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Tarron Sarek
Cadien Cybernetics
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Posted - 2008.03.15 02:19:00 -
[121]
Introducing HIC's didn't really help the issue. Sorry, couldn't resist. I just had to mention it.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Malik77
Empire Manufacturing
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Posted - 2008.03.15 02:47:00 -
[122]
How about expanding the size of low security so that there are wide tracks of low-sec between each of the empires? This would force players to stay in a single empire or cross wide areas of low-sec in order travel between them.
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Soporo
Tides of Silence Hydra Alliance
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Posted - 2008.03.15 04:15:00 -
[123]
Edited by: Soporo on 15/03/2008 04:23:27
Originally by: isdisco3
1.As I've stated, I think the game and its players would quickly adapt as they have to many more radical changes in the past.
2.Finally, I don't think lowsec is more dangerous than 0.0 as put forth by many posters here. If you are alone, in your own corp, and you try to go to lowsec you can more than likely get out there safely. You can dock up if someone mean shows up without hassle, you can unload your loot / ore at a station and sell it right there for profit.
In 0.0, if you can even get out there due to gatecamps in lowsec and nullsec along the pipes, you can't dock up (unless you're in NPC space or have an agreement with whatever alliance owns the outpost) and you can't as a result offload your loots / ore. So you can go out there for one trip until your cargo is hold, then you have to fight the gatecamps on the way back dodging bubbles and the tendancy of the larger alliances to hotdrop carriers on just about anything with an engine just to make it back to lowsec.
The suggestion increasing complexes in lowsec is an excellent one. Anything to boost lowsec's value over highsec.
Bolded for emphasis.
1. You think...etc. I can tell ya right now, if they nerfed High-Sec anymore (particularly missions or mining) I would leave the game for good.I know I am not the only one, not by a long shot. Hell they tried that tactic once remember? Moved some missions to Lowsec hoping to lure Emp peeps, remember how that turned out? Was a complete and utter Epic-Fail. Still is. Most adapted by saying f*** that, not worth the risk.
2.Dude, I can JC to 0.0 right now and jump into a Hulk and mine high end stuff for 4 hours straight without any worries but rats, asuming I keep an eye on local. Why? Because a large number of people work together and are dedicated to keeping that area safe from random tools and unfriendly neighbors.
What would happen if I tried that in ANY Lowsec? You know damn good and well. Give me a friggin break. That means LOW-SEC IS VASTLY MORE DANGEROUS for PvE'ers/Miners, I really don't see how anyone can successfully argue the point.
Asuming I watched local carefully, and never got jumped, the ISK/Hour/Risk/reward deal would be sucktastic. Some jackass comes into the system, hell...jump back to station...wait....jump back out to the belt...mine for 2 minutes...some other red comes in...crap...jump to station...etc etc add nausseaum.
IF I get jumped successfully I'm dead, period. I lose an expensive ship and mods and whatever minerals I mined for mediocre potential rewards. Bring friends? Ok, now an even larger gang or Carrier shows up.
CCP likes the idea of few slotted, paper thin Miners and Industrials. This and the fact that gank owns defense, coupled with craptastic rewards there = LOLZ Lowsec.
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Soporo
Tides of Silence Hydra Alliance
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Posted - 2008.03.15 04:18:00 -
[124]
Originally by: Malik77 How about expanding the size of low security so that there are wide tracks of low-sec between each of the empires? This would force players to stay in a single empire or cross wide areas of low-sec in order travel between them.
Force players to...quit the damn game you mean.
I got a better idea, why not Force the prats out of LowSec and into 0.0? Why not? Its the same reasoning you are using. See how lame that is?
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2008.03.15 04:23:00 -
[125]
Originally by: isdisco3
I am firmly against any new modules that affect pvp and make it safer for players to get away, because those modules would find their way into "consensual" pvp combat and dramatically affect EVE pvp. It would make combat all but useless, because if you mess up and lose, you can still avoid all consequences of that 20% of the time. This is just a bad idea in my opinion.
If you're replying to my post, I am not proposing any new modules. I do however want to ask why it is bad, in your view, to let players flee combat more often than not. Suppose only 10% of fights result in something blowing up, but you also get into ten times more fights. Is the fun in the fight or the kill mail?
