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Nevil Oscillator
190
|
Posted - 2015.05.28 13:54:28 -
[1111] - Quote
Omar Alharazaad wrote:Ah. so many posts, I admit freely to having skimmed the last 30 pages or so. That would be interesting, but I have a feeling that those militias would be largely empty, with perhaps the exception of CAS.
It seems a bit pointless wardecing NPC Corps if their carebears are not in any danger, it has to appeal to pirates not just people looking for a fight. Tempting players out of the safety zone but with what ? I like the idea of NPC corps dealing with their enemies through players but how do they get enemies when they are immune to anything but a suicide attack ? |

Mayhaw Morgan
State War Academy Caldari State
249
|
Posted - 2015.05.28 15:38:21 -
[1112] - Quote
Scipio Artellius wrote:That's a complete load of bullshit. I've never said such a thing.
Quite the opposite. Get off the NPC Corporations are the source of the probelm and open your mind. NPC Corporations are not the issue (can't believe I had to right that again).
The reason you haven't seen the data that 90% of new players leave the game within their first 30 days is because you've done nothing but whinge for it to be given to you here. Stop being lazy and go read/watch the information from CCP like the rest of us have.
If you are having trouble keeping your own story straight, just imagine how confused I must be about what it is you are trying to say. In one post you're claiming player corps are better and that's why CCP needs to push players into them. In the next, you're denying having said that. You are telling us about supposed data that says NPC corp players quit more, then you are back tracking and pointing to a 90% attrition rate for new players as if that somehow has to do with NPC corp membership. I can't figure it out, either. But, I am not going on a wild goose chase looking for phantom data that makes your case for you. Find it yourself and provide a link to it or STFU about it. |

Demerius Xenocratus
Federal Defense Union Gallente Federation
382
|
Posted - 2015.05.28 19:36:15 -
[1113] - Quote
Scipio Artelius wrote:
NPC Corps are fine.
I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot.
Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem.
But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
|

Joe Risalo
State War Academy Caldari State
775
|
Posted - 2015.05.28 20:35:02 -
[1114] - Quote
Demerius Xenocratus wrote:Scipio Artelius wrote:
NPC Corps are fine.
I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot. Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem. But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
It's really a case of casualism and/or min/max. Many of the people that test Eve, likely have come from another MMO. Their experience, prior to Eve, revolved around games with zones that are dedicated to non-PVP without consent. They are also familiar with level grinding, which in many games, can get you from newb to end game content in a month. As we are all aware, this is not the case in Eve. There is no end game content and there is no option for pure safety.
That said,'I am NOT suggesting a change for the formula in order to support this. The market would fall apart as most players, including those with alts in high, would gravitate their characters towards this area.
However, I do not support the alternative of taking away safety, as it is. This would not only deter new players, but would likely cause the dropping of many so to say "carebears" as well as cause alt accounts to drop, due to lack of safer gameplay.
As far as retention of players, both new and old, I think this is an issue of two cases. 1) community - There's got to be social interaction. This is not an issue of corps(player or NPC), but instead the fault of the players. We have essentially built a barrier inhibiting player interaction. Remember the Eve Moto of "Trust no one"? Well, this has the alternate effect of inhibiting the social interaction with new players. Not very many people want to help a new bro, as you can't trust them.
2) Content - we're all aware that it takes a bit of time to become efficient at combat. This leaves mining as the most effective activity a newbro can involve themselves in for at least the first two weeks. Even after that, their combat efficiency is extremely limit. However, once you've developed efficient combat skills, you still likely have developed funding, so PVP involvement is extremely limited, unless you manage to get into an alliance with a ship hand out program. If you do manage to get interest from an alliance, there's about a 50-50 chance that you're being baited.
Content can be corrected by providing more low level and high level content in all security areas.
As far as community, well... Eve players are a$$holes... |

