The effect is the same though. when things like this happen people often default to the worst case scenario.
What you are suggesting is that weâd have less people to hunt. This is what I have been saying. @Ag3nt_Jita has been saying it. @Nasar_Vyron has been saying it. You insistence that it is somehow different is totally unpersuasive. People do not like too much uncertainty.
Actually in this case we can. With too much uncertainty theyâll leave. They wonât inject as much ISK, as much minerals, etc.
I didnât say stop, I said will there ISK generating be enough. You really have a reading comprehension problem. I say enough, and you say âthere will be some.â Great, but will it be enough?
The current environment is reasonably balanced. We have enough ISK generation, we have enough mineral generation. Things look reasonably decent based on the MERs. Maybe that is misleading, but you ave provided no evidence of such. Instead you provide nothing but bald faced assertions based on nothing.
Just that you did. I said that the target should always have an option to escape. You said that thatâs against the core mechanic of non-consensual pvp. That is the equivalent of saying âIf you can always run away, itâs completely avoiding non-consensual PvPâ.
If you canât remember what youâve said yesterday, start a career in politics but stop being dishonest here.
Appearantly, I need to. You can build an empire and someone else can destroy it. Not balanced?
May I quote you on this one?
I earn 150 mil per hour in a carrier. For every hour I have to earn isk, I have to spent one hour in fleets.
= 75 per hour, which would be totally fine at a risk level of 3 and only very slightly above it at risk level 2. So, Carriers and below are fine, supers arenât. BY YOUR DEFINITION. Thatâs when I use your calculation for the risk level, not mine.
Again, stop being dishonest and please, start to remember what youâve said before.
Yes, it is the same. People will face uncertainty that is not easily overcome. To pretend it will have no effect is idioticâŚin the extreme.
Because it was for a short period. Extend it for an entire month and see what the effects would be.
Yes, but at a lower level ding-dong. Jesus, can you not apprehend what I am saying. If they amount of ISK and minerals change it will likely be what econometricians call a âunit rootâ changeâi.e. a permanent shift downwards. To avoid this things like rat bounties and mining would have to be totally rebalanced.
Its not the same.
It was a bug that came unannounced, and broke Local in a way that was not fair to anyone.
It resulted in Local intel working seemingly randomly for some players, but not others.
This was a problem for both PvPers and PvErs, because they had no idea if others had Local intel, and themselves may not have had it.
As a consequence, people chose not to risk either until the bug was fixed.
They ceased operations till the mistake was fixed.
Delayed local would would not do what the bug did.
Everyone would get Local intel, once the delay expires.
IIRC, ISK and mineral generation for the duration of the bug barely budged.
You presume it is something to be avoided or remedied.
The isk and mineral generation quotient varies constantly, even now, and always will.
ISKmineral generation will self-regulate to a new standard.
If people farm less isk, isk value wil increase.
If people farm less minerals, mineral value will increase.
The higher either rises, the more incentive players will have to generate them.
Thus homeostasis is maintained.
How would you force it if players donât visit given system and donât kill stuff in there? Mechanically blowing ships and pods?
Donât forget: it is players who provide risk. Not the game mechanics. Mechanics can make it easier or harder but at the end you need players to actually do and attack other players.
Its been suggested that some elements of universal map data should be removed, in conjunction with a delayed Local being implemented in those sectors.
Its been argued that is because PvPers can see the data there, and identify the presence of potential targets there.
That is true, that the map data can be used for that.
BUT.
It overlooks that universal map data also informs PvE players to find systems that arent being farmed out, have less player explosions, etc.
Universal map data is distinct from Local intel.
Neither provides the data the other provides.
Universal map data, is well, universal, and useable by all everywhere, in whatever way they can think to use it.
Local intel, however, is system specific, and requires presence there, and provides data on whom exactly is there, in a way universal map data does not and cannot.
The OA proposal by CCP included a map data scrambling effect/function.
Yes, you donât get to define it for everyone else, which is what you were trying to do.
Personally quite happy for you to use yours.
Get it yet?
I said that the target should always have an option to escape. You said that thatâs against the core mechanic of non-consensual pvp.
Yep, it is.
Can you speak in English instead of donât-quote-me-on-this passive aggressive wiffle-waffle?
What the actual f*** are you saying?
Again, stop being dishonest and please, start to remember what youâve said before.
Youâre being the most dishonest person in the thread at the moment, and considering itâs got 3 people who refuse to countenance any kind of nerf to 0.0 and a troll, thatâs saying something.
You refuse to engage with my reply to the last time you made this argument.
Iâm not interested in any other conversation with you.
Scroll up. Itâs not my idea but itâs a great starting point, which Iâve shown will balance 0.0 with W-space and will go some way to balancing 0.0 with LS and HS too.
As the cost of losing ships will be much greater, it will also nerf the bigger PvE ships without nerfing them in PvP. Mingja showed this was necessary.
Some of the nerf could be diverted on to huge corporations/alliances but I havenât seen a good suggestion for that yet.
Lots of 0.0 corps moving out will be a sign that the areas are now balanced. The population densities of 0.0, and LowSec should be roughly the same. W-space may be inherently sparse because that is the main safety mechanism.