The Real Space Initiative - V5 (Forum Link)
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Corvus Anderran
Liberty Rogues Rally Against Evil
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Posted - 2008.03.15 05:04:00 -
[126]
Originally by: Adunh Slavy
Originally by: isdisco3
I am firmly against any new modules that affect pvp and make it safer for players to get away, because those modules would find their way into "consensual" pvp combat and dramatically affect EVE pvp. It would make combat all but useless, because if you mess up and lose, you can still avoid all consequences of that 20% of the time. This is just a bad idea in my opinion.
If you're replying to my post, I am not proposing any new modules. I do however want to ask why it is bad, in your view, to let players flee combat more often than not. Suppose only 10% of fights result in something blowing up, but you also get into ten times more fights. Is the fun in the fight or the kill mail?
I'm still not sure what to make of this. At first I really like it, 10x more fights with 10x less chance of a kill suits me just fine. The question is, what happens to 0.0 alliance territory? If you're not careful you end up with a situation where nobody can actually control space because people just run through. Suppose you're in a 20 man guard fleet guarding a choke point to protect a big mining op further up the pipe. 10 hostiles run through your camp, and statistically speaking 8 of them are going to get through to hit the mining op.
I don't know if this is good or bad really, it could give the smaller alliances a chance to achieve something against the big boys, it could promote small gang PvP over blobbing. When you think about it, a big part of Eve PvP is that it is decisive. If you are webbed and scrambled, you die. That's the purpose of the nanoship, it's one of few ways to prevent every encounter from being a decisive one. With an 80% escape chance without your nanoship then they wouldn't be necessary.
I think you'd need to scale the chances though. Give small ships a high escape chance, and larger ships a lower one. Now your fleet engagements are still decisive, but a skirmish becomes a proper skirmish.
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Sarakiel
VIRTUAL LIFE VANGUARD Ka-Tet
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Posted - 2008.03.15 05:51:00 -
[127]
The solution is cut the value of high sec missioning by half and introduce low sec missioning providing the rates of high sec missioning. Also only have velspar and scordite in high sec.
Obviously I havent read one word of whats been said after the OP but I didnt care and empire carebears wont give a care about what I have to say so I guess it all works out.
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Herring
Alcatraz Inc. Tactical Narcotics Team
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Posted - 2008.03.15 06:00:00 -
[128]
Originally by: Zarquon Beeblebrox It easy. Move lvl 1 agents to 1.0 Move lvl 2 agents to 0.5 Move lvl 3 agents to < 0.4 Move lvl 4 agents to 0.0
and don't forget...
Move lvl 5 agents to 0.0 I'm sick of reinstalling, it's not what my days off are for |

Brun Thorvald
Red. Red Republic
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Posted - 2008.03.15 06:27:00 -
[129]
Originally by: Sarakiel The solution is cut the value of high sec missioning by half and introduce low sec missioning providing the rates of high sec missioning. Also only have velspar and scordite in high sec.
Obviously I havent read one word of whats been said after the OP but I didnt care and empire carebears wont give a care about what I have to say so I guess it all works out.
Dear Mr Whining Gankbear,
To see the problem, head to losec in a mining cruiser and see how long you last before being ganked.
If you want to spend less finding out why people stay in hisec, take a mining frigate.
We'll still be here.
PS I spend about 20% of my play time in losec
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2008.03.15 06:35:00 -
[130]
Originally by: Corvus Anderran
I'm still not sure what to make of this. At first I really like it, 10x more fights with 10x less chance of a kill suits me just fine. The question is, what happens to 0.0 alliance territory? If you're not careful you end up with a situation where nobody can actually control space because people just run through. Suppose you're in a 20 man guard fleet guarding a choke point to protect a big mining op further up the pipe. 10 hostiles run through your camp, and statistically speaking 8 of them are going to get through to hit the mining op.
I understand this concern. But let me point out, that everyone in the mining op also has the same chances to run away. What the attacking force is going to accomplish is disruption of the mining operation, but only in so much as they can strike the miners and chase them off the roids, or the miners and their support is going to chase the attackers off. The 80% chance applies to everyone.
If an attacker wants to make sure they are going to kill off an entire mining op, they're going to have to bring in enough alpha DPS to hit them before they could run away. A fleet that size will attract a lot of attention and those miners will be docked or in combat ships by the time the attackers arrive.
