Omega Multiple Client Access Control

I’m honestly not sure what point your’re arguing here. You started out by saying “players refuse to fleet” and “players make no attempt to fleet”, firmly placing ‘failure to fleet’ on the players.

I respond by saying it’s not a ‘refusal’ to fleet, it’s lack of interest and accessibility to fleeting that causes players to not fleet. That means it’s a failure on CCP’s part to set up fleeting mechanics and rewards that make fleeting accessible, engaging, and rewarding, without undue effort on the players.

Then suddenly you’re saying:

Which is exactly my point: it’s not stubborn refusal on the part of players, it’s a lack of good fleeting mechanics in the game. You also mention fleet-only content, which is fine, it’s what most MMO’s do to encourage group play (Raids, team content etc.).

I then point out that group play is traditionally hard to encourage in MMO’s because grouping up, getting everyone in one place, and tackling content that the whole group can handle is inherently slower and more time-consuming than solo play, especially these days when more people are doing their gaming in short stints than 3+ hour gaming sessions. This is a well known issue in the entire MMO community for years, which you apparently dismiss as:

That’s funny, because it’s genre-wide and decades old. It’s also funny that you dismiss such barriers as “jump distance” to grouping, and recommend ‘ad hoc’ grouping. Tell you what, why don’t you outline for me what a new player, entering the game without a group of pre-existing friends in the game, needs to do to regularly find grouping opportunities that he can participate in under 90 minutes that’s more rewarding than playing solo. We’ll see just how “ad hoc” and “easy” grouping is when you tell us all how it’s done.

I mean, you’ve already mentioned that for this “easy, ad hoc” grouping you should be in large corp/alliances, in FW (a quite broken game feature), and/or in a large EVE discord channel. Those all seem like noticeable barriers to me but perhaps you have an easy, ad hoc solution for these, as well as for forming large groups of friends in-game.

By “a few exceptions” I take it you mean you need to find people who are already in your area (because jumping any significant distance takes too long), and in the right kind of ships, and interested in the content the group is running. Oh, and able to trust you not to simply gank them when they show up. My gosh, I never realized how easy this is! Perhaps if you’re part of a large null-bloc alliance this works better. Which is right in line with CCPs decade-long drive to get everyone to move to Null and join a large alliance (which is “playstyle C” that generates the most money for them btw, something you also dismissed out of hand).

You seem to think I’m arguing against group play, and you’re presenting a bunch of fairy tales about how easy it is and how it’s clearly advantageous to the player. That’s where you run into hard reality: if it was easy to do and beneficial for the player, then players would be doing it, in droves. Players are quite good at working out what their most rewarding activity is, given their own personal situation.

All the “it’s very easy and ad hoc: just develop lots of friends in-game, join Discord channels, join a large corp/alliance, have jump clones and travel ships and multiple bases of operation, and synchronize your breaks with the rest of the group and then it’s all super easy!” hand-waving in the world won’t change the reality of it. The reality is staring you in the face: a lot of players don’t do it. If they don’t do it, there’s a reason for that.

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you have witnessed a prostitute turn down payment?!!! wow.

I feel like my remarks are being exaggerated or taken out of context.

It was not my intention to qualify every sentence I madk with 25 other sentences to clarify my meaning :upside_down_face:. I a lot went unsaid - but that is not an invitation for you or anyone else to make assumptions on what I did or did not mean.

On lack of interest, we have to break players into two groups: those who have prior experience with good fleets and those who do not. The latter has no basis by which to say fleeting isn’t their thing because they’ve never attempted to initially secure fleets or secure better fleets than the ones they had previously. They can’t say they don’t like something they haven’t tried. Are they obligated to do so? No, I’ve already stated that explicitly. Players are entitled to deprive themselves of whatever gameplay experiences they wish.

Having said that, any incentives CCP introduces to make fleeting more attractive (or in some cases mandatory) will increase the probability that players will come to appreciate fleeting once they’ve actually experienced good fleets and learned how to readily access them.