Naga Elohim
Aeras Krekan Syndicate
19
|
Posted - 2015.05.28 20:55:48 -
[1115] - Quote
When I first played Eve, there was nothing like it. I never permanently lost virtual assets in a game before. It brought a level of risk vs reward to games previously unseen (in my eyes) Knowing you can lose everything ina few moments of blood-lust was exhilarating. In reality not everyone wants to lose things. It takes a special person to accept and recover from loss, and frankly some humans just don't have it. So they unsubscribe.
New players don't quite know what they are getting themselves into when they subscribe. They play the game for a while then eventually get ganked, flipped, awoxed, hyperdunked etc and realize that the ship they just grinded 25 hours to get, is now space dust. Its a new concept for most casual games to get used to.
This game doesn't appeal to the masses. The game is full of risk, but the problem is people don't like taking risks. That's why they stay in NPC corps. They simply just don't have that aggressive/competitive personality trait required for player vs. player scenarios..
Not everyone can handle or stomach losing ships etc in Eve. Especially when said possessions had so much time poured into them. Imagine going from (insert generic MMO here) to Eve Online. Its a world apart. You have to MENTALLY prepare to permanently lose things. Most cant handle that....so they unsubscribe.
It's all psychology.
|

Demerius Xenocratus
Federal Defense Union Gallente Federation
382
|
Posted - 2015.05.28 20:57:01 -
[1116] - Quote
Joe Risalo wrote:Demerius Xenocratus wrote:Scipio Artelius wrote:
NPC Corps are fine.
I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot. Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem. But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation. It's really a case of casualism and/or min/max. Many of the people that test Eve, likely have come from another MMO. Their experience, prior to Eve, revolved around games with zones that are dedicated to non-PVP without consent. They are also familiar with level grinding, which in many games, can get you from newb to end game content in a month. As we are all aware, this is not the case in Eve. There is no end game content and there is no option for pure safety. That said,'I am NOT suggesting a change for the formula in order to support this. The market would fall apart as most players, including those with alts in high, would gravitate their characters towards this area. However, I do not support the alternative of taking away safety, as it is. This would not only deter new players, but would likely cause the dropping of many so to say "carebears" as well as cause alt accounts to drop, due to lack of safer gameplay. As far as retention of players, both new and old, I think this is an issue of two cases. 1) community - There's got to be social interaction. This is not an issue of corps(player or NPC), but instead the fault of the players. We have essentially built a barrier inhibiting player interaction. Remember the Eve Moto of "Trust no one"? Well, this has the alternate effect of inhibiting the social interaction with new players. Not very many people want to help a new bro, as you can't trust them. 2) Content - we're all aware that it takes a bit of time to become efficient at combat. This leaves mining as the most effective activity a newbro can involve themselves in for at least the first two weeks. Even after that, their combat efficiency is extremely limit. However, once you've developed efficient combat skills, you still likely have developed funding, so PVP involvement is extremely limited, unless you manage to get into an alliance with a ship hand out program. If you do manage to get interest from an alliance, there's about a 50-50 chance that you're being baited. Content can be corrected by providing more low level and high level content in all security areas. As far as community, well... Eve players are a$$holes...
Mining is not the most efficient ISK generation method for a newbie it's just the most obvious.
You are correct that the burden falls largely on existing players. You can't slaughter/scam people relentlessly and then come to the forums spouting off about the retention problem. It's all well and good to say "it's their responsibility to learn the game" but frankly that is a shortsighted and stupid mindset that will result eventually in nothing left of EVE but a few thousand bittervets chasing each other's alts around.
And with all the talk about how many people leave in the first month I'm surprised no one has stated the obvious -
This is a very complex game with a famously vicious learning curve and the skill training system is quite daunting for a day one player. I was there, not terribly long ago. I remind mousing over various ships and modules and then looking at the training time under "requirements" and just being crushed. And then I realized I would need a legion of support skills even once those requirements were met. So it's fair to say you are going to have a significant percentage of the people that try this game promptly fleeing for their lives and sanity. With this thought in mind, 90% doesn't sound nearly as unreasonable.
Beyond that, if you want new players, act like it. You guys with a dozen alts could consider rolling another one and leaving him in a rookie corp to actually do something about the problem. There's a thought.
|