Originally by: Corvus Anderran
I don't know if this is good or bad really, it could give the smaller alliances a chance to achieve something against the big boys, it could promote small gang PvP over blobbing. When you think about it, a big part of Eve PvP is that it is decisive. If you are webbed and scrambled, you die. That's the purpose of the nanoship, it's one of few ways to prevent every encounter from being a decisive one. With an 80% escape chance without your nanoship then they wouldn't be necessary.
Lots of the odd little balance changes we see wouldn't be such a big deal with the 80% escape thing in place, certainly things like nanos would not be as advantageous. My guess is attacking players would start to go for more gank than tank so they could get in a few good hard hits in less time, and conversely a travel fit would go for more tank and drop WCS, istabs, nano structure etc.
Originally by: Corvus Anderran
I think you'd need to scale the chances though. Give small ships a high escape chance, and larger ships a lower one. Now your fleet engagements are still decisive, but a skirmish becomes a proper skirmish.
That's an interesting idea, maybe scale from 90% chance for small things, shuttles and frigs up to about 50% for caps. That may also help mitigate the alliance defense concern somewhat. Overall thought we'd still want to have most players be able to run away most of the time, putting cruisers barges and industrials in the 80% range.
The Real Space Initiative - V5 (Forum Link)
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Venkul Mul
Vikramaditya DO JAJA Alliance
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Posted - 2008.03.15 07:22:00 -
[131]
Originally by: isdisco3
I have no problem with new players dealing with the (extremely masssive) learning curve by doing things in highsec. I just think they shouldn't be able to make considerable amounts of isk simply by staying there long-term. And it seems a bit off the cuff to say that doing the things I've proposed would force mass cancellations and create the doom of highsec. As I've stated, I think the game and its players would quickly adapt as they have to many more radical changes in the past.
Sigh,always there. Where the heck you think the people find the isk to buy the juicy ships you want to destroy? From tin air? Selling GTC? Buying isk?
If the isk generatin activity in high sec is reduced to "pitiful level" the "10k isk bounties that make new players gasp" as you have suggested in one of your previous post, the player will have a hard earned cruiser the first time they enter in low sec, will lose it in less than a day to a BS gang, spend another 20 days to get the second, lose it again and then quit EVE.
Good system to leave eve to veteran players that already have the isk and remove new players, bad system to attract new players.
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Venkul Mul
Vikramaditya DO JAJA Alliance
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Posted - 2008.03.15 07:26:00 -
[132]
Originally by: Herring
Originally by: Zarquon Beeblebrox It easy. Move lvl 1 agents to 1.0 Move lvl 2 agents to 0.5 Move lvl 3 agents to < 0.4 Move lvl 4 agents to 0.0
and don't forget...
Move lvl 5 agents to 0.0
and don't forget...
move player to other games. 
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Kyoto Luyi
MX3 Development Zzz
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Posted - 2008.03.15 07:36:00 -
[133]
Originally by: isdisco3 Nerf highsec. Remove most of the valuable asteroids, the objects of desire of many a strip-miner-armed miner from highsec and counter this by creating new more valuable ores for lowsec or at least by moving most of the good ones there anyway. Move all level 4 missions to lowsec, they don't even make sense with the RP of the game (how are we expected to believe that CONCORD who WTFBBQ's anyone within 15 seconds of aggression missed a giant pirate complex hiding in deadspace?).
Same ****, different day...  -- The views or opinions I express are solely my own and do not reflect those of my Corporation or Alliance.. Oh, and I'm NOT allowed in CAOD either :) |

Norwood Franskly
Fleet of the Damned United Freemen Alliance
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Posted - 2008.03.15 07:43:00 -
[134]
I posted this in the other thread but I'll post it here, why not have static complexes in certain low sec systems eg complexes that show up on the overview and don't need to be scanned out, that way it creates a focal point that the corps and alliances in low sec can fight for control over, kind of like the conquerable stations in 0.0 but without all the cyno jammer and pos BS that 0.0 has.
Or maybe not complexes but something similar, how about conquerable structures that generate isk hourly or things like (NPC)mining outposts, or automated gas cloud harvesters, asteroid colonies or similar that generates income and gives alliances something to fight over.
