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Ziva Zywiec
United Pharmaceutical Supply
0
 |
Posted - 2011.10.20 18:00:00 -
[31] - Quote
Then though I think this is more metagame coming from the Kugu circle jerk club I will give you the benefit of the doubt Rat.
You are looking for career paths, how about burglar. Like some of the other posters have stated, make it possible to rob posses in all areas of space. Expand on scanning, code breaking, and analyzing skills for this. Make the risk high and make it hard but possible. If you fail you are destroyed by the pos defences, but if you succeed you are the pink panther stealing all the goodies and leaving your calling card behind.
There are some good ideas in this thread I hope you take them seriously.
|

Grey Stormshadow
Starwreck Industries
313
 |
Posted - 2011.10.20 18:36:00 -
[32] - Quote
Don't wanna repost so linking to original...
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Naga Tokiba
Deep Core Mining Inc. Caldari State
1
 |
Posted - 2011.10.20 19:05:00 -
[33] - Quote
I would like to be able to form a small corp, without being decked all the time - remowe war dec mechanics from hi-sec.
I would like to be able to do moon mining in hi-sec.
As I'm into mining, manufacturing and the like, I would like, at lots of other players allready has suggested, larger belts with roids consisting of multible oretypes.
|

Velicitia
Open Designs
19
 |
Posted - 2011.10.20 19:26:00 -
[34] - Quote
Naga Tokiba wrote:I would like to be able to form a small corp, without being decked all the time - remowe war dec mechanics from hi-sec.
No. As much as I hate the grief wardecs, I have participated in a handful where they made sense (i.e. we showed up, ate all the rocks, got dec'd ... or someone else showed up, ate all our rocks, and got dec'd ... FUN AS HELL type wardecs).
Naga Tokiba wrote:I would like to be able to do moon mining in hi-sec. No. Makes sense that there's no moongoo in hisec.
Naga Tokiba wrote:As I'm into mining, manufacturing and the like, I would like, at lots of other players allready has suggested, larger belts with roids consisting of multible oretypes.
Go out to lesser-inhabited systems. Chances are, it'll be a lot easier to get the rocks you want.
|

T-Jay Charante
The Scope Gallente Federation
7
 |
Posted - 2011.10.20 20:24:00 -
[35] - Quote
I would like to see 'instanced' pvp battlefields, pretty much standard in any mmo these days. A queue system with equal 'X' amount of players required on each side. Ship restrictions would apply, for example, frigates in high sec. This would allow new players to not only get involved in viable pvp at an early stage, at a low cost, but also a great way for players to meet other like minded people. This could be tied into faction warfare or just random fights. I'm sure this has been mentioned before and of course there are plenty of pro's and con's, but it would definitely add a lot of fun. |

Takara Mora
University of Caille Gallente Federation
0
 |
Posted - 2011.10.21 04:09:00 -
[36] - Quote
Yep, why no instanced battlegrounds in EVE? (like sitting in your station cell, and running a simulator) .... and don't give me that "becuase it's not real pvp" b**sh*T ..... if people wanted real pvp, they'd already be doing it ... |

