Players can ask questions from the community, and there are guides online.
EVE Uni in particular does on their site.
I suppose CCP could setup a simpler guide in the support section.
Players can ask questions from the community, and there are guides online.
EVE Uni in particular does on their site.
I suppose CCP could setup a simpler guide in the support section.
Some will, some wont.
Stats would seem to indicate that once players engage in PvP, their retention ingame improves.
Nobody learns PvP overnight and without making mistakes and taking sometimes heavy losses. This is no different than that.
Follow Golden Rule and they will be ok.
Agreed also, all the information anyone needs is already out there. However, you are expecting people only just starting in the game to even know this, and then have the time free to do the research. note: this is usually the same free time in which a new player would actually prefer to just be playing the game.
Its tough, but im not sure much can be done about it.
Perhaps a āWhat is a Corpā part could be included in NPE.
Some players like to learn, some wont learn even if you beat them with the book and then feed it to them page for page⦠Some multiyear vets still havent learnedā¦
Corp and wardec mechanics could be simplfied to lower the learning curve, but there is so much complexity involved I dont think that can reasonably be achieved.
Perhaps āwarningā popups, or a system like the āgreen/yellow/redā option to prevent new players making inadvertent mistakes before they understand the implications.
I dunno if there are warning popups for when a player first leaves NPC Corp for a player Corp, that tells them the implications, or when they first attempt to form their own Player Corp.
That could a good idea and simple to implement.
Dunno if they will read it, but atleast it will be there for those that will.
The demographic that everyone is up in arms about are the players that are leaving the game. There isnāt a world in which a new player or even a corp consisting mostly of new players has fun going against a corp that flies T3 Cruisers with 150k EHP and is 2 Guardians / Nestors for every 1 DPS.
Wardecs are highly disruptive because of that: because they donāt know. Letās say you walk into a place and suddenly hear shots. Unless youāre highly trained, your reaction will be to GTFO first and ask later⦠and very probably in a panic-ridden, irrational way. This is Human Reaction 101 to random aggression -GTFO.
And the same goes with EVE. I was lucky that my first wardec happeend in EVE-U. They teached me how to avoid wardecs -that was very unlike my first bounty, which left me wondering, whiskey tango foxtrot? What did that mean? Would anyone be free to shoot me? Had I become an outlaw of sorts? Why did that a-hole bounty me if i didnāt do anythign to him? Of course, at the time I was already experienced, and I knew where to look for info -I knew I COULD look for info- and eventually figured that it was a pretty lame thing.
But to a noob⦠random aggression⦠GTFO. Specially if they havenāt had much PvP and think that EVE the harsh PvP game is actually enjoyable if you mind your PvE business as nobody is actualy killing you. Then suddenly somone wardecced you (and WTF does that mean?) and in case you think tiās lame, youāll be shot out of that belief sooner than later. To a noob, a wardec is beign set up in a trap where the aggressor haves the upper hand. GTFO is the natural thing to do -and when the investment in EVE is small, or if the aggression persists, that temporary retreat is permanent. Thereās many games out there and they have no free passes for veterans to stomp over noobs.
And with EVEās current demographic trends, hoping that the noobs who may overcome the ordeal are enough to keep the game afloat might be deadly wrong.
So?
That will be true in every case.
Its very hard, if not impossible, to defeat insurmountable odds.
What are you trying to say?
That powerful corps should be prevented from wardeccing substantially weaker ones?
Maybe that is the elephant in the room.
Its very unlikely the new/weak corps are initiating wardeccs against much larger/powerful corps, deliberately of their own volition.
No Iām saying that a simple carrot on a stick isnāt a fix-all in this case. I am in Pirat, so I know very well the kinds of players we kill every single day. I want to see a system that is fun and engaging, but there are currently a lot of disincentivizing features that get in the way of good combat.
Nobody is expecting a 100% efficient perfect fix-all.
Nor is that a reasonable standard to put against proposed changes.
Such as?
This is impossible to do in a open-world PvP game. Any attempt to do it will fail, and giving extra protection to āweakā corps will just make every veteran game the system to benefit from that free security. If you make being small, weak, or peaceful a defensive strategy, almost everyone will just do that to earn free NPC protection.