Make an item like an anchorable can, call it a power cell or a solar array or similar. If you anchor enough of these power cells at fixed points in the designated system the mining outpost comes online and starts generating isk into the corp wallet. If someone else comes along and shoots the power cell down you stop gaining the isk. Or even better someone comes along and anchors their own power cell they take over control of the isk. Make it like a game of capture the flag between alliances, maybe stick 7 points in each sytsem and you need a power cell anchored at 4 of the 7 points to control the outpost. It could be fun and would need a lot of co-operation between alliances. The rewards from controlling the outposts would need to pay for the cost of ships that defend it, to make it worthwhile.
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Shadow Joy
Republic Military School
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Posted - 2008.03.15 07:59:00 -
[135]
Originally by: isdisco3 And it seems a bit off the cuff to say that doing the things I've proposed would force mass cancellations and create the doom of highsec. As I've stated, I think the game and its players would quickly adapt as they have to many more radical changes in the past.
There is a mountain of evidence that says the majority of characters are in high sec. You're right that the changes you want won't necessarily mean doom, but there will be a certain amount of players who will move on to another game.
EVE isn't the small game it was a few years ago. Radical changes have bigger consequences.
Originally by: isdisco3 I am firmly against any new modules that affect pvp and make it safer for players to get away, because those modules would find their way into "consensual" pvp combat and dramatically affect EVE pvp.
So you want Empire players to change, but don't want any changes to your play style? Sounds hypocritical to me.
One clear meme in this thread is that it is no fun to be ganked. Giving people a chance to get away no matter the odds will encourage people to take risks.
Originally by: isdisco3 Finally, I don't think lowsec is more dangerous than 0.0 as put forth by many posters here.
Null sec space can be secured against other players. Low sec can not.
Originally by: isdisco3 The suggestion increasing complexes in lowsec is an excellent one. Anything to boost lowsec's value over highsec.
On this we agree, but it is a balancing act. As pointed out earlier in this thread, anything too attractive will draw in the null space players.
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flakeys
Tier 3 Technologies Inc Lazy is our middle name
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Posted - 2008.03.15 08:54:00 -
[136]
Originally by: Nihilion Saro I recently decided that an honest Eve living wasn't for me and thought I'd try my hand at being a pirate. So I got myself a snazzy cruiser and took to the belts of low-sec empire looking for some roid-lubbers to gank. Lo and behold, I can't find anybody. Nobody ratting or mining in low-sec these days. What happened? It seems like the only people in low-sec are other "pirates", which just end up fighting each other.
Can't something be done to give low-sec a boost? Give pilots more incentive to venture out there. I know it may some self-interested because I am just looking for chumps to deprive of their hard-earned assets, but think about it: Part of what makes MMOs what they are is that they are...well, a little bit real. The fear that pirates inspire in the hearts of noobs and carebears is real, and that is priceless. What other kind of game can inspire real emotion? The fear of a dread pirate, the sorrow of having lost your ship, or even on occasion that sweet sigh of relief after having gotten away (not likely). Do you know what I mean?
CCP, seriously. The recent upgrades have been great. The graphics engine is awesome. The Apoc sorely needed a purpose and I like what you did with it. But now its time to fix low-sec.
Thank you for your time.
Nihilion Saro
So i get from this that you didn't go to low sec yourself in your previous carebear career , yet when you go pirate you want others to do just what you yourself didn't do?Why does everyone want to get others into pvp these days only when and if they themselves are in search of ganking/pirating?
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Jmanis Catharg
Stickler inc
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Posted - 2008.03.15 08:59:00 -
[137]
The fundamental problem is, well, what's mining need?
Mining lasers and a hauler.
What do mission runners need? PvE setups.
What defends against pirates? PvP setups.
What do pirates use? PvP setups.
Point being that you can increase the mineral/missions all you like, it won't draw people out to the lawless low sec. 0.0 is different, in so far as organised alliances and territory make 0.0 safer than low sec.
If you want the carebears to come out of the woodwork and enter low sec, make the "carebear stuff" require a PvP fit, not a PvE fit.
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Sarakiel
VIRTUAL LIFE VANGUARD Ka-Tet
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Posted - 2008.03.15 09:09:00 -
[138]
Originally by: Jmanis Catharg The fundamental problem is, well, what's mining need?
Mining lasers and a hauler.
What do mission runners need? PvE setups.
What defends against pirates? PvP setups.