FloppieTheBanjoClown
The Skunkworks
155
 |
Posted - 2011.10.21 04:32:00 -
[37] - Quote
Vile rat wrote:Che Biko wrote:I would like it if players could be doing concord/customs/navy stuff. It could even make smuggling a more interesting career. This is the kind of thing that piques my interest as you said the key word, career. Living in empire should be a viable career path and have the same depth of experience and things to do as nullsec. Empire in my opinion SHOULD be an end game as much as 0.0, just different for a different playstyle.
Missions:
Make missions more dynamic. Create mini-arcs that will take you all over a region, or even span empires. Maybe even create corporate missions and arcs that will require coordinated effort by a dozen players. Basically, create more "co-op" content for those players who aren't interested in PVP.
Allow players to use LPs to gain standings with other corporations friendly to the one they have LPs with. If I've got an amazing standing with the Caldari Navy, why should I have to start over with Spacelane Patrol? Shouldn't a Navy agent be able to put in a good word for me so I can start running L4s?
Nerf highsec incursions. Seriously, right now everyone who knows how to make isk in incursions is out there getting stupidly big paychecks for almost no risk. Let the low/null incursions pay the big bucks, highsec incursions need to pay about half what they do now.
Highsec PVP:
Create new ways to generate PVP in highsec without it turning into a shooting gallery where the killmail junkies shoot noobs all day until there are no more noobs. Bounty hunting is a popular idea. I've put forth the idea of creating Concord deputies as part of a massive content addition in lowsec, something similar could be done in high. PVP missions might even be a possibility, though that might end up being too much like arena combat, something that should be avoided in a sandbox game.
Fix highsec war and aggression mechanics: Since I got into highsec PVP two months ago, I've seen some really goofy things happen with wardecs and aggression. Make it consist and logical. Also, stop using the band-aid of "that's an exploit, don't do it" and instead correct loopholes and bugs as they are discovered.
And yes, we've been warned about using wardec exploits since the announcement that there are no more wardec exploits. I love consistency.
Basically, there's no compelling story being told in highsec, and there's not enough freedom to write your own story the way it's done in nullsec. It feels more like a place you go to grind for isk, and less like a thriving metropolis in the wild west, which is what I think it should be like. |

Christina LaGrande
Pentium Enterprises
0
 |
Posted - 2011.10.21 07:57:00 -
[38] - Quote
Ogopogo Mu wrote:Highseccers tend to be casual players [..] their concerns are marginalized or ridiculed This indeed :)
My main gripe is not really high-sec or most of the thing in high-sec, it's the overflow from null or low-sec. It's the mouth-breathing vocal minority on the forums (and often in-game) that get some sort of twisted joy from ruining the game for others.
The first paragraph of the TS is a direct reversal of the feeling most pirates have: "Hurr, I blow up ship, derp... You no want? Learn2play nub, you play my way, in which I force my standards upon you because CCP lets everyone play the game the way they want to play it, or the highway. No, I won't let you execute CCP's prerogative to play the game the way _you_ want, you'll have to play it the way _I_ want". And for what? The only thing I can think of is causing grief, because killing a miner (or even a mission runner) is just about as exciting or difficult as running a level 1 courier mission.
I do realize however this is difficult to address, and I also realize high-sec isn't supposed to be 100% safe, but there are a lot forum threads indicating this is a regular problem for high-sec dwellers. To me, it's not even the blowing up part (even though that is quite annoying), it's the total (censored) attitude displayed very vocally by those l33t PVPers killing defenseless miners. It's like all human decency gets thrown out as soon as they board their combat vessel...
But then again, this is EVE, so I grew a pair and huffed up. I don't have to like that particular part of the game though :P |

Karim alRashid
Aliastra Gallente Federation
62
 |
Posted - 2011.10.21 08:09:00 -
[39] - Quote
Time to remind what the wise man said:
Quote: EVE is a dark and harsh world, you're supposed to feel a bit worried and slightly angry when you log in, you're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, that's what hello kitty online is for.
|

Christina LaGrande
Pentium Enterprises
0
 |
Posted - 2011.10.21 08:53:00 -
[40] - Quote
Karim alRashid wrote:Time to remind what the wise man said Time to ask you to read carefully ;) Or perhaps, to not let your misconceptions cloud your judgements.
It may seem ppl are asking for "happy, happy, fluffy, fluffy lala land filled with fun and adventures" if you're always on the receiving end of the stick and don't know any better, but if you can't distinguish basic, decent human interaction from badmouthing others and taking joy in their suffering you're part of the problem.
Well, you already are, because you are only contemplating one side of the equation (the one having the guns). It seems some ppl think "happy, happy, fluffy, fluffy lala land filled with fun and adventures" is ganking defenseless (at least, as long as they are playing the way _they_ want to instead of the way _you_ want them to play) high-sec dwellers. So I guess EVE isn't for those pirates/gankers, and therefor, by your own words, they should go to Hello Kitty Online... |
|

