This is actually an argument I made a long time ago and may even be in this thread, or the âremove local from nullâ thread.
But remember the person Iâm replying to doesnât listen to anything I say so Iâm not wasting more than 1 sentence on an explanation that will be ignored anyway.
Donât forget a cyno. A super with a cyno and in the standing fleet that has active players in it is in less danger. Pop the cyno and in comes the calvary.
And therein lies the problem of delayed local in NS. Since effective PvE usually means using a less than capable PvP ship. Thus delaying local makes escape a less successful option than with instant local. So the loss of information is the about the same for both the hunter and the PvE players, but the effect on behavior is asymmetrical. Delaying local helps the hunter, but hinders the PvE players ability to escape. This view is inherent in just about every single post by Salvos on this topic. Thus his claim of equity are misleading.
In fact, I agree with Ag3nt Jita that it could end up hindering the hunter. With such uncertainty there could be fewer PvE targets making hunnting such players less likely to be successful. It is not unlike hunting say deer. Then there is a change in the local environment and the deer either die off or leave. You can still go deer hunting, but your chances of success have gone way down.
People do not like uncertainty for the most part. Uncertainty is different than risk. Risk you can understand and mitigate. Uncertainty you donât know and thus mitigation is much harder. Think of it this way, if we were to play a game where I rolled a 6 sided die and if it comes up a 6 you win. If it comes up a 1 I win. That game entails risk. You know the process. Now suppose we change the game. But now you donât know how many sides the die has. Now there is uncertainty in that you cannot really make any probabilistic statements ex ante.
And some NS groups may be good at transforming uncertainty into risk. With a good cohesive culture they could develop a response to the increased uncertainty that lets the individual players feel like it is less of a problem. Yes I am talking about groups like Goons, PL, and such. If you have a cap ship umbrella then that uncertainty will matter less. So Goons, PL, etc. could see an advantage via this change. It is one thing to obtain an advantage via player effort, but quite another to get an advantage via dev fiat.
So? Not catching the smart players is a good outcome from the overall health of the game. Working correctly.
Predators usually cull out the young, old, weak and sick. IG that would be the guy not in the standing fleet or the guy semi-AFK, or the guy who forgot to check the intel channel, etc. this is good. Those players are âdoing it wrongâ and suffer the consequences of their errors (and hopefully learn a lesson) and those âdoing it rightâ enjoy greater rewards. That is balance.
Delaying local will upset this current situation. So that what was once âdoing it rightâ no longer is âdoing it rightâ. You will likely have fewer people âdoing it rightâ in the new environment AND they will still escape. Those âdoing it wrongâ who cannot adapt will leave. So your argument fails.
I will offer congratulations to Salvos on one point. He has managed to unite several people who were locked in a sort of forever war in the AFK cloaking thread. That is an impressive accomplishment.
You get 30+ seconds notification of any non-blue in your system. Thatâs what I mean by inherently safe.
It is rather safe because of the alliance power that sits in there.
⌠the alliance which gets most of its power from the grossly excessive reward/risk ratio in 0.0. Not to mention the bad game design which allows huge alliances to dominate for a decade or twoâŚ
What I am saying is that both sides have to have a chance at victory (either by killing or by escaping) and that, since the odds are so hugely stacked against the PvE ship in an actual fight, escaping should be a reliable and relatively easy tactic.
Itâs contrary to the core most basic design principle of Eve but your opinion is not inherently wrong in game design. And youâve come across as honest enough that Iâm happy to call it a legitimate viewpoint.
But I will insist you are consistent. So youâll be campaigning for return of Local in W-space, right?
Itâs just up to you. If you are dissatisfied, you have all the tools in the world to do something against it.
Kinda need a whole battlefleet firstâŚ
It also happens all the time as ships die each and every day in 0.0.
True in HS too.
Sorry, but saying itâs inherently safe is just dishonest.
No, just a different definition of safe. You are completely safe from ganking because you get a permently onscreen 30+s warning of any non-blues.
There are days where you can not undock in PvE-Ships because everything is full of hostiles etc.
Same everywhere but HS.
and there are days where you have to spent 7+ hours in fleets.
At least thatâs interesting. If you donât like it, find a corp in LS or W-space.
Mess with local all you want. Predators will continue putting as much effort possible into getting kills, and prey will continue putting as little effort possible into staying safe. Juicy targets will keep popping, and tears will keep flowing.
and what you donât understand is that the PvE Guy is at a severe disadvantage should it come to a fight. His advantage is easy escape, Hunterâs advantage is an easy kill if he catches a target.
Now, remove the chance to escape and you have what exactly? Easy Kills without chance to escape â how would THAT be fair?