Scipio Artelius
The Vendunari End of Life
37642
|
Posted - 2015.05.28 22:02:55 -
[1117] - Quote
Mayhaw Morgan wrote:If you are having trouble keeping your own story straight, just imagine how confused I must be about what it is you are trying to say. In one post you're claiming player corps are better and that's why CCP needs to push players into them. In the next, you're denying having said that. You are telling us about supposed data that says NPC corp players quit more, then you are back tracking and pointing to a 90% attrition rate for new players as if that somehow has to do with NPC corp membership. I can't figure it out, either. But, I am not going on a wild goose chase looking for phantom data that makes your case for you. Find it yourself and provide a link to it or STFU about it. At this point it doesn't surprise me you can't figure it out. It seems plainly clear why and I now understand why Kaarous was surprised earlier that you could even read.
I haven't backtracked on a single point or had any difficulty keeping my posts straight. They're all consistent in the message. As for the data, I don't need to find it. I have the links to CCPs statements both here in the forum and the relevant presentations at Fanfest both in 2014 and this year. So you can think it's phantom all you like and it'll make no difference. CCP will continue to try to empower new players through broader experiences irrespective of your head being buried in the sand.
Come Win At Eve - Join The Vendunari
|

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13169
|
Posted - 2015.05.28 22:58:23 -
[1118] - Quote
Demerius Xenocratus wrote: But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
You solve a player created problem with other players. Specifically, those gankers and wardeccers you so despise.
Bad corps should die on the vine, but in the ridiculous safety that is highsec, that's far too difficult to do. Incentivize conflict, make it more accessible and more widespread, and watch these bad corps die.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|

Joe Risalo
State War Academy Caldari State
775
|
Posted - 2015.05.28 23:29:26 -
[1119] - Quote
Kaarous Aldurald wrote:Demerius Xenocratus wrote: But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
You solve a player created problem with other players. Specifically, those gankers and wardeccers you so despise. Bad corps should die on the vine, but in the ridiculous safety that is highsec, that's far too difficult to do. Incentivize conflict, make it more accessible and more widespread, and watch these bad corps die.
Again spewing what you want, which is to make high sec less safe.
Go ahead... Make high sec less safe and all casuals targets.
Shouldn't be too long before you regret that... Maybe 4 weeks before the market falls apart and the price of everything doubles.
That's if the major alliances don't take control. If that happens, which is proven they can already do through war decs and ganks, there will be no where for even you to go to earn Isk..... |

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13169
|
Posted - 2015.05.28 23:43:13 -
[1120] - Quote
Joe Risalo wrote: Shouldn't be too long before you regret that... Maybe 4 weeks before the market falls apart and the price of everything doubles.
If your best argument involves publicly demonstrating that you have zero clue how the economy works, you should have just stayed out of the discussion.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|

Sibyyl
Brave Newbies Inc. Brave Collective
25180
|
Posted - 2015.05.29 00:15:20 -
[1121] - Quote
This thread is about wardec immunity and only wardec immunity. Everything else is window dressing (like Ferni says.. a pretty logo and a name).
Feeling antisocial? Don't want to take orders? Make a one-man corp.
Want to collaborate with other players without having to take orders from a Player Corp boss? Sure. But why would you want wardec immunity as a bonus for that? One has nothing to do with the other. Justify your "get off my NPC porch" rant all you want, but what you are really clinging onto is that sweet, sweet wardec immunity.
There is no justification for any corp in EVE to have wardec immunity. I'm sure a system of payment and immunity for players <30 days in age can be worked out with no problems whatsoever.
And if haulers blow up and prices skyrocket in the market, so what? Content is content.

All our times have come
Here but now they're gone
|

Joe Risalo
State War Academy Caldari State
775
|
Posted - 2015.05.29 00:50:53 -
[1122] - Quote
Kaarous Aldurald wrote:Joe Risalo wrote: Shouldn't be too long before you regret that... Maybe 4 weeks before the market falls apart and the price of everything doubles.
If your best argument involves publicly demonstrating that you have zero clue how the economy works, you should have just stayed out of the discussion.
I think you have no clue, of the value high sec players provide to the economy.
In your attempt to publicly shame me, you have only managed to show you have no knowledge of what high sec brings to the table.
You very much underestimate the power of the care bear stare.. |