Ogopogo Mu
Snickers Inc
2
 |
Posted - 2011.10.21 09:48:00 -
[41] - Quote
Note for Vile rat about careers:
Not sure about the career path fixation. There are career paths in hisec:
1) Guys who work for paychecks (mission runners) 2) Guys who supply stuff (miners, PI, building, invention) 3) Guys who move stuff around (arbitrage traders, station traders, suppliers to low/null, professional contract haulers) 4) Guys who take stuff (suicide cargo gankers, can flippers, market/IPO scammers, ninja salvagers, corp infiltrators) 5) Guys who blow other guys up for a living (hisec wardec corps, some of the guys from category 4 once someone aggresses) 6) Guys who do meta-stuff (write an app, build a training program, player-run/sponsored events)
In lowsec you have a few less options; you can do about everything you can in hisec, but some of it is less practical. Add on open aggression careers like pirate and mugger. Nullsec offers sovereignty. None of these choices are appropriate for hisec. Lowsec's issues are many, and they're covered in a lot more threads.
I don't think there's that much wrong with hisec as it stands today, apart from little illogical things like insurance for ships blown up by CONCORD. UI issues, terribad wardec mechanics (including remote rep problems, why not put them on the killmails?), and the like affect everyone no matter where they choose to play.
If you're looking for new and different career paths for highsec, there are a lot of great ideas. I'd like to see the existing problems get ironed out first though. Hacking into a POS to weaken its defenses sounds interesting, as does being an organizer/bookmaker for an open series of combat tournaments, as does improved AI for NPC rats. But these take CPU cycles and developer resources.
Note for Vile rat about bounties:
Flat death bounties have never worked in any game. Too easy to exploit. Only way to make them not profitable is to set up a bounty escrow with CONCORD that pays out for less than the value of the destroyed items like so:
Dead ship: Everyone on the killmail splits 50% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.
Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone, up to the amount in escrow.
This makes it unprofitable to get podded by your own alt, makes the pod potentially more valuable to kill, and a high-bounty target can be hunted for a very long time. If the target flies small ships instead of supercaps, it lowers the value of an individual kill, but keeps the escrow running longer.
Example:
Vile rat gets bountied by annoyed highseccers after he trolled them in Assembly Hall, for 100M ISK total (cheap bastards). This goes into the CONCORD escrow.
He gets his cruiser blown up by 5 attackers. The loss in hull and destroyed modules is 50M ISK. (Dropped stuff is up for grabs.) Each of the 5 attackers gets a 5M bounty payout [(50M*50%)/5]. The escrow goes down to 75M still on Vile rat's head.
They manage to nab his pod and all 5 get on the killmail. Vile rat had implants, and their base value + the cost of his clone are 500M. 500M*75% is more than what's left in the escrow, so each attacker gets (75M/5)=15M for the podkill instead of [(500M*75%)/5]=75M.
Now if the bounty was significant, like 10B ISK, not only does Vile rat's pod become a potentially juicier target, but the escrow stays high enough that he can be hunted again and again. He can hide in a station or go out without implants, but the clone value still makes it worthwhile, and not having implants only makes the escrow last longer.
Adding a bounty to the destroyed ship is just a thought, as it gives a solo roamer a reason to go after a wanted pilot even if he might not be able to nab the pod. If that gets too complicated, just forget it and keep the 75% bounty on the implants and clone price.
Note about security in hisec:
I don't want hisec to become safer than it is now. You should have to stay on your toes. For folks who think suicide ganks and the like are horrible, keep in mind that Eve lets you figure out solutions and execute them on your own. You can shoot back. You can learn to transport valuable stuff safely. You can choose to NOT move ridiculous amounts of valuable stuff in a paper ship. You can learn to run a mission without blinging out 2 billion on a space pinata. You can even try being a bad guy for a while, and if you go back to your old lifestyle at least you'll be aware of what can happen.
If you think griefing in Eve is bad, there's grief play in every game. It's just that in most of them your only recourse is to petition. (Toontown and Puzzle Pirates were fun to grief in.)
Just stay aware and don't risk ridiculous amounts of your net worth for stupid reasons. |

