In ONE sentence, what change would u like to see in eveonline?

Yeah reading an article on the net is hard

2020 you so funny

:rofl:damn ! we are ■■■■■■■ old that cant remember some of the things happen which year … that whats happens bunch of granma and granpa sit and talk about past … :joy:
you get what im trying to say

:heart: :heart: EVE ONLINE - CLASSIC !! :heart: :heart:

YESS!

Tutorials and career agents that actually teach things like mining veldspar instead of tritanium and how to load ammo…y’know the little things like that.

so today i killed a minmatar in a plex , go repair and wen i came back he decloak in a astero using a veeeeeeerrrry long point 27km (probably abyssal stuff )and kill me
i tell hin that i was not aware that was possible to be cloaked inside a plex
he said "i cant do a plex cloaked but i was after you "
he was out of the plex area and i thinks thats the trick , to me its a exploit
you cant cloack inside a plex that was the rules…
not buthurt because he was smart and all but
this is BS
fix it ccp
edit:
plz

What part about “one sentence” don’t you all get?

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See post number 4.

:sunglasses:

Touche! :rofl:

Edit; I enjoyed my fencing classes.

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null sec people cant pvp
low sec dudes are WAAAAAAY better
we have real training

glorious pseudo pvp

Actually, I agree with that. The average high-sec merc or low-sec pirate is more skilled than the average null-sec F1 monkey. Essentially, people who grow disenchanted with null-sec because they’re above the skill ceiling leave, and find their action elsewhere.

However, it’s not the PvPers I’m talking about here. FW is filled with toxic PvE farmers, and you know it. Just because you’re not one of them, and because you occasionally get nice engagements from players similar to yourself, doesn’t make this any less true. Don’t defend a rotten system just because you’re used to it and are able to derive bits of enjoyment from it.

FW needs to be fully extended to high-sec, the NPC element needs to be almost completely removed, and the rewards need to come from fighting other players only. It will be difficult to create a system that people can’t game for ISK, but I think that if we work on a formula that accounts for both the amount of destruction and the uniqueness of targets, we can create something workable that would essentially generate ISK out of thin air for PvP, but do it in such a manner that it can’t be exploited by farmers killing their alts over and over again.

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i really think the amarr minmatar flw is quite healthy atm
the mission runner farmers were the worst offender and they got nerfed (need more nerf imho)
the bot plex farmer problem is “controlled” in contrast to previous years
i have a lot of ideas to improve FW and i think is far from perfect
but ccp with a lil push from recent protests by the militias made a good first step

edit:
for example , before you got JACK ■■■■ for killing enemies , now you gain a good reward based on the price of the ship, multiple times i got 50k lp for killing ONE guy

:100: on the point … And even they could sort this that would be a great healing for the eve eco system …

Agree with you 100%, new players benefit greatly from doing Attribute Remaps. Older characters with over 100mil SP’s not so much. When over 200mil SP’s no need to really bother with them.

As for that Destiny character, not even worth the time… will always argue and say his way is the only way to play…

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Thanks. As soon as she conceded that my plan got people into ships faster and thus her entire FOMO argument was invalid, I really needed nothing more.

And yeah, once you hit a certain SP level, you have all the skills you really need for your chosen ‘main’ profession in Eve and are just branching out from there.

After my next remap (getting fleet support skills), I’m not sure where I’d go… maybe back to int/mem to get cloaking 5 and industry skills. I have zero interest in caps and I’ll have most of the subcap skills at 4 or 5.

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Yeah, pretty much after I got to 150mil SP’s, I just set my attributes close to even since I was jumping around to different groups with the skill training…

After I hit 200mil SP’s, I switched from clone with full set of +5 Attribute Implants to a clone with full set of specialized +3 Attribute Implants. I’ve had my attributes set like this for quite a while now:

Attributes

Intelligence 25
Perception 23
Willpower 23
Memory 23
Charisma 20

While the idea is nice, I don’t think this is possible.

Generating income out of PvP activities will lead to people working together to optimise their income, which is the opposite of what you want with such a system. CCP would have to create a lively profitable PvP environment in which the optimal way to make ISK is to not work together, but to be competitive. I think that’s impossible.

It would be a food chain with predators on the bottom: not stable and would die out soon.

Diminishing returns as the amount of participants in a kill mail goes up? I mean, FW already does generate income out of PvP activities. All I’m saying is that system needs to be tuned up so that FW can generate all income from the PvP component, instead of only a small fraction. All we need to do to make this happen is to solve the puzzle of creating a system that can’t be gamed via “stat-padding.”

That’s of a similar level as ‘All we need to make this happen is to solve the puzzle of creating a perpetuum mobile.’

When shooting other people is involved, once the activity becomes profitable the other people will get themselves shot willingly to share in more profits. The same reason the bounty system cannot pay out more than an insignificant amount of ISK, because otherwise people will work together to create value out of thin air.

Agreed, but there is certain experimental logic that can be employed in EVE to alleviate that. For example, making increased payouts happen only for combat in “active” systems, which would carry significant risks for stat-padding efforts in the form of getting interrupted by random players. Or implementing diminishing returns for killing the same player(s) over and over again, and decreasing payments for killing players who haven’t been in the militia for a long time (or weren’t actively contributing).

Different things can be tried until we achieve a system in which players who are in it for the PvP combat get rewarded for their efforts, but players who are in it only for the money grind realize that they’d make more ISK per hour doing something else.

Players will game everything, if it’s profitable. If PvP is profitable, players will work together to make optimal use of whatever rules you put up.

Militia only? → people will be part of militia
Killing random players pays less? → people will use multiple alts
PvP pays per fight? → people will create maximum PvP fights / hour with minimum losses
PvP pays per lost value? → people will lose optimal value for maximum payout

It’s a fight you cannot win: once PvP generates value, it won’t feel like PvP anymore, but farming.

Trying different things until you achieve the right system feels like what people have done with perpetuum mobiles (to come back to my earlier comparison): ‘just because this one doesn’t work, doesn’t mean that experimenting won’t give me one that may work!’

Once again, I agree, but still think that at some point you can hit the right combination of variables where honest players are rewarded, while the farmers realize that they have to jump through so many hoops to make their system work that they might as well go do something else. I mean, it probably won’t be worse than what it is today, which is a system in which 90% of the participants are in it solely to grind the PvE.