open All Channels
seplocked EVE General Discussion
blankseplocked What would make you play Eve again?
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 2 3 [4]

Author Topic

MatrixSkye Mk2
Minmatar
Posted - 2010.08.26 10:22:00 - [91]
 

Originally by: Cailais
I disagree, I think you'll find that 'bears do adapt very quickly indeed. Look at w-space, which is a comparatively recent addition to EVE. A significant proportion of players have moved into W-space and learnt through experience (i.e adapting) what works in that environment and what does not.

The 'bears have readily appreciated that the inconsistency of direct links to k-space means a reduced flow of traffic through w-space and that, as an area, 'roaming' through it (as pvp hunters like to do) is not as easy as say null sec or low sec.

'bears have gone on from there to utilise low signature t3 ships, built carriers and POSes and formed corporations for mutual defence in w-space systems. The 'bears have learnt to work co-operatively watching for incursions into their systems, having pvp vessels readily available to respond if the situation favours such a response.

The tough truth of the matter is that players seeking easy ganks and easy targets are finding those harder to find because those 'victims' have learnt and adapted to the admittedly limited range of threats being proffered against them.

I rarely see on the forums moans about being ganked - this so called "wail of protest" from carebears is a myth that rarely stands up to close scrutiny. Significant advantages have been given to the hunter throughout EVEs progression - stabs have been nerfed, warp scramblers strengthend, interdictors and heavy interdictors added.

The trouble is Bellum wants his 'old tactic' of sitting on a gate camping to continue to work - but the bears have got wise to that, they've moved into w-space, adapted. It's time the pvp crowd got of its lazy backside and did the same.

C.

QFT. I couldn't have said it better.


Sral TBear
Shipwreck cove
Posted - 2010.08.26 11:47:00 - [92]
 

Edited by: Sral TBear on 26/08/2010 12:02:46
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

btw.
then loads will say oooh now i wount pvp anymore, this will drive me away....all i can say is...dont like the time, dont do the crime...

TBear


HeIIfire11
Posted - 2010.08.26 12:00:00 - [93]
 

Originally by: Sral TBear
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

TBear




Ive been thinking alot about the bounty..and how it could be changed to be of some use..other than to make the person your putting the bounty on rich.This is a really good idea.Sounds very eve like so +1 from me on this one.

Apollo Balthar
Minmatar
New Eden Outcasts
Malicious Intent Gentleman's Club
Posted - 2010.08.26 12:01:00 - [94]
 

Originally by: Sral TBear
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

TBear




thats actually a very good idea. i would defently support it YARRRR!!

for you bellum. i allways liked your old video's but well if you kept pvping like you showed in your last video well then you get bored pretty quick.
Go back to your solo hyperion and leave your corpmembers home . you might find some fun in the game then until CCP changes something actually good ...

MatrixSkye Mk2
Minmatar
Posted - 2010.08.26 12:09:00 - [95]
 

Edited by: MatrixSkye Mk2 on 26/08/2010 12:09:13
Originally by: Sral TBear
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

btw.
then loads will say oooh now i wount pvp anymore, this will drive me away....all i can say is...dont like the time, dont do the crime...

TBear


This would actually be a very nice change. However, I don't think that the target even needs to get a notification that someone has purchased the bounty on him. It ruins the element of surprise. Otherwise they'll know when they're being actively hunted.


Rananka
Native Freshfood
Posted - 2010.08.26 12:23:00 - [96]
 

Originally by: Sral TBear
Edited by: Sral TBear on 26/08/2010 12:02:46
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

btw.
then loads will say oooh now i wount pvp anymore, this will drive me away....all i can say is...dont like the time, dont do the crime...

TBear




Good idea. Ofcourse you still need to be careful that the person(or alt, corpmate, w/e) the bounty is on will not claim the contract himself.
How about if you can set the bounty in a way that it's 90% of market value of losses inflicted, till a max amount.
Would even be better if the contract can be filled by multiple independend pilots
e.g
- pirate kills marauder
- marauder pilot is ****ed enough to put a 2 bil bounty on him.
- multiple bounty hunters accept the contract.
- everytime a bounty hunter kills the pirate, 90% of (jita?) market value of his loss is subtracted from the bounty, and that amount is given to the bounty hunter.
- all other bounty hunters on that contract get a notification of this by mail.
- rinse repeat till entire 2 bil contract is fulfilled.

