High sec needs more war decs

If I can spend PLEX to buy some keys to open them up instead of shooting them, sign me the hell up.

The problem with this is that it’s just not accurate. The first thing we end up explaining to most nervous newbies is that you’re actually very unlikely to be attacked in Eve. Especially if you’re careful and follow a few simple guidelines.

Most of High Sec is fairly safe to the majority of players. Most of Null and Low is not unless you’re on the same side as the locals.

Also the end result of trying to market Eve this way would be the same as making it this way. It would drive off most of the players and the game would die. If you want that gameplay experience then fine, but I don’t think Eve is the game you’re after to get it.

It definitely makes it more common and more likely, but there are degrees of that reaction beyond getting the shakes. Tunnel Vision being the most common in my experience.

When did I say that the current system made this worse? The point of this thread is that there should be more war-decs, not fewer.

Also I’m not sure if you’re familiar with how things were under the old system, but that’s basically how things have always worked. The only difference was that the pool of players was larger, and anyone who was dumb enough to have someone get killed was likely to have the war dec continued.

And we absolutely got up to that sort of thing, but the key thing there being “pretend”. Newbies don’t make great bait, and the actual people learning “mining 101” or “Logistics 101” want to actually learn the stuff, not just act as bait.

I mean, yes, I haven’t seen or pulled off that specifically, but the Uni Low-Sec Camp did pop an overconfident idiot’s Carrier with a kitchen sink fleet while I was there. He didn’t quit the game, but he did go find other things to do for a week or two after that.

And as I’ve been trying to say here. That’s not what I’m talking about, but there are still degrees here. A game can be niche and still be successful, but if it’s too niche then it’s going to die. CCP needs to keep things within the line between Eve losing its character and Eve losing its playerbase.

In my experience this has less to do with Cost/Benefit and more to do with the two groups just not getting along well. They’re playing the game for different reasons and want different things out of it.

When those groups do get along they tend to end up out in Null in one of the big Alliances.

It’s not 12 times more, but if you remove Incursions from the equation it’s pretty close. The most populated High Sec regions are paying out equivalent bounties in a month to the least populated Null regions.

Which brings me back to that whole “the carebears don’t want to work with the PvPers to get protection”. That’s basically what Null is. You move out of the bubble of High Sec safety in exchange for a massive pay bump and having to rely on other players, or yourselves, for protection.

:joy:

How many little noobros have you killed with this terrible mentoring?

:rofl:

EVE University is such a scam!

:upside_down_face:

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It is intentionally inaccurate, because it yields good results. It’s better to have a new player asking “why haven’t I beet attacked yet, if you made it sound like it happens all the time?” instead of “why did I get attacked, when you said that it should almost never happen?”

Agreed with Aiko; this is a massive fail on the part of the educator(s). All you guys argue with me about my methods, but out of the new players I’ve trained or guided, not a single one left the game because of adversity (outside of the ones who quit instantly after I gave them the initial breakdown). Some quit because the game didn’t hold their interest, or because they didn’t like the gameplay, but no one quit because of ganks or wars or whatever.

Everyone gets some degree of tunnel vision, but that’s not the same thing as fear.

No, I mean that I’m the one who’s saying that it got worse. Some people are of the opinion that wars were “fixed” somehow, but as someone who both does wars, and sits in corporations that get incoming wars, I can see that that’s not actually the case.

Wars have been my primary EVE activity since about 2008 (essentially when I started this corporation). Before that, I was a low/null-sec player since my first day in the game. My expertise with regard to all things related to wars is, at this point, beyond exceptional. Now, this isn’t entirely a flex, as I freely admit that I’m clueless with regard to some other aspects of the game, such as null-sec fleet doctrines, and top-level group PvE content. Although I don’t think it would take me a long time to learn…

My issue with this argument is that the safety crowd always says “we just need a few more changes,” “just one more nerf,” “just a couple of new gameplay updates to make EVE appeal to more than just a few thousand people in the entire world,” etc. etc. But they never stop saying this. It just keeps being repeated forever.

We can plot the way that this game has gradually progressed in terms of balancing on a scale of sorts, and we’d be able to see that it’s almost exclusively moved in a direction in which nonconsensual PvP has been getting nerfed.

So, my question to you is, since you’re saying that this game can be niche but successful, “when does it end?”

Necessity brings people together.

So the only reason that these groups don’t get along well is because not enough necessity exists in the game to bring them together as a matter of survival. This, if anything, serves to reinforce my point.

Outside of some outliers (e.g. renter farmers), most players go to null-sec with the expectation to be required to fight in some capacity. Which is the reason why 70% of the game’s population resides in high-sec (not counting a few hundred players like me); because they don’t want to fight, anyone, ever.

