Wardecs are in place so that the possibility of actively removing corporate assets given the opportunity exists within highsec because there shouldn’t be absolute security in a game that relies upon destruction of assets to keep economic demand. And of course once in effect both parties have equal opportunity to hit the other. You’d find that the average hub campers would be a lot less likely to refresh wardecs if your supposed growing hauling corporation for the duration of the dec reshipped to a lot of frigates/destroyers and actively hunted back as a gang. You suspend normal operations during the dec and go out of your way to be a pain in the ass as much as possible. Those guys deccing 5+ corporations at a time are looking for easy, stupid marks. They’d prefer not to fall victim to being content for blobs of angry frigates and destroyers that are dirt cheap to replace and force them to keep looking over their own shoulders while the dec lasts. If they are way to big to remotely contest compared to corporation your reside in… you instead completely them deny content while leaving the corp in a holding member’s hands and the rest go Plan B with alternate locations or just dropping corp for that week to keep your income streams running.
Its the very fact that you claim the corporation ends up “paralyzed” that makes it more obvious that perhaps it shouldn’t be a true corporation at all. I mean the corp I’m in is at this very moment under dec from Public Enemy… and we are still happily conducting business. Just from a couple alternate locations that make it a pain in the rear to hunt us without them simultaneously being at risk from other parties potentially butting their own heads in given opportunity (hello non-highsec space). And very easy for us to reship to combat vessels because of maintaining intel over our local area of when guests drop in uninvited. It isn’t like we expressly need to run the card carrying members to market when running build queues and neutral hauling logistics is a known thing to the corp.
The problem the wardec systems has is that it couples the formation of social groups to the formation of competitive groups for no compelling reason in my view. You should be able to form a social group without the baggage a competitive corp takes on if all you want are the social functions/benefits.
That said though, this is a dystopian PvP game where players should be able to compete and have real reasons to shoot each other. Some benefits need to absolutely come with the risk other players can shoot you to explode things that are providing you with benefits. There needs to be things to fight over just as there needs to be a relatively safer space for smaller groups and even solo players to play the game without getting instantly exploded by veterans or large groups.
Wars aren’t perfect, but I don’t see the minor problem of having to outsource your hauling an especially compelling problem. Players have worked around things for years and the MER shows trillions and trillions of ISK worth of goods are moved around highsec safely each month. I’d love CCP to find some time to improve wars/corps (and the ability to hunt other players) and maybe they will some day but for now CCP has made it clear that the NPC corp is the intended mechanic to opt-out of wars, and it does indeed work as intended.
It seems a no-brainer to add the ability to form social corps, or set up a “society” outside the corp mechanic where you can join a group of players socially rather than competitively, but CCP never seems to find the time to implement one even though they have expressed interest and made it clear that joining social groups is one of the major factors in player retention. I can only guess that the corporation/alliance systems suffer from as bad “legacy code” problems as some of the other systems and CCP hasn’t been able to dedicate the significant resources to rewrite it.
This form of social group is not a solution and current workarounds as ive mentioned are highlighting the problem and are not the solution.
I can walk around with one shoe on and duck tape on the other if that is the only option but it is a workaround for a problem of not having two shoes, highsec doesnt need a shoe and some duck tape they need two shoes.
It shouldn’t even be that difficult to implement, a lot of the framework for it is already in place with the ability to form chatrooms and fleets. The social groups that already exist (looks at CAS SIGs) prove that it can be done, but if CCP want to make them officially a thing then they need to build upon what already exists; speaking to the people who lead the current SIGs, to find out what would make it a more viable option for more, would be a good start.
Considering I was in CAS for almost a year… yeah those extra chat windows of special interest groups can be considerably helpful. Maintaining control over large groups with that sort of system takes a bit of moderation though.
The workarounds are what CCP call emergent gameplay, player driven solutions to player driven problems; overcoming the challenges provided by other players is the whole damn point of the game.
Piracy (without the aid of the wardec system) is a great thing about EVE, but emergent game play doesnt constitute justification for a bad game mechanic. As i mentioned in another post, what if the wardec system prevented all alliances and corporations of significant size from existing, CCP would change it in a hot-patch!
Alliances are another example of emergent gameplay, players did it long before CCP put in the facility to form an alliance.