XXSketchxx
Remote Soviet Industries
39
 |
Posted - 2011.10.21 12:22:00 -
[42] - Quote
Find out what CCP's intended income is for high sec.
Currently it is possible to easily farm incursions for 100+mil isk/hr. This is stupid and pubbie high sec players with the Concord blanket of safety should not be able to attain these rates. The "risk" of Incursion rats is not true risk, thus the reward should not be so high. |

Parsec Seti
1st Contact Fade 2 Black
13
 |
Posted - 2011.10.22 14:10:00 -
[43] - Quote
This is a great thread.
I know I've been conditioned as a young player to not trust anything with "goon" as a prefix - but from reading this thread I have new found respect for the OP.
This idea seems pretty out there - but what about the idea that players, through large cooperative actions, could CHANGE the security status of certain areas.
i.e. Through a concord directed set of objectives, a section could move from 0.4 to 0.5.
The reverse could also be true - by connecting with pirate groups, a system could be moved from 0.5 to 0.4.
|

Vastek Non
State War Academy Caldari State
33
 |
Posted - 2011.10.22 15:10:00 -
[44] - Quote
Half page long post eaten, wonderful Attempt 2
Ok, the opinion of a (mostly) high sec resident, who transits low regularly, and used to live in null (prior to warp to 0 ).
I honestly don't think that high needs 'buffing' in any way. In fact my feeling from a few runs is that Incursions have excessive payouts (though the benefits of gang experience is great). What high needs is bug fixing, which would improve life in null/wh also. I know POS are being worked on, and thats great.
My big concern is honestly more that there are large powerblocks in null that feel high needs nerfing to death. They have messed up their own kitty litter with 'supercaps online' and too many blues, and seem to feel that the cure is to destroy high sec. All this would achieve is more lost subs and even less devs/community reps than we currently have.
The fix? My discussions with alliance members and randoms in high sec systems seems to indicate that a large portion want to move to null or wormholes[u][/u] however the price of admission is too high, be it time (which there isn't much anyone can do about) or more importantly, the repulsion towards being renters or 'pets' to a massive superblob alliance. So in a funny way, the best way to 'improve high' might well be to concentrate on null (and likely add a series of new wormholes). This would have the benefit of improving high sec markets, giving people something to aim for outside of high sec, and encouraging the bored ex-nullsec types to get out and stop annoying the living &^%& out of everyone in high (this has been a problem since maybe feb/march at least - the death of the NC was not kind to high sec).
My reading of various solutions lead me to some by Malcanis on how to limit easy travel and reduce the superblobs influence without artifical means that would ruin the 'sandbox' feeling. I must admit to being impressed by them.
In Summary: Fix bugs (which helps everyone) and do something about the mess in Null. The flow on effects should be outstanding for high sec residents.
P.S in my time of living in null we had no warp to 0, no jumpbridges, very few eggs (ASCN had only just laid their first one iirc), no anoms and no billion isk plexes, yet we survived, and thrived extremely well. ISK is NOT the problem imho. Bring back the feeling of being of an adventure, in a wild frontier, limit the superblobs ability to project power anywhere on the map and give people something to work on as a group, outside of random destruction and structure grinding, and I suspect null will thrive. Oh and kill the bots.
Sadly many of the problems seem to be player created, null is now basically a crappy version of high sec run by super factions with the main difference being war decs are not required to shoot at opponents. It should be a frontier of adventure.
Apologies for the derail, however I really feel this is relevant to your question. All EVE is interconnected, and if one part falls ill we all suffer as has been the case over the last 12 months.
Derail off -/ |