What do pirates use? PvP setups.
Point being that you can increase the mineral/missions all you like, it won't draw people out to the lawless low sec. 0.0 is different, in so far as organised alliances and territory make 0.0 safer than low sec.
If you want the carebears to come out of the woodwork and enter low sec, make the "carebear stuff" require a PvP fit, not a PvE fit.
or nerf isk gains off high sec missions and reward low sec missions with double the isk. If you can muster a pve build that does double the damage compared to a tech 1 named build then you could actually justify staying in high sec other than that it'll follow the same logic why covetor mining in 0.0 is way more effective (2.5x minimum) than hulk mining in high sec.
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Kyoto Luyi
MX3 Development Zzz
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Posted - 2008.03.15 09:52:00 -
[139]
Edited by: Kyoto Luyi on 15/03/2008 09:52:39 It just becomes more and more obvious that people don't have a clue about 'how to fix lowsec'.
The ultimate parralel to it is Felucca in Ultima Online. Go check out everything they tried to get more 'carebears' to go to the 'Lowsec' area there.
It doesn't work - none of the carrot and stick methods EVER work.
You guys want more targets - go fight eachother, because the 'carebears' don't give a flying toss what you want. They'll stay in empire, they'll PvE, they'll make isk, they'll PAY SUBS - oh, yes, that last one is the only one CCP really cares about. You damage their income, goodbye game... 
Any more half-arsed ideas you'd like to post? Pfft... -- The views or opinions I express are solely my own and do not reflect those of my Corporation or Alliance.. Oh, and I'm NOT allowed in CAOD either :) |

Corvus Anderran
Liberty Rogues Rally Against Evil
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Posted - 2008.03.15 10:03:00 -
[140]
Edited by: Corvus Anderran on 15/03/2008 10:05:12
Originally by: Adunh Slavy I understand this concern. But let me point out, that everyone in the mining op also has the same chances to run away. What the attacking force is going to accomplish is disruption of the mining operation, but only in so much as they can strike the miners and chase them off the roids, or the miners and their support is going to chase the attackers off. The 80% chance applies to everyone.
If an attacker wants to make sure they are going to kill off an entire mining op, they're going to have to bring in enough alpha DPS to hit them before they could run away. A fleet that size will attract a lot of attention and those miners will be docked or in combat ships by the time the attackers arrive.
You know, the more I think about this idea, the more I like it. Blurring the lines a bit between dying and not dying when you take a risk, reducing the reliance on nanoships and generally making things a bit more dynamic. I feel like I'm missing something though.
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Sarakiel
VIRTUAL LIFE VANGUARD Ka-Tet
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Posted - 2008.03.15 10:04:00 -
[141]
Edited by: Sarakiel on 15/03/2008 10:05:25
Originally by: Kyoto Luyi Edited by: Kyoto Luyi on 15/03/2008 09:52:39 It just becomes more and more obvious that people don't have a clue about 'how to fix lowsec'.
The ultimate parralel to it is Felucca in Ultima Online. Go check out everything they tried to get more 'carebears' to go to the 'Lowsec' area there.
It doesn't work - none of the carrot and stick methods EVER work.
You guys want more targets - go fight eachother, because the 'carebears' don't give a flying toss what you want. They'll stay in empire, they'll PvE, they'll make isk, they'll PAY SUBS - oh, yes, that last one is the only one CCP really cares about. You damage their income, goodbye game... 
Any more half-arsed ideas you'd like to post? Pfft...
lawls then gogo jihadswarm
either way rather than wasting your time on your previous post you could just make the logical leap that CCP could merely introduce low sec missions that provide double the rewards of high sec missions, leave high sec missions as is, and increase ratting bounties in 0.0 proportionally to maintain their relative value.
Most empire carebears are already ignorant enough that they havent seem to have figured out that 0.0 money making is as safe as high sec money making unless your actually afk. Its not much of a stretch to believe that they wont even recognise how they're being even more screwed by this and will continue to pay their subscriptions anyhow. Those that do have enough screws in place in their cranial region will either move out to 0.0 altogether or low sec mission for the helluva-it.
Before you attempt to contest my claim that 0.0 money making is as safe as high sec money making pause for a moment and think whether you've actually been in 0.0 long enough to validate your opinion because if you do disagree with me that means you've either not given any 0.0 alliance a real shot, or your so slow that it takes more than 60 seconds for you to initiate warp to your nearest pos/safespot when a non-blue enters local.