To follow up on your other point on availability, I agree with you 100%. I myself feel very strongly about this. Among other things, EVE’s fleet advert/finder could probably use some updates (perhaps including an option for neutrals to join - if you are daring enough to permit them - in addition to +5s and +10s). Having said that, it is not difficult to make use of the tools that already exist; in particular, once you create a fleet advert you drag and drop it into chat channels and have others join it via clickable link instead of waiting for players to spontaneously find and join it via fleet finder (it takes forever and a half to build a fleet up this way - assuming no one else leaves in the meantime). CCP recently made some VERY highly appreciated updates to the fleet advert system to make it more friendly for use in forming/joining ad hoc fleets among others.

I do dismiss those barriers and I already gave you a few (of many) specific ways to overcome them - I will not restate them. Since you brought it up: not all of these methods are readily available to new players, but they are neither expected to be nor necessary to quickly join fleets within logging in. New players more than any other demographic should (in terms of it being in their best interests to do so) be fleeting with others - at least until they better learn the game. There’s no shortage of newbie-friendly groups with central operating locations newbies can base out of to have access to these fleets. Once newbies become more knowledgeable and experienced and resourceful they can quickly fleet in more remote regions in a timely fashion using methods I previously described among others.

The important thing to note is that all of this requires effort, but just because it requires effort does not mean it requires time (consumed from gameplay), particularly when most that effort is multitaskable (ie. solo play while organizing fleet) or is a one-time investment. Setting up bases of operation, joining a high-fleet activity corp/alliance (or FW militia), making fleet-worthy friends or finding (or creating) Discord servers of players you can fleet with, etc, are largely one-time things that have benefits other than pertaining just to fleets. Once that groundwork is laid then you expedite the process of forming fleets.

The exceptions I was referring to was in relation to excessively large fleets causing net payouts to drop in incursions and causing fleets to lose mobility, cohesion, and the element of surprise in roaming fleets. There may be a few other situations where you would not want your fleet to be too big.

I’ve already indicated a few of a number of ways to mitigate the impact of jump distance and having the right ship. If I want to join a fleet 20 jumps away, I can get there in moments - with the right ship - without the use of a jump clone. It’s not hard to do. If the content does not interest me, I don’t join, and if it takes too much time to get there given my available play time, I don’t join even if it interests me. I am not chastising players for not joining fleets that don’t interest them or not joining fleets that are far away from them, etc. The only remarks I made about joining fleets in a small amount of play time is that it is extremely easy to secure fleet participation shortly after logging and that you can play solo while you are in the process of securing such a fleet. I’m also not chastising players for not getting into fleets in general either - I’m only making the observation that they’re missing out and suggesting CCP could do more to incentivize fleeting; I also agree with you that CCP could improve fleeting UI/UX to make it more accessible.

As for getting ganked by fleetmates, it is not difficult to decrease the liklihood if that happening and mitigate the impact if it does, but that is a separate conversation I will not get into other than to say it is not a concern for the knowledgeable.

Your paraphrasing is a gross distortion/misrepresenation of what I’ve said - it is wildly inaccurate and out of context - but I’m not going to attempt to tear it apart. However, I will say this much: if players who would be interested in fleeting don’t make an attempt to quickly mobilize fleets in modest bursts unscheduled playtime (eg. 60 minutes), it’s only because they don’t know how. If they attempt and fail, or if they don’t make an attempt to, that does not reflect its feasibility or lack thereof. It is extremely easy, simple, straightforward to mobilize fleets during unscheduled play with a high degree of success if you know how. I wave my hand because your sarcasm is unwarranted - it really is as easy as I make it sound.

Fleets suck.
People suck.
The only good use for other players is to blow them up.

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I go even further. I gank my own alts because they annoy me so much.

Mr Epeen :sunglasses:

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