Vote Raphendyr Nardieu for CSM 13

wormhole
high-sec
pve

(Raphendyr Nardieu) #1

Hi,

I am running for CSM 13. I have been interested in helping the community and discussing the direction of Eve for a long time. As a CSM member, I believe that I could help CCP to make Eve a better game for newbros and veterans alike.

About me and my history

Members of my community see me as a hard boiled veteran of Eve, even though I started eve in the beginning of 2015. I have a really enthusiastic relationship with Eve and I’ve gathered a lot of knowledge in this relatively short period of time. I always drill to the core of problems and phenomena and thus I get a deep understanding of them. I have an open mind and I share my knowledge with others.

I have been a wormholer since the beginning and have formidable knowledge of wormhole mechanics - it’s my home. I do have some experience with null and low security, and of course extensive experience with high security space as that is a very important area for wormholers. However, it’s not an area where I dwell daily.

I started my career in Suddenly Content alliance as a diplomat and later I became one of the leaders. Currently, our leadership manages a community with over a hundred Finnish players. I have been a part of designing the internal processes, organizing operations, commanding fleets, managing industry, taking care of the local market and even mining. So I have experience in many areas of the game.

You should checkout an interview about me in talking in stations!

My goal as CSM member

In short, uphold following principles:

  • Fair and interesting options and possibilities for both the hunter and the prey
  • We should make Eve easy to understand and keep it hard to master
  • Eve is a MMO game and thus it’s crucial to have good ways to find others to play with: finding fleet mates for session, for corporation and to combat.

As a CSM member, I can’t directly change things, but my perspective on some important areas are described here. When giving feedback on these areas, I will present something in these lines.

Wormholes

We need more activity in means of more connections. Those who live in their system have means to close connections, but inactive systems should contain more. In addition, there should be a higher change rate for new connections and there should be more systems closer to your home. I would look into this by first making sure all current connections wake after downtime and after by adding more roaming connections. Alternatively, we could look into adding more statics. At least the C6 systems should get a second static to match C2 and C4 systems.

PvE in wormholes needs a shake up. C4 sites are out of linear progression. Sites are passive and easy to repeat. We could introduce drifter forward operation bases or other new AI tech in addition to C5-6 drifter (which is relatively stupid).

Structures

Develop a beachhead structure to replace one of the last usages for POSes. Something fast to anchor, no other protection than tethering. Shared ship maintenance array and storage array. So in short, M sized mobile depot for a fleet. In addition, we need better structure possibilities for the corporations with few members.

Nullsec

For the past couple of years, easy-to-access content has decreased in null. There are many reasons and there clearly isn’t a single fix. Under my principles, I would look into ways to make hunting more interesting and life of the prey a bit harder. It’s a delicate balance and tuning only one side doesn’t work. Risk vs. reward should stay about the same, but interaction should be more interesting.

Observatory arrays are coming in short-term future and those could be a way to refresh intel gathering. CCP has wanted to move intelligence out of local chat for a long time and we need to make sure it moves to a better place, but that we also keep required level of information present. In any case, this is a good time to reimagine the information delivery method, were that names, ship types or even cyno module presence

Eve Api (ESI)

As a third party developer myself, the player developer interaction is the best in this area without any doubt. Other developer groups should take example from api devs. Nevertheless, this is an area that requires strong guidance from CSM so API doesn’t expose too much information, but we could get all the important things out of it. There is still lot of areas that could get help if exposed through API.

Hisec

One of the things that doesn’t work well currently are the war declarations. These can be easily abused against new player corporations. Sadly, all of the currently proposed fixes have problems or are counterable in some way. Nevertheless, this is a really important area to fix. In addition, we need more interesting PvE so new players stick around long enough to get interested of the game. For eve to live long, we need to make sure new blood stays with us.

Living world

We should look into doing more dynamic things. This, of course, includes PvE with the new AI, but we could also look into things like dynamic security statuses within same security, anomaly spawn rates or what systems belong to which empire. All of this of course should change only in long periods. The biggest science fiction universe should be alive!

Lore

The lore of Eve and the development of it is amazing. I want to keep it that way, since the lore affects greatly on the game itself. It defines what ships we get, guides us forward and is a factor for awesome trailers.

Going forward, I would want to get the big picture of the lore more accessible for players, so that the interest keeps up. There is amazing metagame with riddles and small details here and there. People who are solving these riddles and are following the lore do have a lot of fun and I would like to see more people sharing that fun.