Takara Mora
University of Caille Gallente Federation
2
 |
Posted - 2011.10.22 17:45:00 -
[45] - Quote
Vastek Non wrote:
My big concern is honestly more that there are large powerblocks in null that feel high needs nerfing to death. They have messed up their own kitty litter with 'supercaps online' and too many blues, and seem to feel that the cure is to destroy high sec. All this would achieve is more lost subs and even less devs/community reps than we currently have. ... The fix? My discussions with alliance members and randoms in high sec systems seems to indicate that a large portion want to move to null or wormholes[u][/u] however the price of admission is too high, be it time (which there isn't much anyone can do about) or more importantly, the repulsion towards being renters or 'pets' to a massive superblob alliance. So in a funny way, the best way to 'improve high' might well be to concentrate on null (and likely add a series of new wormholes). .... Bring back the feeling of being of an adventure, in a wild frontier, limit the superblobs ability to project power anywhere on the map and give people something to work on as a group, outside of random destruction and structure grinding, and I suspect null will thrive. Oh and kill the bots.
Agreed -- Null already has the best ISK in the game ... yet only a minority of players live there ... isk is not their main concern ... they're looking for adventure ....
Find a way to actually ATTRACT players to nullsec, rather than trying to force them there ... forcing will only result in lost subs.
At the end of the day, most players simply aren't attracted by 24x7 pvp living under the thumb of some large powerbloc ... that level of politicking and (for average pilots) isk loss is simply never going to be "fun" for most players .... your average joe already slaves away 12 hrs a day working under someone's thumb or feeling bullied by people with more money than they can ever hope to have ... why play a game (nullsec) that's just more of the same? Sure it's great for those on top ... but most people by definition will never be on top.
Nullsec alliances are great - they have their critical place in the large backdrop of EVE ... but what will attract and keep "average" players, are new types of gameplay and new territories, made more ACCESSIBLE to a lower experienced / less pvp skilled class of pilot.
The nullsec elite can denigrate this all they like, but should realize that it's this huge bulk of more average / armchair players that are needed to feed the CCP subscription engine so we can keep EVE alive. If you want them to stay and keep paying, you've got to give them a reason .... and they've already told us (by not living in nullsec) that nullsec life, is not very attractive .... |

Adunh Slavy
Ammatar Trade Syndicate
34
 |
Posted - 2011.10.22 18:15:00 -
[46] - Quote
Ogopogo Mu wrote:
Note for Vile rat about bounties:
+1 on this bounty idea |

Adunh Slavy
Ammatar Trade Syndicate
34
 |
Posted - 2011.10.22 18:27:00 -
[47] - Quote
Velicitia wrote:Naga Tokiba wrote:I would like to be able to do moon mining in hi-sec. No. Makes sense that there's no moongoo in hisec.
No it doesn't. What makes sense is that there is more profit in null and low moongoop. There is nothing stopping CCP from having a new set of moongoops that can be found in high sec that are all new and take none of the profit from null or low sec.
What doesn't make sense is keeping moongoop and moon operations a mystery to those that would like to try it out, and then perhaps grow into low and null sec operations. Having something in high sec to fight over, moons, planets, resources, may be just what high sec needs and may be just the right level of "training ground" that encourages more people to PVP, learn the ropes in "saftey" and then go out into the big red part of the map. |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
140
 |
Posted - 2011.10.22 20:35:00 -
[48] - Quote
Ogopogo Mu wrote: Note for Vile rat about bounties:
Flat death bounties have never worked in any game. Too easy to exploit. Only way to make them not profitable is to set up a bounty escrow with CONCORD that pays out for less than the value of the destroyed items like so:
Dead ship: Everyone on the killmail splits 50% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.
Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone, up to the amount in escrow.
This makes it unprofitable to get podded by your own alt, makes the pod potentially more valuable to kill, and a high-bounty target can be hunted for a very long time. If the target flies small ships instead of supercaps, it lowers the value of an individual kill, but keeps the escrow running longer.
Example:
Vile rat gets bountied by annoyed highseccers after he trolled them in Assembly Hall, for 100M ISK total (cheap bastards). This goes into the CONCORD escrow.
He gets his cruiser blown up by 5 attackers. The loss in hull and destroyed modules is 50M ISK. (Dropped stuff is up for grabs.) Each of the 5 attackers gets a 5M bounty payout [(50M*50%)/5]. The escrow goes down to 75M still on Vile rat's head.
They manage to nab his pod and all 5 get on the killmail. Vile rat had implants, and their base value + the cost of his clone are 500M. 500M*75% is more than what's left in the escrow, so each attacker gets (75M/5)=15M for the podkill instead of [(500M*75%)/5]=75M.
Now if the bounty was significant, like 10B ISK, not only does Vile rat's pod become a potentially juicier target, but the escrow stays high enough that he can be hunted again and again. He can hide in a station or go out without implants, but the clone value still makes it worthwhile, and not having implants only makes the escrow last longer.
Adding a bounty to the destroyed ship is just a thought, as it gives a solo roamer a reason to go after a wanted pilot even if he might not be able to nab the pod. If that gets too complicated, just forget it and keep the 75% bounty on the implants and clone price.
OH MY UNDERWEAR. WHAT DID YOU DO !
But seriously though. This idea is awesome. Some CSM guy or CCP devs, please, give some feedback about this thingy. It looks, wonderfull. Really. Awesomeness concentrated in a wall of text.
|