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Initially wars cost 2 million ISK and were accessible for everyone, including rookies,
which apparently was a great thing otherwise the game wouldn’t have survived.

Then CCP pushed them to 50 million ISK, to turn them into a feature for the more richer people.
People grouped up, to deal with the increased cost and nothing got better.

Then CCP decided to push it to 100 million ISK, told us retarded excuses reasons the masses of idiots out there happily accepted. Barely anything has changed and even less got actually better.

This could be misconstructed. The silent majority likes and accepts the game as it is,
including all its dangers, otherwise they wouldn’t be playing it.

I’m not sure they don’t want to fight.
They might simply not be seeking it actively.
They still accept when they’re getting their asses handed to them.

I thought this should be clarified.

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From what I’ve heard during my wartime infiltrations, this isn’t actually the case. A big portion of the player base, whether by their own inherent beliefs, or by virtue of having been “corrupted” by improper guidance during their newbie stages, wishes wholeheartedly that PvP didn’t exist, at all.

It’s just that most people either don’t know about forums, or don’t care enough about them, to make their voices heard.

It really does come down to this: if you want to make a PvP game, you have to shove the PvP down the players’ throats, because if you don’t, the majority of players will choose to fully opt out of it every single time. If you don’t believe me, go on the forums of any open-world survival game, and look at what people argue about the most.

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And the answer to that question is generally either “you broken one of the simple rules we taught you” or “you got unlucky”, and the vast majority of people are fine with that.

It’s far better to be pitching the game in a way that will get people in the door rather than one that will actively drive people off.

Case and point, Eve is still known in the wider gaming community as “spreadsheets in space” and is still fighting the perception that it’s a ton of math and accounting and not very exciting, which I think we both know isn’t accurate.

And how many people was that, and out of how many people?

Again, Eve Uni trains thousands of people, and is very effective at it. To the point that CCP saw such an increase in retention from Eve Uni members and graduates that they flirted with giving Eve Uni special privledges, though that was quite a number of years ago and Eve Uni informed them it was a bad idea and said “no thanks”.

Where did I indicate that people applying to Eve Uni were quitting because of ganks or wars? Eve Uni doesn’t have this problem, and it also doesn’t have people quitting on being accepted either… :laughing:

Fear, excitement, anxiety, these are all very related emotions and all cause a similar variety of effects. It’s all about intensity, not really the emotion being experienced.

I’ve seen people tunnel vision on someone attacking them because of fear, or on someone they’re attacking because of excitement. Similarly I’ve seen people get jumpy because it’s their first fleet and while I can’t say for sure they were shaking, they definitely miss-clicked more than a few times.

Neither of these is part of the group likely to think that it got “fixed” though, which is the smaller corps with few if any corp-level assets, who before these changes were pretty likely to be war-dec’d more of the time than not, at least if they had anyone active near any major trade hub.

Then you should be more than familiar with the revolving series of wardecs that any corporation with active players could expect under the previous system (the one from around 2011 or 2012 to a year and a half ago).

Well, yeah, because it’s generally someone part of a specific segment trying to justify a change that they want to the game, because people have a hard time relating to people who aren’t themselves and tend to over-estimate the number of people who are similar to themselves. I’m pretty sure you’ve been doing it in this thread.

In this case though I’m trying not to do that. I’m sharing my experiences and what I think CCP’s logic is, since I’ve come into contact with a larger and broader swath of the playerbase than most (at least non-F1 related contact anyways).

As I said, there’s a line, and generally speaking it’s about how many people you’re going to lose vs how many you stand to gain. My strong supposition is that CCP saw a strong trend of people joining the game and either failing to find a corporation or joining one, the corp gets war dec’d, and then the corp falls apart and the players leave the game. Since a lot of these corps are going to be too small or new to pay your merc fees that’s not a solution.

It’s possible CCP’s solution didn’t help, but looking at the long-term trends in Eve Offline, and adjusting numbers down a few thousand PCU for COVID, it at least hasn’t hurt things much. Optimistically it may have arrested a slide that’s been going since the F2P launch in 2016, since barring the blackout drop and COVID numbers seem to be pretty stable year over year since the change.

It doesn’t, until the game shuts down. Games need to change and evolve with the times if they want to keep an active and engaged playerbase.

Necessity might bring people together, but it won’t keep them together, and it won’t make them like it. If people aren’t enjoying their game experience then they can just leave the game all together.

In short, what you’re advocating just doesn’t work because a game that forces people who actively dislike each other to play together isn’t likely to succeed. This is why most FPS games these days offer ways to mute chat entirely.

No, plenty of them want to fight, they just don’t want to fight all the time. They want some control over their PvP beyond what’s offered in Null. People are inherently risk averse, and if Eve didn’t offer a graduated scale of risk vs reward it wouldn’t be successful.