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2008.03.15 10:10:00 -
[142]
Originally by: Sarakiel
or nerf isk gains off high sec missions and reward low sec missions with double the isk.
Won't work. If rewards go up, but the same chance of loosing your ship remains for each encounter with a "pirate", then the perception will be that it's still broken. The only rewards that would make it work are so high that it would break the economy.
If a player thinks he's going to loose a ship a day, then he needs to make at least a ship worth of ISK a day plus as much as he can make in high sec if not more as he has to put up with the time spent dealing with crappy low sec markets and time spent sitting in a station waiting for the ebil pirates to leave. That's just way too much ISK to pump into the economy.
The solution resides with risk, not reward. Every ISK making activity also has an ISK cost asscoiated with it as you get into higher levels of game play, ammo, mining crystals, BPOs, data cores, POS fule, ozone - all of it.
The cost to mission runners or miners in low sec is entire ships, the ISK gained must be worth more than the ship and potentialy implants to make the current risk acceptable not to mention the oppertunity cost associated with getting your friends to scout and gang and all that - to be in line with all other ISK making activities in the game.
Want to pay me half a billion ISK for me to risk a 1 bil isk ship and half a bil in implants? No, didn't think so.
The Real Space Initiative - V5 (Forum Link)
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Kyoto Luyi
MX3 Development Zzz
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Posted - 2008.03.15 10:11:00 -
[143]
Originally by: Sarakiel Before you attempt to contest my claim that 0.0 money making is as safe as high sec money making pause for a moment and think whether you've actually been in 0.0 long enough to validate your opinion because if you do disagree with me that means you've either not given any 0.0 alliance a real shot, or your so slow that it takes more than 60 seconds for you to initiate warp to your nearest pos/safespot when a non-blue enters local.
Funnily enough, the rsst of us were discussing lowsec - 0,0? WTF has that got to do with lowsec?
/care /fail -- The views or opinions I express are solely my own and do not reflect those of my Corporation or Alliance.. Oh, and I'm NOT allowed in CAOD either :) |

Dramund
Atonement Arms
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Posted - 2008.03.15 10:17:00 -
[144]
Edited by: Dramund on 15/03/2008 10:18:29 If the carrot were moved to low-sec, it is true a lot of solo miners would get bored and quit - many of them preferring to cancel their subscription than rush to form an alliance with the consequential drama.
The solution isn't to bring current high-sec pilots into low-sec, its to find more people who want to be pirates when they join EvE in the first place. You can't change people's attitudes towards the game and general forums prove that beyond any doubt.
That said, I think the reward for hunting pirates could stand to be boosted because I have heard it is generally a waste of time.
The high-sec cluster isn't all bad though, if they quit, it simply means someone else will have to the do the mining (*cough* pirates) or deal with high ore prices (and hence equipment prices).
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Sarakiel
VIRTUAL LIFE VANGUARD Ka-Tet
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Posted - 2008.03.15 10:30:00 -
[145]
Originally by: Adunh Slavy
Originally by: Sarakiel
or nerf isk gains off high sec missions and reward low sec missions with double the isk.
Won't work. If rewards go up, but the same chance of loosing your ship remains for each encounter with a "pirate", then the perception will be that it's still broken. The only rewards that would make it work are so high that it would break the economy.
If a player thinks he's going to loose a ship a day, then he needs to make at least a ship worth of ISK a day plus as much as he can make in high sec if not more as he has to put up with the time spent dealing with crappy low sec markets and time spent sitting in a station waiting for the ebil pirates to leave. That's just way too much ISK to pump into the economy.
The solution resides with risk, not reward. Every ISK making activity also has an ISK cost asscoiated with it as you get into higher levels of game play, ammo, mining crystals, BPOs, data cores, POS fule, ozone - all of it.
The cost to mission runners or miners in low sec is entire ships, the ISK gained must be worth more than the ship and potentialy implants to make the current risk acceptable not to mention the oppertunity cost associated with getting your friends to scout and gang and all that - to be in line with all other ISK making activities in the game.
Want to pay me half a billion ISK for me to risk a 1 bil isk ship and half a bil in implants? No, didn't think so.