Solo Player
8
 |
Posted - 2011.10.22 22:19:00 -
[49] - Quote
What i'm looking for in high sec is exactly the same that I look for in low sec and that i'd probably look for in null if I found an incentive to venture there:
I want to immerse into (the illusion of) a living, breathing world, not just a "game". Places I visit should be interesting, with backgrounds by both players and NPCs visible and easily accessible. I want to see a difference if the planet next to me has a population of 10 billion or none. Things should "make sense" and not disrupt the illusion.
I want a universe that changes. I want random events that change the game locally. I want markets, rats and system security that change dependent on player activity. I want places that are not frequented to offer more and better missions and former hubs that have become deserted. I want a different Jita every few years.
I want lots of things to do that are actually interesting, with depth and variety. Missions that are not ever-the-same, smuggling that works, trading that requires more than updating my orders, mining that includes a set of tools and decisions that make it a challenge, etc.. I want to be able to get better at things not just by training to level 5 but because I devised a better tactic. I want every of these systems to be as complex as fitting and combat currently is.
I want there to be choices and consequences. I want standings to NPC corps, sec status and FW results to really affect my options. I want to be able to antagonize faction X so that they will never let me dock again. I want there to always be a tradeoff with every decision. I want death to really hurt.
I want to be surprised at every corner. I don't want to be able to predict everything. I want branching missions that I don't know where they will lead by visiting a website. I want to be able to get incredibly lucky or really misfortunate. |

Solo Player
8
 |
Posted - 2011.10.22 22:25:00 -
[50] - Quote
Ogopogo Mu wrote: Note for Vile rat about bounties:
Also, this is brilliant. + 1 a billion times. Shouldn't there be a seperate proposal for this somewhere? |
|

Vile rat
GoonWaffe Goonswarm Federation
524
 |
Posted - 2011.10.22 22:35:00 -
[51] - Quote
SMT008 wrote:Ogopogo Mu wrote: Note for Vile rat about bounties:
Flat death bounties have never worked in any game. Too easy to exploit. Only way to make them not profitable is to set up a bounty escrow with CONCORD that pays out for less than the value of the destroyed items like so:
Dead ship: Everyone on the killmail splits 50% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.
Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone, up to the amount in escrow.
This makes it unprofitable to get podded by your own alt, makes the pod potentially more valuable to kill, and a high-bounty target can be hunted for a very long time. If the target flies small ships instead of supercaps, it lowers the value of an individual kill, but keeps the escrow running longer.
Example:
Vile rat gets bountied by annoyed highseccers after he trolled them in Assembly Hall, for 100M ISK total (cheap bastards). This goes into the CONCORD escrow.
He gets his cruiser blown up by 5 attackers. The loss in hull and destroyed modules is 50M ISK. (Dropped stuff is up for grabs.) Each of the 5 attackers gets a 5M bounty payout [(50M*50%)/5]. The escrow goes down to 75M still on Vile rat's head.
They manage to nab his pod and all 5 get on the killmail. Vile rat had implants, and their base value + the cost of his clone are 500M. 500M*75% is more than what's left in the escrow, so each attacker gets (75M/5)=15M for the podkill instead of [(500M*75%)/5]=75M.
Now if the bounty was significant, like 10B ISK, not only does Vile rat's pod become a potentially juicier target, but the escrow stays high enough that he can be hunted again and again. He can hide in a station or go out without implants, but the clone value still makes it worthwhile, and not having implants only makes the escrow last longer.
Adding a bounty to the destroyed ship is just a thought, as it gives a solo roamer a reason to go after a wanted pilot even if he might not be able to nab the pod. If that gets too complicated, just forget it and keep the 75% bounty on the implants and clone price.
OH MY UNDERWEAR. WHAT DID YOU DO ! But seriously though. This idea is awesome. Some CSM guy or CCP devs, please, give some feedback about this thingy. It looks, wonderfull. Really. Awesomeness concentrated in a wall of text.
So the actual bounty is escrowed and the payout depends on the actual cost to the person losing it?
This is REALLY good, I like this a lot. It doesn't create new money in the game since you have to put it up front and it causes you to only get paid if you cause hurt to the person who died.
Thank you for offering this idea, I'm going to see if it can get some legs. |