What you are asking for is to severely hamstring the ability to escape for the target for no reason at all, both sides have their advantage at the moment and the hunter really shouldnât get any more on top. If you think otherwise, argument why you feel itâs necessary that hunters have an easier time.
Cause what? 0.0 is save? Well, look at empyrical evidence and youâll realize that is simply not true.
Which is exxagerated. A ceptor/sabre can cross vast distances quite fast. You can catch a VNI if you have a basic understanding of how the anomalies are run. It happens all day. 30 seconds might not be enough too cause some ships really DO need 25+ and upwards.
Also, what you are describing is a help. Local doesnât protect you from getting ganked. Local doesnât prevent you from ganks. Local doesnât prevent your system from getting sieged and it doesnât prevent your stations from getting shot at.
Saying this help makes the space inherently safe is a bad argument. Sorry. Local gives you the option to escape when your hardly suited PvE ship is endangered by superior fitted ships and tactics in PvP.
Inherently safe would mean that you donât have to worry, when in fact: you have to worry all the time.
It is also easy to shut down PvE and as much as you probably donât like that, you can kill billions of isk with just one character. It just doesnât produce the killmails, but camping a system when shutting down 3 supers is a billion isk per hour you âdestroyâ.
You just need to pose a signifcant threat for that and that is easy enough to do.
sorry, but: WHAT?!
Engaging in fights you can win while avoiding fights you can not win is the kings discipline in EvE online for anything, really. It applies to solo, small gang and large fleet PvP. Why should this be a wrong tactic for PvE players when they are forced into PvP?
I mean, I donât like good fight pickers because they âdenyâ me fights most of the time, but that is just part of the game. A core part of the game.
I would campaign for a reward ratio that keeps W-Space and Null-Space balanced, with all things considered. That doesnât include W-Space local by default, but hell - if itâs necessary, sure.
Again, not a really honest example. In worst case, you are looking at below 10 seconds. In best case, you have minutes of warning (which is needed with stuff like a rorqual). Then again, Local doesnât prevent your stations from being shot and being forced to PvP.
If local would make you perfectly safe, you would never ever have to warp out. Yes, local does make it easy to escape but it should be easy to escape to begin with. PvE can be shut down without a single gun fired.
That is an Interesting argument. Why would you NOT need a fleet when your opponent needs numbers and ships too? If I would argue your way, I would say âwell, then stop complaining about stuff you could change yourselfâ.
Yes, you need to up your game if you want to be a consistent threat for 0.0 dwellers. Guess what, thatâs what you are supposed to do. After all, theyâve âUppedâ their game by building an alliance that can defend the space and make it safe enough to live there constantly.
Well, how about you start to account for that in your âvastly exxagerated isk vs reward ratioâ instead? I earn 150mil per hour and char, now take that and divide it by 2 for the time I spent not running them because of fleets necessary to protect the space?
Oops, I think I should go back to run incursions in highsec. Truth is: I enjoy that less. F*ck the better rewards there. Well, accounting for all things, they are probably as good there.
Thatâs your definition. Itâs not mine. Iâve been extremely clear about what I mean.
sorry, but: WHAT?!
Eve is designed around non-consensual PvP. I donât think thatâs going to change no matter how much you or I argue against it.
I would campaign for a reward ratio that keeps W-Space and Null-Space balanced, with all things considered. That doesnât include W-Space local by default, but hell - if itâs necessary, sure.
Agree and even with Local, W-space would still lack:
The good moon goo.
Asset safety.
Always-available high ISK content with dumb AI.
Easy access to trade hubs.
And theyâd still have to spend a vast amount of time doing tedious scanning and rolling.
For this, they:
Are harder to hunt by other corps.
Donât have to counter supers or cynos.
Can roll holes for more safety.
Sounds pretty balanced to me. Both would need same access to Triglavian deadspace though.
Thatâs a valid rebuttal.
Whether that possible result is good or bad for the game, is a matter of opinion.
Nonetheless, the original point, was that it would result in people leaving Player NS, is another matter altogether, and one I do not think a likely outcome.
So your definition is: âYou can run away with some ships in most cases, so itâs safeâ⌠Urm?
Non-Consensual doesnât mean âyou canât run awayâ. Non-Consensual means that others could force you into PvP and thatâs not mutually exclusive. Infact, you could force the âperfectly safeâ nullbears into PvP all day, every day. Provided you would be willing to put in the effort. You just choose to not bother with the effort needed.
I donât know enough about wormholes to assess the WHâs. In Lowsec however => sorry, but the Space offers quite good ISK/HR if you make it work. Itâs not Nullsecs fault that players donât manage to do what big alliances have already done in null.
Delayed Local, simply delays Local intel.