Amy Undergood
Life Associates
15
|
Posted - 2015.05.29 01:02:47 -
[1123] - Quote
Joe Risalo wrote:I think you have no clue, of the value high sec players provide to the economy.
You very much underestimate the power of the care bear stare.. Carebears are just a convenience, nothing more.
Those that aren't afraid to play the game are happy to take care of their own needs if the carebears weren't there, whether directly by manufacturing themselves or finding someone that will.
The only thing Carebears offer is self interest. |

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13170
|
Posted - 2015.05.29 01:33:19 -
[1124] - Quote
Joe Risalo wrote: I think you have no clue, of the value high sec players provide to the economy.
And the demonstration continues.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|

beakerax
Pator Tech School Minmatar Republic
152
|
Posted - 2015.05.29 01:39:22 -
[1125] - Quote
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
Quote:Feeling antisocial? Don't want to take orders? Make a one-man corp. I still don't see how this is an improvement for anyone. |

Demerius Xenocratus
Federal Defense Union Gallente Federation
387
|
Posted - 2015.05.29 01:44:30 -
[1126] - Quote
Kaarous Aldurald wrote:Demerius Xenocratus wrote: But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
You solve a player created problem with other players. Specifically, those gankers and wardeccers you so despise. Bad corps should die on the vine, but in the ridiculous safety that is highsec, that's far too difficult to do. Incentivize conflict, make it more accessible and more widespread, and watch these bad corps die.
I don't despise gankers all that much, nor even war deccers per se. I have an issue with people flying strategic cruisers who slaughter bads in shitfit barges and railgun battleships and think that makes them elite pvp authorities, and wonder why "HURRDURR duh careebears won't undock CCP make them."
This is a game. Not everyone is going to invest the same amount of time, effort, or real world cash that you do. In light of that it is unreasonable to expect people to compete on your terms in every area of the game. I don't see a problem with giving people a relatively safe place to make ISK where only egregious stupidity will kill you.
Bad corps are never going to stop being created. And you wouldn't want that to happen anyway, because then who would you shoot? |

Sibyyl
Brave Newbies Inc. Brave Collective
25184
|
Posted - 2015.05.29 02:18:47 -
[1127] - Quote
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.
All our times have come
Here but now they're gone
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 02:33:23 -
[1128] - 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. |

Joe Risalo
State War Academy Caldari State
775
|
Posted - 2015.05.29 02:35:00 -
[1129] - Quote
Amy Undergood wrote:Joe Risalo wrote:I think you have no clue, of the value high sec players provide to the economy.
You very much underestimate the power of the care bear stare.. Carebears are just a convenience, nothing more. Those that aren't afraid to play the game are happy to take care of their own needs if the carebears weren't there, whether directly by manufacturing themselves or finding someone that will. The only thing Carebears offer is self interest. This thread is a good example of that.
Ohhh... Look at the little elitist.... So cute...
You're seriously blind if you don't think Care Bears arent a major factor in the economy. Regardless of self interest, the loot, salvage, and minerals procured and sold in high sec are not marginal.
The point still stands that if you make high sec less safe, you're not making it better for yourself. You're only making it better for groups like the goons...
Remember when they blew up any ship that tried to mine in Gallente space? Yeah... Now just imagine if what they did was made easier.
Don't think it affects you? You're sorely mistaken.
We've already established that it's not all that difficult to get kills in high sec. We've established that there's plenty of risks in doing so. We've even established that being in an NPC corp does not make you safe. ....and all this was established by the people on your side of the fence.
So.. I fail to see what the issue is... Oh wait... That's right... You want to kill people easier.... My bad |

Sibyyl
Brave Newbies Inc. Brave Collective
25184
|
Posted - 2015.05.29 02:41:46 -
[1130] - Quote
Tyberius Franklin wrote:Sibyyl wrote: 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.
Yes, I believe I said exactly this at the top of the page.
Quote: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.
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?
All our times have come
Here but now they're gone
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 02:50:26 -
[1131] - 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? |