I’m not sure what sort of corps you’re infiltrating, but I suspect it’s biasing your sample.

Back in my days in Eve Uni like half the war-time jokes were about over-enthusiastic and blood thirsty newbies.

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TLDR: Try being more concise. Thank you!

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:coughs in merc:

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When you think about both of those answers, neither is actually good for a new player to hear. One is too controlling, and the other too discouraging. Meanwhile, mentally preparing players for the worst will allow them to be pleasantly surprised when they find that their hardened skills and mental perspective actually enable them to survive and thrive.

I’d say roughly a quarter to a third flip you the bird and uninstall on the spot.

And you said that they avoid this by essentially gaming the system. Open EVE-Uni up to wars full-time, and see how many quit because of them then, under the current training methodology.

Once again. all of those feelings are different from fear. Fear is what leads a player to avoid combat in the first place; being anxious or jumpy doesn’t. Getting “the shakes” is linked directly to fear, specifically. Anyone who does dangerous, small-scale PvP is aware of this, because it’s something we’ve all felt. It’s an emotion we beat out of ourselves with exposure and philosophy. Meanwhile, I can’t think of a single time I felt anything similar in big blob null-sec warfare.

See how your preceding reply answers the following one?

The reason why some corporations received revolving wars were two-fold:

  1. They expended no effort in order to present themselves as hard targets.
  2. They made mistakes such as living near hubs, visibly using autopilot, etc.

If what you’re saying were true, then corporations like my own would’ve been getting wars too. But that never happened. Why is that?

So your stance is that it’s okay for nonconsensual PvP to keep getting nerfed until the game is dead? Or that you can’t stop it from happening, so why even bother?

Here’s a more important question for you: how much more do you personally think wars should be nerfed?

Why would they dislike each other? Given the choice to have military personnel in your corporation, you would opt not to if you didn’t need them, and that’s understandable. But to say that if you did need them, you would necessarily dislike them, is a pretty crazy argument to make, and really spits in the face of some of the best corporations that have existed in EVE over the years.

Seriously, think about what you’re saying: that PvE and PvP players hate each other so much, that they would rather quit the game than be grouped up, because just being within each other’s presence as allies would make the game not fun for them.

Seriously?

No, they don’t. Maybe you haven’t played with these people? Go park yourself into a bona fide high-sec carebear corporation, and hang out on voice long enough to hear them talk about how “PvP griefers should just get cancer and die, they just make the world such a bad place for regular people like us.”

You’re really looking at this through rose-tinted goggles, trying your best not to come to terms with the reality of the matter being that this game is full of people who shouldn’t be playing it.

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War decs as they are meant to be played:

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Did you watch the prequal?
Aiko with sound effects!

Its like on baby difficulty or something.

If war decs were more specific rather then a blanket they would be more often used. Options like to declare war on all enemy corp members found in asteroid zones or be able to declare war within a certain radius of a system at a cheaper cost than current. Having a war sec just blanketing all has far to many negatives. Pirates will still be able to gank haulers en route to trade hubs or a high sec corps area of activity can be disrupted.etc.

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It makes no sense to assume that the silent majority does not wish to play the game for what it has to offer. They wouldn’t be playing it, if it wasn’t how it is. It’s actually hard not knowing what EVE ONLINE is about, when someone tells you about it.

We’re living in 2020 now. It’s extremely unlikely that literally anyone who plays a PC game is unaware of the fact that the game has a forum or a subreddit. Pretty much everything has a forum/subreddit/discord nowadays. The 90s are 20+ years behind us.

Furthermore, whenever a game company fucks up bigtime, forums etc. are being flooded with complaints made by people who never before cared about posting simply because they had no ■■■■■■■ reason to do it. It’s not an awareness thing, it’s an “i’m happy and have nothing to complain about” thing.

There’s this phenomenon I can’t find the term for. It’s like when you watch the news, where they tell you about people who dislike something, creating the effect that people believe there must be a significant amount of people who dislike this something.

Fact of the matter is:

If the silent majority didn’t approve, they’d not be around.

I’m summarizing, the actual way to put it is generally nicer, gentler, and more explanatory than “you done f-d up”, and it works just fine in my experience. The vast majority of people take those losses in stride, generally find themselves more than compensated by the generosity of the vets in the channel, and go on to learn from the mistake.

Some, obviously, don’t. There’s been plenty of embarassing losses on Eve Uni’s killboard over the years.

The problem with your approach is that it doesn’t have any of that nuance. It’s one size fits all, and if it doesn’t fit you then you never even sign up for the game. It has the same problem as the “spreadsheets in space” perception the game is already struggling with.