Ogopogo Mu
Snickers Inc
7
 |
Posted - 2011.10.22 22:43:00 -
[52] - Quote
Solo Player wrote:Shouldn't there be a seperate proposal for this somewhere?
Okay.
Vile rat wrote:So the actual bounty is escrowed and the payout depends on the actual cost to the person losing it?
This is REALLY good, I like this a lot. It doesn't create new money in the game since you have to put it up front and it causes you to only get paid if you cause hurt to the person who died.
Thank you for offering this idea, I'm going to see if it can get some legs.
Much obliged. Yes, it's an ISK sink, makes it financially incorrect to kill yourself, and bountying the ship makes the target a primary in gang/fleet (which can lead to interesting dynamics, like a high-bounty player in a pure bait tank) and also gives a solo player a reason to take a shot. |

Takara Mora
University of Caille Gallente Federation
2
 |
Posted - 2011.10.22 23:06:00 -
[53] - Quote
Karim alRashid wrote:Time to remind what the wise man said: Quote: EVE is a dark and harsh world, you're supposed to feel a bit worried and slightly angry when you log in, you're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, that's what hello kitty online is for.
Well, I'd rather CCP start attracting a few more Hello Kitty players who would at least sit in hisec and pay subs ... much better than having to lay off 20% of their staff due to bitter old timers driving away all the new players .... |

Adunh Slavy
Ammatar Trade Syndicate
36
 |
Posted - 2011.10.23 06:19:00 -
[54] - Quote
Ogopogo Mu wrote: ... Yes, it's an ISK sink ...
I do like the idea, don't get me wrong. Technicaly, it is not an ISK sink. No ISK is being added or removed from the sandbox over the long term, it is just being transfered from one player to another. |

Ogopogo Mu
Snickers Inc
14
 |
Posted - 2011.10.23 08:15:00 -
[55] - Quote
Adunh Slavy wrote:I do like the idea, don't get me wrong. Technicaly, it is not an ISK sink. No ISK is being added or removed from the sandbox over the long term, it is just being transfered from one player to another.
I suppose this is correct; I think it encourages sinks in the form of hilarious explosions, unlike getting in a Velator and having an alt pod you, which is a direct transfer of funds. So if you want the money, you need to destroy more value than you get, which is the sink. |

Justin Slayer
Federal Navy Academy Gallente Federation
0
 |
Posted - 2011.10.24 21:31:00 -
[56] - Quote
I think one of the more important things is just having more stuff to do, especially with others. More group related things, or just more things in general need to be added. Maybe a smaller scale, private/fleetwise incursion, or other random events? |

Solo Player
12
 |
Posted - 2011.10.24 21:39:00 -
[57] - Quote
Adunh Slavy wrote:Ogopogo Mu wrote: ... Yes, it's an ISK sink ... I do like the idea, don't get me wrong. Technicaly, it is not an ISK sink. No ISK is being added or removed from the sandbox over the long term, it is just being transfered from one player to another.
Isn't it at least a temporary one, since isk will be stuck in escrow for (possibly) quite a while, reducing the amount of isk in circulation at any one time?
|