Mr Epeen
It's All About Me
8678
|
Posted - 2015.05.29 03:00:50 -
[1132] - Quote
Sibyyl wrote: There is no justification for any corp in EVE to have wardec immunity.
That's about NPC corps, right? If not, then ignore what I write next.
I'm pretty sure that the sudden loss of a significant portion of the player base is a pretty good justification for keeping immunity. On the other hand, if immunity is removed the people who stay in NPC corps will be wardeccing everyone and utterly destroying any corp less than 500 people.
People won't even bother making player corps. No point to it. Most NPC corps will be larger than the current alliances. The game will be completely changed.
So you have two options. A game that is slowly but steadily increasing it's playerbase with immunity as it stands now or a game with half the population we have now where everyone is jammed into a dozen mega-corps.
It may seem a simple thing to remove immunity, but I feel you haven't really looked at the consequences of doing it.
Mr Epeen 
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
|

Sibyyl
Brave Newbies Inc. Brave Collective
25184
|
Posted - 2015.05.29 03:04:20 -
[1133] - Quote
Tyberius Franklin wrote: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?
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).
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.
Mr. Epeen see the quote above. Your assertion that players will leave is incorrect.
All our times have come
Here but now they're gone
|

Sibyyl
Brave Newbies Inc. Brave Collective
25186
|
Posted - 2015.05.29 03:10:58 -
[1134] - Quote
Wanted to reply to this. *rubs your shiny noggin*
Mr Epeen wrote:I'm pretty sure that the sudden loss of a significant portion of the player base is a pretty good justification for keeping immunity. On the other hand, if immunity is removed the people who stay in NPC corps will be wardeccing everyone and utterly destroying any corp less than 500 people.
People won't even bother making player corps. No point to it. Most NPC corps will be larger than the current alliances. The game will be completely changed.
Why would being in an NPC Corp give you a magical ability to bring more people together or create larger fleets than you could in a PC Corp?
Having access to a shared Corp chat with a massive number of players is no guarantee (at all) that you'll get anyone to participate. Even if you did get a massive number of people to participate, you would have no magical ability to have those participants be skilled and good PVPers. If you doubt me, you should look at my corp ticker.
And look at it this way. If someone succeeded in running massive NPC Corp fleets killing war targets all over hisec, then voila.. we just exposed NPC Corpies to content instead of it being solo-ville.
Win-win.
All our times have come
Here but now they're gone
|

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13171
|
Posted - 2015.05.29 03:13:33 -
[1135] - Quote
Demerius Xenocratus wrote: This is a game. Not everyone is going to invest the same amount of time, effort, or real world cash that you do. In light of that it is unreasonable to expect people to compete on your terms in every area of the game.
So, do I get an easymode because I'm bad at the market? Or does this kind of coddling only apply to combat?
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13172
|
Posted - 2015.05.29 03:16:32 -
[1136] - Quote
Mr Epeen wrote: I'm pretty sure that the sudden loss of a significant portion of the player base is a pretty good justification for keeping immunity.
It wasn't a good enough justification for the ISBotters. They can't hold the game hostage by threatening to withdraw their subs anymore, and CCP standing up to that selfish, petty tyranny is a good thing.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
|
Posted - 2015.05.29 03:19:19 -
[1137] - 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. |

Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
13172
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Posted - 2015.05.29 03:23:42 -
[1138] - Quote
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.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
1488
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Posted - 2015.05.29 03:27:09 -
[1139] - 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. |

Joe Risalo
State War Academy Caldari State
775
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Posted - 2015.05.29 03:54:15 -
[1140] - Quote
Got a solid Idea everyone should consider.
If you're in an NPC corp, then you're limited to the territory of that Faction. IE - if you're in a Gallente corp, you're limited to Gallente high sec.
This does many things.
Casuals can keep war dec immunity while forcing people that take full advantage of the system out.
Want a hauler for cross faction trading, or even delivering goods to low/null/wh space? Join a corp. Want to move out of Gallente space? Join a corp. Want to do low sec roams? Join a corp.
A casual that is just mining or missioning is not really the major problem.
The problem is those that use war dec immunity for safe travel in support of other corps or engage in PVP activity but use the security of NPC corps to avoid being locked into a war. |
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