Yea even with 20-30 million in fittings and a fully insured bs thats still a tad too much missioning to make up for the risk. It'd be better to go to 0.0 anyhow. But hey, it already is better to go to 0.0. Its safer than lowsec, and its really about 3-4x the money of high sec. I suppose the only changes that could be made to lowsec are including some rarer ores or just leaving it as is as dead-space for pirates to enjoy their turf wars, I have no issue with that, thats a great way for new players to gain pvp experience off the pvp'ers that have been out there for years. I just really want to see high sec prove to be even less effective money than it is, but I'm dreaming there.
Kyoto, your a failure. The comment was merely to avoid you wasting time stating a rebuttal that involved contesting my claim about the safety of 0.0 while I actually pointed out that your comment with regards to what I had suggested revealed an inability to craft logical leaps but rather needing them to be spoonfed to you. You then actually instead of defending yourself in some way merely revealed that everything I said went right over your head as somehow you had issue with my comments regarding 0.0 thinking that I was trying to relate it in some way to a 'lowsec fix' suggestion.
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Venkul Mul
Vikramaditya DO JAJA Alliance
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Posted - 2008.03.15 10:44:00 -
[146]
Originally by: Dramund Edited by: Dramund on 15/03/2008 10:18:29 If the carrot were moved to low-sec, it is true a lot of solo miners would get bored and quit - many of them preferring to cancel their subscription than rush to form an alliance with the consequential drama.
The solution isn't to bring current high-sec pilots into low-sec, its to find more people who want to be pirates when they join EvE in the first place. You can't change people's attitudes towards the game and general forums prove that beyond any doubt.
That said, I think the reward for hunting pirates could stand to be boosted because I have heard it is generally a waste of time.
The high-sec cluster isn't all bad though, if they quit, it simply means someone else will have to the do the mining (*cough* pirates) or deal with high ore prices (and hence equipment prices).
The solution to low sec explained for the unenlighted:
we need more pirates in low sec

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Dramund
Atonement Arms
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Posted - 2008.03.15 11:26:00 -
[147]
Originally by: Venkul Mul
The solution to low sec explained for the unenlighted:
we need more pirates in low sec

Not as crazy as it sounds from a knee-jerk point of view. They'll fight each other, "anti-pirate" organizations will have plenty to hunt.
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Roy Batty68
Immortal Dead
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Posted - 2008.03.15 11:26:00 -
[148]
You can give but you can't take it away.
Yay! \o/ A boost! I deserves teh love!
Boooo! >:( A nerf! Me and my 47 accounts are quitting!!!
Think about it. Judging by the forums, quite a large percentage of MMO players are 3 year olds with a too much candy. They'll always take more, but they'll throw a bloody fit if you screw up and give them too much and try to take some of it back.
The balance has changed in the 2 years I've been playing. Hisec is way more profitable now than it used to be. But good luck trying to sort it. Threadnaughts of whines would ensue should real balance be enforced. Supposedly there would be a mass exodus...
Let them quit! Hit them with the door as many times as you can on their way out! Good riddance imo. The game would be better off without that crowd.
Sig removed, inappropriate content. If you would like further details please mail [email protected] ~Saint |

Kyoto Luyi
MX3 Development Zzz
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Posted - 2008.03.15 11:31:00 -
[149]
Originally by: Roy Batty68 Supposedly there would be a mass exodus...
Let them quit! Hit them with the door as many times as you can on their way out! Good riddance imo. The game would be better off without that crowd.
Oh yeah - I can really see CCP wanting to lose around 100,000 paid accounts (and they ARE all paid, because even people who mine for isk to buy GTCs are still ensuring CCP SELL the GTC in the first place) so at $15/month that is only - ooooh - $1,500,000 a month - why would CCP care?  -- The views or opinions I express are solely my own and do not reflect those of my Corporation or Alliance.. Oh, and I'm NOT allowed in CAOD either :) |

Sarakiel
VIRTUAL LIFE VANGUARD Ka-Tet
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Posted - 2008.03.15 11:36:00 -
[150]
Originally by: Kyoto Luyi
Oh yeah - I can really see CCP wanting to lose around 100,000 paid accounts
I love arguments based on facts pulled out of thin air. Making up numbers is fun
99238923 7373 1128 2328@212 forty two 3888893 237231...3?
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