This minutes and previous ones clearly show CCP has a clue about nullification and why it’s important for the health of the game. Only the nullsec CSM lobby want it to go, and pressing hard for it.
It’s a shame and worrisome that CCP finally bend their knees, because (now) the goons know they only have to push hard enough to get everything eventually through of their agenda (of a safe as can income and dominance).
Some people dont ever leave NPC corps and you cant make them. The issue is those who want to interact but are hurt and its shown by data.
My proposal is good because of that. It removes wardecs from this kind of npc player run corp and still makes player form bonds in corporations.
To get everyone out of npc corp is completely a propaganda and attitude issue. I hope some would get to player run corporations without fear of being wardecced.
I’m not talking about ‘don’t want to leave NPC corps’… I’m talking about the people who would… but they never find out that it’s an option. The people referenced here:
Sort Dragon asks if the agency is being set up to try and get corporation recruitment into the agency. CCP Optimal says that the corp finder works well but is not visible enough and would want to see that system be more connected to The Agency as players can go for months without knowing about it.
If you don’t know how to find a group to consider joining, you don’t join groups. And then you’re less likely to stay.
1.) Limit the wars to 10 for each alliance.
2.) Define a goal for the wars so the defenders can do something to end it.
3.) Set a max Limit for each war (2 weeks)
3.) After a war is finished it should not be possible to be wardecced by the same group for at least a month.
4.). Make it impossible for corps to join an alliance as long the alliance have decced someone else.
5.) Raise the days to join a Corp which is in a war from 7 to 14
6.) Set Neutrals which are engaging (remote rep) in a fight which is based on the war mechanic to red instead of yellow.
7.) define Corp hopping to abuse this mechanic as banable offense
It adds risk. Especially in extreme cases like Delve, where risk at all is direly needed. After Claws got neutered I guarantee that the D-W area will be permanently bubble camped by Rasss and odell titans to prevent almost anything from coming through. deeper into the juicy CONDI pockets. Similar situations in IPV6.
all I want to see NS anoms bounties being announced to hit hard, goons crying, and changes reversed. I still remeber ESS NS drama. Nothing that include NS income will ever change.
Oh I didnt noticed you suddenly changed topics.
Changing wardec system may have impact on people wanting to become a part of player run stuff. But propaganda, UI and mechanics could change attitude of people too. I see enough corp ads already in game tho.
Read the minutes. It’s the only counter against lock down and gate camps in nullsec, and these were reasons nullification to ceptors was added years ago.
I sincerely doubt that. People need to move through those gates, and if they have to move through a lot of bubbles, they’re likely to just drop their own supers to kill the bubbles. Besides, Claws getting neutered won’t change a thing. Meta’s already been looked at. Maledictions or Stilettos next.
Read them yourself, the response there is that gate camps aren’t as common as they used to be, and bubble-locking entry points almost never happens these days.
I am not talking about anchorable bubbles. Rasss is a notorious Devoter pilot. Besides, Delve has a massive JB network that makes traveling easy, or people use fleet ceptors instead of combat ceptors.
Yes, Maledictions will be a thing, but they have at best 1/3rd of the damage of a Claw. In other words, no danger to most things. It changes a lot.
Not really. Mobility’s a totally different critter in null now vs 2013-14, and that’s going to get even more true once the upwell gates go in.
Eh, on the 10s scale you need to look at, it’s more like 60-80% of the damage, because of the cycle time of the weapons you use. So you need maybe 20% more… which, for most of the gangs coming through, is 1-4 people. They’ll still be a danger to the ships they’re killing now.
And they’ll still get multi-BFG’d on gates, without bubbles. No need to the HIC when you’ve got a cloaky scout on the other gate giving you a count-down for when to Boson.
I also know that because of those changes, the further changes in the landscape and habits people have adopted means that it’s highly unlikely to see one change undo all of the interconnected cascading changes that have happened since. That’s just not how people behave.
Nerfing nullsec bounties straight will not affect goons as much as it will affect any smaller entities. That’s why you see it proposed by goons as a solution.
A good solution to start with IMO shall be a combination of lootable tags instead bounties, mining “fighters”, and resource depletion.
Personally I think some minor tweaks to wardecs would be enough:
For instance, the option to perma-dec someone is pretty dull. Then, I think many highsec targets of wardecs feel insecure about PVP rules in highsec. While in their own right, they’re funny and entertaining, in connection to wardecs things like neutral logi and Concord-baiting make fighting back more complicated than in other areas of space.
Finally - and I have no specific idea how to do that - it would be nice to create an incentive for wardeccers to actually go after their targets, instead of camping stations and gates. Likewise, create an incentive for the target to fight back, even if they cannot win.
But also I think there is the underlaying problem of how little some players get into contact with PVP. The NPE and starting out in Highsec doesn’t exactly make it clear that EVE is a PVP game. Ignoring Lowsec for years didn’t exactly help. Creating - for years - incentives to blob people rather than going for any fun fight, does also not help. If they don’t fix these problems as well, I don’t know if any tweaking of wardecs wouldn’t just lead to more inactivity at this point.
mobility is different because of warp changes, accessing to space is different because of bubble and it’s immunity changes. Completely different things. Immunity added to ceptors was because of cancerous anchor bubbles. They were everywhere that time. Adding player build gate will flip the table. Time will tell if it’s a good thing.
Nothing will affect us as much as it will any smaller entities. One of the benefits of manpower and organization is the ability to assess changes, identify solutions likely to be successful, and implement them in a relatively quick, focused manner. This is more or less the basis for every level of human organization larger than the hunter-gatherer band (and even that, too).
Larger groups that are well-run produce better results. There’s no change you can suggest that I can’t demonstrate our ability to adapt to better than smaller groups. Even forcing a reduction of max alliance size was looked at, and we basically said ‘ok, we’ll split up into 5-6 Goonswarm alliances and coordinate outside of the game, just like we do now.’