Other media

EDIT 2018-04-10: Initial post
EDIT 2018-04-12: null and lore blocks
EDIT 2018-05-30 add youtube speech
EDIT 2018-06-08 add TIS link
EDIT 2018-06-09 youtube poem


(Raphendyr Nardieu) #2

Reserved


(Kepuli Mike) #3

Just Let Vote! Take My Votes!


(Toxic Yaken) #4

Hi there,

I wanted to ask a few questions focused on your understanding and opinions of Highsec PVP:

What do you think the core issues are with wardecs?

Do you agree with with the suggestion made by CSM XII to change wardec mechanics so that only corporations that have anchored structures can be wardecced?

Do you think there needs to be an alternative intel tool for wardecs now that watchlists have been removed?

Would you be interested in joining the Wardec Project discord to further discuss wars?

Do you think ganking is balanced?

Do you think there is a way to make ganking more interactive for those looking to prevent ganks?

Do you think having a cap on how long you can keep a ship bumped before it can safely warp off would be a good change?

Good luck on your campaign!

Toxic


(Raphendyr Nardieu) #5

Thanks for good set on questions.

What do you think the core issues are with wardecs?

Those can be used against unaware players (typically new players) in really powerful way. In addition, due to how fighting works in hi sec, the defender typically has very little they can do to fight back. Back in the day, I tried to think what kind of goals there could be. Those ideas ranged from deployable structures to making some of your own as targets for war dec. In wormhole life, we have used wer decs on wormhole evictions, so we can shoot on both sides of hisec connection. Thus, war decs couldn’t be just tied to structures.

In short, they can be used to great power with really limited risk. So the power balance isn’t there. Fixes could be something like basing war dec cost on member difference or using reverse linear cost based on target corp’s member count (it would cost a lot to war dec small corp). Most importantly, this requires time allocation from CCP so they actually have time to thing this through.

Do you agree with with the suggestion made by CSM XII to change wardec mechanics so that only corporations that have anchored structures can be wardecced?

This sounds really good solution, until you remember that owning structures is no way related to using them. Basically, this would make it so there isn’t war decs expect for the pure reason of removing structures. So, if we can’t find any better fixes, then this is something we could do.

On the other hand, war decs could be used to fight miners that mine moon goo from your belt. So, even though war decs can be abused, they also can be used for good purposes.

Sadl,y there isn’t fix that would be a magic bullet and that clearly is the reason this thing hasn’t been fixed yet.

Do you think there needs to be an alternative intel tool for wardecs now that watchlists have been removed?

It probably could be really good idea. I would ask CCP to investigate and maybe test how it would play out. Would it be too powerful for either side (it would be good tool for hunters too) or would there any change at all. On that note, it could be easy as just adding war targets in map like your fleet mates are i.e. filter that colors the systems with amount of war targets.

Would you be interested in joining the Wardec Project discord to further discuss wars?

Sure. PM me the link or you can find me with @raphendyr in discord (I don’t have the number part on hand).

Do you think ganking is balanced?

To be truthful, I’m not sure. It’s in relatively good position, but I would really need to talk to more people to have better opinion on this.

Do you think there is a way to make ganking more interactive for those looking to prevent ganks?

That is definitely something that should be looked at. I have been talking about it sometimes, but it’s relatively hard area. Suspect mechanics, fleet assists and so on are are bit complicated in hisec. As in my principles, the hunter vs. pray setting isn’t as good as it could be.

I’m personally not really happy that some people can make income by ganging, but on the other hand, there is a lot what one can do to avoid. Though, I also think that enough ganging is required to keep EVE a game it is. There needs to be danger also in the “safe” space.

Do you think having a cap on how long you can keep a ship bumped before it can safely warp off would be a good change?

I liked the 3 minutes idea proposed at some point by CCP. So far, I don’t know good reasons why something like this should work. In addition, I don’t know if there are good counters if this mechanic would be implemented. Any case, something like 3 to 5 minutes should be enough of time to get ganging fleet there if you are going to do that.

Feel free to ask questions and I would be happy to chat more about this topic. As said, it’s in my interest to understand core reasons around the problems.


(Toxic Yaken) #6

Discord can be found here- (https://discord.gg/Tj55tuk)


(Raphendyr Nardieu) #7

:frowning: damn expiring links. wanna refresh?


(system) #8

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