Wardecs are a fact of life for everybody in a player corp, thanks to people like yourself they are now somewhat toothless. The merc corps have been forced into hub humping and blanket-decs, which are now pretty much the only viable way of continuing their playstyle. Avoid the hubs and chokes, and use one of the workarounds you appear to detest if you have to ship stuff to them.
Wardecs are easy to avoid in so many ways that any further nerf to them would turn hisec into what amounts to a PvE shard.
If you wish to avoid them completely then remain in an NPC corp, where you still have the option of forming a social group using the existing chat and fleet options. The moment you join or start a player corp you declare to the universe at large that you are now wearing your big boy pants and are ready to take it on.
alliances exist…their history is irrelevent, not all emergent game play constitutes poor game mechanics and i didnt say or imply that emergent game play is always bad, i said it was bad with respect to wardec usage.
If wardecs are toothless and easy to avoid then losing them costs the game nothing and we gain the ability for highsec to form large corporations and alliances, thanks for providing support for my idea indirectly.
The part about, ‘shard’, will not be responded to as it is nothing but trolling nonsense.
Have previously stated the problem with workarounds go read them.
No we’d lose a lot by losing them. I for one want to see ancient un-powered sticks and abandoned citadels cleared out of high security space over time and useful things in their place. Plus the ability to blow up the stuff of the guy who keeps undercutting me on the market but is careless enough to not use common things like a holding corp, or any number of other risk mitigation factors… is a wonderful thing. Cranks one’s income quite a bit if you can cash in on somebody else’s stupidity.
Oh… and if there was no wardecs have fun with null-corps dumping troll stations on every .5 space moon and leaving them unpowered to block anyone from being able to use them when high sec moon mining arrives. Along with several other abuse case I can think of.
A post covering this topic has already been made and responded to, a counter proposal was made concerning a more limited corporation type but I disagreed with the original poster as to the extent that such a corporation or alliance would need to have to be supported.
You have yet to establish that wardecs are a bad overall mechanic, what with it being your opinion and not fact.
I disagree with you, it’s as simple as that.
If wardecs are toothless and easy to avoid then losing them costs the game nothing and we gain the ability for highsec to form large corporations and alliances.
CCP have stated on many occasions that wardecs are part of being in anything other than an NPC corp; they may be toothless but I doubt they’re going anywhere soon.
You already have the ability to form large corporations and alliances in highsec, indeed many have done exactly that.
Above all, who are you to ask that an entire playstyle be deleted simply because you don’t like it?
thanks for providing support for my idea indirectly.
the troll part about, ‘shard’, will not be responded to as it is nothing but troll.
How is it a troll?
If wardecs are removed from hisec, the only player driven dangers left are the very few who suicide gank and suspect bait. Hisec is already far far safer than it has been at any time in the past; any further reduction in the PvP ecosystem in hisec would, for all intents and purposes, make it a seperate PvE shard.
Have previously stated the problem with workarounds go read them.
The TL;DR of which is that you can’t be bothered to put any effort into your gameplay.
Then sub-contract FFS. Seriously, if you can’t be arsed to use an alt…Red Frog Freight. Of course they use alts too, so if using alts is really what has your underwear in a knot…well figure something else out…maybe a jump freighter.
War decs are “toothless and easy to avoid” if you know what you are doing and willing to adapt. If not, then you’ll die in ways that most people consider…amusing.
Just admit it already. You want to take the “R” out of “SAFER” space. Also, the moment war decks are removed from high-sec is the moment I start signing up for C.O.D.E. and I’m an asteroid belt mining carebear.
Yeah the holy trinity, fleets, chatrooms, mailing lists have always been there.
CAS solved the other limitations of not corp, not alliance, by having corps and an alliance (castabouts). CCPs biggest step forward supporting us in recent times is moving POS functions to citadels, where the access list allows castabouts to provide docks and facilities to CAS characters and exclude unknown and bad actors.
For a highsec group there is a strength and a weakness in such an arrangement - strength is characters can be free of wardecs, the weakness is the structures have a smaller pool of potential defenders.
As someone who had used the wardec for a variety of reasons… and facilitates gank operations as well as suspect baiting… I think you need to look at this from the other side of the table and give some real thought to it, really mull it around.
Here is “a secret” to help… Wardecs (and Bounties) only matter if you believe they do.