Gheng Kondur
Serva Fidem
16
 |
Posted - 2011.10.24 22:12:00 -
[58] - Quote
For hi sec, a lot but then again not that much, mainly a bit more content.
A bit of a rebalance on the suicide ganking, but no removal under any circumstances. Insurance seems the most popular option.
War Decs need something to stop the griefing types, but allow for in game problems and rivalries to be played out.
A bit of protection from pvp for noobs, I'd like to see a trial period protection so they have to initiate it through being stupid, so yes, can flipping to remain. But lets ease them in to harsh world EVE is.
More or variable missions would be nice, as once you've learnt them they are just an isk and salvage generator which are so boring.
My personal likes, scan sites. Could do with more variation on types and throw some ice in there please. Yes I love Grav sites. Magnetic sites are not really worth the effort, make more salvaging a lvl 4 missions, even the odd t2 part doesn't make make up for the isk you get for the same time on a lvl 4, so a buff there needed.
more wormholes to low and 0.0 would be nice too. I enjoy the odd foray deep into the wilds and the danger it brings.
No more nerfs though, until low sec is fixed in various ways and 0.0 expands to allow remote areas of space, most will stay here and if CCP is to finance greater changes, the subs are needed.
|

paritybit
Rote Kapelle
32
 |
Posted - 2011.10.25 00:03:00 -
[59] - Quote
Since your focus seems to be careers, I have three suggestions.
Bounty hunting. This has already been suggested a few times in this thread, but I'm adding support because this career path is pretty desperately needed in a game about shooting other people's space ships. This isn't specifically a high-sec thing, but it would promote PvP in high-sec. Taurean Eltanin wrote a blog post outlining an idea -- while I don't agree with everything he said, it's a really good base to work from. It works based off turning killrights into a bounty and part of the idea is depriving the criminal of his insurance -- but only allows registered bounty hunters to collect. Taurean suggests some minimum security status, but I don't see why you can't just let anybody do it. Maybe some of this can be combined with Mogopogo's suggestions.
Mercenary work. We already have mercenaries, but it's a sort of ad hoc thing generally used to harass or demoralize a target. It quite leaves out any sort of defensive work. I wrote a post about this quite a while back. It would be great if you could have defense contracts with mercenaries which would put them into the war immediately as sort of an extension of your own corporation. Clearly there's still room here to be vile and cause problems (by not actively doing any defense even when hired) but with the right kind of contracts in place you could ensure a decent reward for active mercenaries.
Lawmen. I think we ought to remove or greatly delay the faction navy spawns that harass criminals moving in high-security space. Give players a chance to do some of that work if they want to -- I know I would. But I think you've got to couple this with changes to security status -- make it harder to work off your negative status. Seriously, it makes no sense that a primary money-making activity fixes your status as a criminal. I wrote a little more about it, but it's not as important as the core of the idea -- specifics just bog things down sometimes.
Bring PvP junkies to high-sec. |

Vile rat
GoonWaffe Goonswarm Federation
549
 |
Posted - 2011.10.26 09:01:00 -
[60] - Quote
Parsec Seti wrote:This is a great thread.
I know I've been conditioned as a young player to not trust anything with "goon" as a prefix - but from reading this thread I have new found respect for the OP.
This idea seems pretty out there - but what about the idea that players, through large cooperative actions, could CHANGE the security status of certain areas.
i.e. Through a concord directed set of objectives, a section could move from 0.4 to 0.5.
The reverse could also be true - by connecting with pirate groups, a system could be moved from 0.5 to 0.4.
To me at least the whole concept of security status should be dynamic. The RP angle is that higher security space has more Concord attention and lower has less, matched up with what is supposed to be a sliding scale of risk/reward. It seems reasonable to me that players should have some way to impact this on some level as their actions would also have an RP impact on the overall security of said space. It seems like it would be pretty cool that either through activities the players do, or activities that RP storyline causes would cause the focus and attention of Concord to shift around a bit. I'm not sure how easy of a sell this would be to CCP since it sounds fairly time/effort intensive but I like the concept. |
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