Yeah that’s way worse than Eve Uni’s attrition rate over the first month, let alone the initial application/acceptance.

I said they did back with “War Decs V1 and V2”, I’m not sure what they’re doing these days, but probably something that takes advantage of these new mechanics.

And again, my guess would be not many would quit because Eve Uni is pretty adaptable and would find some way to accommodate the people who don’t want to deal with war decs while learning things other than “how to wars”.

I mean, yeah you wouldn’t, because then you have a thousand of your closest friends around you, and that’s inherently comforting.

Anyways, I’m happy to let this drop. We agree on the high level points here, we’re just debating semantics that I don’t think really relate to the thread topic anymore.

You’re almost right here, but not quite. You don’t need to live near a trade hub, or use autopilot, to have been war-dec’d. I once got one just because I flew through Niarja, and I lived way off in the arse end of High Sec. The war dec ran for a week or two and then expired because the guy didn’t get any kills out of it. But I was, at that point, a quite old player and more than smart enough to check my mail, notice the war, ect.

I dunno, I’m not familiar with your corporation. Possibly it’s because you’re a “hard target”, possibly you were just too small to bother with, or possibly you were just lucky. Most of the small corps I knew under the old system got war dec’d at least once though.

I mean, the answer to the first two is “neither”. I think CCP has been nerfing problem spots, and non-consensual PvP is going to naturally end up as one of those because it is, by definition, asymmetrical, and simple economics says that it’s almost never going to be profitable to pay someone to defend you unless you have significant capital assets at stake, like say structures, as long as there are other ways of dealing with the war available, and people are quite clever when it comes to “other ways”.

As to wars, I think the current system is actually pretty good. I’m not here calling for more nerfs, though I do think if there are some exploits or loopholes in the current system they should be patched out.

I didn’t quite say that, though I do get where you could get that from what I said and I apologize for the lack of clarity.

What I mean is that the more PvE focused players are generally unlikely to get along with the more PvP focused players because they have different focuses and interests in the game, and in my experience the two sides don’t “get” each other very well. Case and point, the comments in this thread about “people find PvE fun!?!?”

That’s not to say that everyone is like this, but my point is that the players that are like this tend to end up in Null or Wormholes because they can get a much better return on their time out there, and an ability to get along with people who play the game differently is, to some extent, required in Null these days.

There’s a difference between “PvP griefers” and “PvP in general”. Generally speaking when people talk about PvP griefing they’re referring to people who are only looking, at least from the perspective of the person saying it, for an easy kill with little to no actual resistance.

Eve Uni got plenty of these people war-decing it over the years. They were generally the ones who suspiciously disappeared for a week or two every time they lost a ship, or even dropped the war after they found a hundred man Frigate Fleet chasing them around the trade hub.

Someone can hate “PvP griefers” and still enjoy taking ships out into Low and Null on roams because then they’re in a combat ship and looking for a fight.

That’s not to say there aren’t people who think Eve should remove PvP, but they’re in the extreme minority and generally live off in a dead-end High Sec system with a Level 4 agent, basically just enjoying the visuals of the game and watching their wallet go up.

I’m speaking from my personal experiences here, which are that a lot of different people can play and enjoy Eve. As well as some observations on the changes CCP have made to support some of those people that you would see excluded and driven out. To me you seem to be doing your best to disregard CCP clearly indicating that they disagree with your take on “who should be playing the game”.

In EVE-Uni, maybe, but not out in the wild, where most of them either get no guidance at all, or even worse, get guidance from bottom-feeding, no-skill carebear corporation CEOs.

Some of those people will quit soon anyway. Where do you think Hulk-mining or deadspace-CNR-missioning bears come from? They’re those exact people, who just happened to stay in the game past their original expiration date, like a cup of yogurt lost in the back of the fridge.

It’s the first one, and only the first one. Even small corporations get wars, if they provide incentive to attackers.

Carebears hurt themselves with their own ignorance. Then don’t understand that in order to get much less violence done against them, all they have to do is spend some time learning to understand it, and showing that they’re not afraid to use it. It’s like some kind of convoluted misinterpretation of the sunk cost fallacy.

Is it? Wars have been reduced to attacking cheap structures while the other side is asleep.

Oh, no. They use that term as a catch-all to describe anything with regard to player combat. Maybe you just haven’t experienced it…

Try sitting in one of those corporations yourself, as I suggested earlier.

They’re not the minority anymore, and haven’t been in about ten years…

CCP has been doing a mighty fine job of disagreeing with their own take on who should be playing the game. “EVE isn’t for everyone” isn’t a phrase that I invented; they did.

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hIgH sEc NeEdS mOrE wArDeCs. :persevere: :persevere: :persevere: