should be spent doing better than they do. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 03:27:09 -
[57] - Quote
Kaarous Aldurald wrote:Tyberius Franklin wrote:The argument you are making now is that the affected players made the wrong choice somehow and need to be forcibly corrected because someone else knows what their game play time should be spent doing better than they do. No, we're making the argument that no one should be able to completely ignore certain parts of the game without consequence, just because they made the deliberate choice to be bad at that part. As before. I suck at the market. Should I get to be immune to that mechanic, just because I'm bad at it? Because this is EXACTLY what you are suggesting should be true about wardecs. No, the argument was that statistics about new player retention were relevant for older players in NPC corps. That was what that was in response to. And we should be able to understand why it doesn't apply.
Also your easy mode is buy orders, and as with NPC corps it comes at a price. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1493
|
Posted - 2015.05.29 04:29:20 -
[58] - Quote
Sibyyl wrote:Tyberius Franklin wrote:The argument you are making now is that the affected players made the wrong choice somehow and need to be forcibly corrected because someone else knows what their game play time should be spent doing better than they do. Actually my argument is very stark. I have nothing to say about all of the 1,000 reasons that people have for staying in NPC Corps. I am perfectly fine with those justifications, those players are welcome to these preferences, and I will never ever argue against their right to have these desires. I said earlier that these preferences are irrelevant because they cannot be debated. They are 100% subjective. I just don't think these players should be immune to wardecs. Wardecs have as much power to force participation as any other aspect of the game - which is to say wardecs can't force you to participate at all. In the sandbox, you can use a variety of methods to deny kills and deny content (hint: docking up is only one such way. There are hundreds). No player can be forced to PVP through a wardec. Hence, the removal of wardec immunity is not a challenge to any playstyle or player preference in the sandbox. How can you force a player to do anything at all? It is not possible, you know.. free will, human ingenuity, and all that. To be fair you can force someone to deal with the wardec mechanic in one way or another by declaring war on them. You can't control what that method of dealing entails true, but the act of being in a war is pretty strait forward as are the implications.
Mechanically speaking it has implications to any and all in space activities as well so I'm not sure how to interpret the claim that it's not a challenge to any playstyle. Any response to a wardec is a change in playstyle and participation to some degree. Participation isn't limited to simply fighting back.
Your ideas surrounding of player preference is also interesting. The type of player to be affected by a wardec is a highsec or lowsec player. In the case of highsec I would think the defending player chose to reside their in no small part due to the deterrent effect of Concord response. I'd also be willing to wager they want that to be universal save for individuals they have specifically chosen. Wardecs remove that mechanic for a group most likely NOT of the players preference.
That's on top of preference in area of operation, toolsets, activities or even the choice to log in or undock. One is forced to chose between relinquishing one of the prior or being forcibly removed from their ships.
If there were no aspects contrary to preference far fewer players would be in an NPC corp I would imagine. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1495
|
Posted - 2015.05.30 00:49:05 -
[59] - Quote
Why would they want to defend? Why not evade? Is there an obligation to a course of action? If there is why do other courses of action exist?
Are we dealing with people who don't want to defend themselves? Probably. Why is that an issue? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1496
|
Posted - 2015.05.30 03:14:15 -
[60] - Quote
Scipio Artelius wrote:Depends on perspective I guess.
I don't think there is any risk that CCP will nerf NPC Corps so the following is just a random thought rather than a call for action. Even if it was, it would just as much be a call for changes to many player corps:
Whether the CEO is an NPC or a player, corporations are at their core, groups of players. It's players that bring content to each other whether through conflict or support and within the game, the role of corporations is largely to provide support (eg. Common goals, shared experiences, services, etc.).
Where corporations aren't doing that what's the point of the corporation even existing, especially the starter corps where it could be argued that the internal engagement and assistance should be the highest out of any corps?
If the starter corps don't provide that support, it could be argued that time in them should be limited so that new players struggling to find the experience that hooks them, are moved after a short period to an alternative where they might find it.
Of the reasons listed in this long thread for staying in an NPC Corp, they seem to most commonly boil down to:
1. Wardec immunity (eg. Hauler alts) 2. Anonymity (eg. Links alts) 3. No interest in social play and want to play solo
None of us have said "so we can help others, especially new players".
Self interest, rather than shared interest, is the most common reason we use NPC Corps. That's also the antithesis of what new players seem to benefit most from.
So if, aside from notable exceptions like CAS, most of us stay in NPC Corps for personal reasons and not to be part of a Corp, why shouldn't that be nerfed?
Why also shouldn't new players be moved away from that environment as soon as possible because the other players in their corp are not interested in them? Why not move them somewhere else so they have a better chance of finding people interested in helping them?
A more harsh view might even be that if players in NPC Corps don't want nerfs then they should start acting like members of a Corp and not just as a way to easily hide or play alone, because otherwise they aren't being members of that Corp anyway. That really isn't a reason NPC corps should be nerfed. The logic certainly follows that a group of primarily self seeking players isn't the most helpful to new players. I don't think there can be any doubt to that. At the same time NPC corps serve a second function, corps for the corpless. That function in no way gets conflicted when self serving players or playstyles exist within them.
Unless you are arguing that the long term NPC corp dwellers were never considered, which I believe false as the NPC corp tax was added for just that reason, then the statement about them purely being for new player benefit doesn't seem to hold up.
There is some merit to the idea of older players providing help to new players in NPC corps, that said the best new player organizations do tend to be player corps. Anyone can enter the NPC corps and advocate for new members to those corps, but it's rare I see it done.
I'd ask the question, why do those in the best places to help new players, player corps, interact with the new players in NPC corps far less than they have the option to? And further, why should those with fewer tools and potentially knowledge on top of experience likely concentrated to a single area of the game be expected to successfully fill that void? |
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