What is possible is to allow people to form non-combatant social groups or corps. Just like I donāt have to move into a high-class wormhole or take a constellation in nullsec if I am not strong enough or donāt want to fight, I should be able to form a group without making ourselves open to attack by everyone else until I want to compete. You should be able to tune your risk and decide when you want to try to make your mark on New Eden. Sure, you will be limited in what resources and tools you will have access too if you are a non-combatant, but if you are just playing for fun you donāt need those, and they arenāt cut off from you. You just need to throw your hat in the ring, declare yourself a competitive entity and go after them.
Then if you find you have had enough, or canāt compete, you can take a breather and throw in the towel and go back to be a non-combatant group. Catch your breath, rebuild your coffers, perhaps find some new friends, and then go for it again.
This is the only solution to the corps that donāt want to undock. No matter how lopsided you try to make wars or how many incentives you try to create, the vast majority cannot, or have no interest in competing and are going to log out or drop corp. There are other issues with wars, highsec combat, and the safeness of Eve in general, but without some base opt-out protection from wars for groups, addressing the quality of wars is a distraction from the core problem.
I just do not get the complete denial in this thread, it is the fault of the CEO of the defender, they have taken on too much risk, war deckers have risk because of the bling fitted ships they useā¦, seriously.
The balance of PvP in hisec is the issue, basically well-organised entities awash with cash and resources preying on the weak and disinterested and they have no strategic weakness to exploit. They hold all the cards and quite rightly people just do not want to feed to them. The example of CODE stomping an indy player above, where is the game balance.
The entire idea of a propaganda structure is to set up a strategic weakness that people can try to exploit and engage in. You are that dominant and yet you still seem to reject that as being too hard, boring, not neededā¦
The objective for me is simple, if CCP want to sort out hisec war decs they have to put in that strategic weakness and make it one that smaller entities can exploit to end the war dec, so it has to be doable by that indy corp that was war decked by CODE. That is the bench mark that CCP has to work too. It is as stark as that.
This will lead overnight to massive unwardeccable NS based HS alt Social Corps, to facilitate their material convoys and HS operations.
Those NS based Social Corps in HS will have access to all their NS alt Corps structures in HS and favorable rates, as well as the combat capable wings of those HS alt Corps.
Result will be them muscling out all legit HS Corps (especially new ones) economically, and militarily using their alt Corps to wardec any HS legit Corp (especially new ones) that sets up a structure in HS and goes Player Corp status.
Also in recruitment, any new legit HS Corp will have nothing to offer its members, compares to the thousand member NS based HS alt Social Corps.
Also means those HS alts of NS based players in a Social Corp, will be unwardeccable and have the Social Corps functions, whereas now they have to operate through NPC Corps or defend their HS Player Corp ships and structures from wardec.
Also means those NS based HS alt Social Corps income from tax, bounties and fees will skyrocket, rather than being sunk into NPC Corp, as now.
Also means the suicide gank elements of those NS based corps can target any and all legit HS new corps more efficie tly and directly to muscle them out of that system/constellation.
It wonāt do anything of the sort. A social corp is mechanically identical to the NPC corp that already exists in the game. Game balance hardly changes at all by allowing groups to use NPC corp-like protection as individuals can today.
It is logically what will happen.
Its not scaremongering.
Its a clearly predictable outcome.
How do you propose the Social Corp works?
I asked this eariler of others that wanted a āCivilianā Corp.
How is the leadership/membership of a Social Corp structured?
How much will it cost to setup?
Are there any member restrictions?
Can Social Corps join Alliances?
Can you be kicked out of a Social Corp, and by whom?
Whom admits new members?
Is there a Social Corp Tax, and who sets it, and whom is it paid to?
Does the Social Corp have a HQ and can it share assets in Corp Hangars?
How will the Social Corp transition into a Player Corp?
Can the Social Corp be given access/preferential treatment at Player Corp structures?
Social corp is just another name for the civilian corp proposal.
Why are you beating this drum so hard when the answers are obvious to nearly all of this.
You answered these on your part, but that doesnt mean Pedro has the same views on it.
The thing is, you are spamming this now.
You arenāt actually asking for any serious reasons.
You are just trying to pick holes in things and press your delusions of what will happen.
You seriously are paranoid about ānull sec abusesā
No, it isnāt.
That is one rough set of rules. You could also tie it directly to structure ownership or imagine a dozen other variations. The details donāt matter and will likely be determined by technical constraints of what is easiest depending on how things are coded.