The mechanic works exactly the same as now, except it is delayed, and provides Local intel to everyone, simultaneously, once the delay has expired.
There is no rule that says a single PvEr should be able to escape, especially if they are not taking precautions, and even more especially if they are operating without corp/alliance support.
In EVE, as a PvP based game, the advantage should always be on the side of the player trying to initiate non-consensual PvP.
The less of an advantage they have to do so, the less PvP will occur.
That is bad.
Ofc this advantage has to be tempered with the reality that EVE also requires PvE to provide isk/materials/enjoyment for players too.
Your view seems to be that an equally aware/prepared PvEr should always escape an equally aware/prepared PvPer.
I chose those numbers because they are relatively small, scale rationally and follow the sector security cascade from HSâ> WHs.
Player NS and NPC NS are differentiated in the delay, because NPC NS is more limited as to player control of it and has smaller rewards.
The duration of the delay is up for discussion.
Those are just ones I found to be reasonable as implementing delay, but not so much that if would make Local intel irrelevant for too long.
PS: Sorry, didnt deliberately overlook the question.
If you canât win a fight because you are being forced into subpar ships for the task, you should have the option to run away from said fight, yes. This would simply not be the case with delayed local. It already is problematic for certain ships and the relatively known tactic called âlogin trapâ.
But itâs nice to see you agreeing on your obvious Agenda: you want more easy targets and you are not even concerned with the reality in the game. Iâve been patient long enough, so Iâll enjoy your tears of a bad hunter from now on. I have a jar for them in Jita.
Delayed Local has no effect on PvP mechanics between ships of type/fit x or y.
You are confusing a PvP engagement, with intel that may or may not lead to one.
If you dont take precautions as a PvEr, I dont think you should be able to readily escape an aggressor that manages to find you and hold you down long enough to destroy you, and whom has sufficient firepower to do so.
You seem to think you should be able to escape, in a subpar ship, as you state.
In dont agree at all.
If you arent taking precautions against potential PvP, precautions of many possible forms, you do not deserve to escape.
Login traps are a valid (if a bit stupid) tactic.
Its up to you to know how many enemies may potentially be waiting to login on your position/system, and immediate Local intel wont help you for that either, as you wont get any warning till they log in, and its already too late.
Its not my Agenda, its EVEs basic, fundamental premise.
You are accusing me of wanting to make âhunting easier.â
I can just as well accuse you of wanting to keep âPvEing easierâ.
I havenât said that to begin with. Iâve just said that the Hunter is already at an advantage because of different requirements for PvP and PvE. Hard to understand, but maybe you could try to.
the precaution is to warp away when you see hostiles.
Correction: You should be able to escape because PvE requires subar fits. Thanks to the PvE fit, you are at a severe disadvantage to the hunter. Yes, you should have the option to escape such a situation. Since escaping is usually not possible once the hunter is on the grid, you need to warp off before that happens.
A cut in time to warp off is equivalent to making it easier for the hunter. Thatâs the gravity of the change you suggest.
I want to keep the status quo, as it seems fair to me. A hunter can kill a PvEâer if he makes mistakes. If he doesnât make mistakes, PvE player suffers losses in opportunity costs.
You want it easier than it is already. I want to keep it the way it is. Now, who is asking for a change to benefit himself?
If that is all you are doing, thanks to immediate Local intel, you are not taking effort for sufficient precautions.
Post-delay to Local intel, you will still be able to warp off.
However if you are already PvEing in NS with no corp/alliance support, and no intel networks, and other precautions specific to âsafelyâ PvEing regarding your fit and actions, you do not deserve to escape.
The hunter suffers the same loss in time in detecting whether you are in the system, with delayed Local.
This, again, is false, and I strongly disagree with.
A successful PvP action against a PvEr should not depend on the PvEr making a mistake.
If anything, it should depend on the PvPer making the mistakes.
You want it to stay as easy as it is for you, now.
That might even be true, I just donât feel that a change that positively impacts the hunter while negatively affecting the prey is a good change.
Just that I will have less time for it, making it easier for you.
Never said anything else. Ofc the hunter suffers the same time, just that itâs not the point. The impact of such a change is the point, and that discussion is not about whether the local is provided for everyone at the same time.
If you said that âPvE will happen in non-publicâ places and will not be warpable for everyone without scanning" along with the local delay, then well => go for it, really. But such a change would be a bad one for the game.
What other metric do we have? Brought the proper ship for the job? Well, thatâs not fair cause the fits are heavily influenced by the PvE-Demands to it. Counter fitting is what people do already (just that counter fit means âalmost every PvP-Fitâ).
Effort put in? Cause warping to an anomaly is hard for the hunter and Scram + F1 is difficult for the Hunter? Donât be ridiculous. Provide other metrics please.