Eternum Praetorian
PWNED Factor
The Seventh Day
Posted - 2010.08.26 12:43:00 - [97]
 

Originally by: Bellum Eternus
So, what say you? Let's have a civil and constructive discussion here people- no flaming, no trolling, no off topic posts. I know I'm asking the impossible, but let's try and behave like adults, shall we?



But this is a Bellum Eternus thread? Shocked Is that a major contradiction of terms?

Tres Farmer
Gallente Federation Intelligence Service
Posted - 2010.08.26 13:45:00 - [98]
 

Originally by: Psymn
I dont understand peoples problem with wtz.. Just use a bubble.. Removing wtz will mean many class of sub-jump ships will require escort each and every time they jump even a single gate.

I can see how that would be great for guys who want to pop industrials during meaningless pvp, but people should only lose a ship if they are stupid, not by default. Ive lost ships in null, and have learned from it, but the game would be a joke if the only steps i could reasonable take to avoid death on each gate or while doing anything, would be to blob up

WTZ removed a timesink (travel) from the game.. it got smaller.
It removes the need for smaller trade hubs.
It probably also removed the possibilities for roaming entities to run into each other.

Bubbles don't have anything to do with WTZ, as you can't counter them with WTZ. You'll always need gatesafespots to scan a gate for bubbles. Dunno why you throw them in here..


Amanda Mor
Gallente
Posted - 2010.08.26 15:14:00 - [99]
 

Originally by: Rananka
Originally by: Sral TBear
Edited by: Sral TBear on 26/08/2010 12:02:46
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

btw.
then loads will say oooh now i wount pvp anymore, this will drive me away....all i can say is...dont like the time, dont do the crime...

TBear




Good idea. Ofcourse you still need to be careful that the person(or alt, corpmate, w/e) the bounty is on will not claim the contract himself.
How about if you can set the bounty in a way that it's 90% of market value of losses inflicted, till a max amount.
Would even be better if the contract can be filled by multiple independend pilots
e.g
- pirate kills marauder
- marauder pilot is ****ed enough to put a 2 bil bounty on him.
- multiple bounty hunters accept the contract.
- everytime a bounty hunter kills the pirate, 90% of (jita?) market value of his loss is subtracted from the bounty, and that amount is given to the bounty hunter.
- all other bounty hunters on that contract get a notification of this by mail.
- rinse repeat till entire 2 bil contract is fulfilled.


Simple - make it so the bounty contract doesn't tell you who the target is until you've accepted it.

All the other stuff (90% of market value etc) makes it too complicated IMO. If someone wants to put a bounty contract on another person, they write up the contract and put it out there. A "bounty hunter" accepts the terms (it would be nice if the player making the contract can specify the type of death he wants to fulfill the contract - pod killed, ship value over x amount of ISK, etc), then finds out who the specific target is - kill rights would be transferred over to him for that target.

There should probably be a notification to the target that a bounty contract has been written up on his head, but not who has accepted it (or even if it's been accepted). Should probably also limit it to only 2 or 3 bounty hunters per contract (you don't want to have the entire game hunting you freely in highsec).

There you have a viable bounty system, that is immune to alt-killing yourself to collect your own bounty.

Rananka
Native Freshfood
Posted - 2010.08.26 16:01:00 - [100]
 

Originally by: Amanda Mor
Originally by: Rananka
Originally by: Sral TBear
Edited by: Sral TBear on 26/08/2010 12:02:46
only one game change would bring me back..

rewamp of bounty system

Bounty contracts

player A get killed. Go to the Bounty office and create a kill contract. The contract can only be sold to a person. Player A make the contract for. The contract alow for you to add a bounty and the only one that can claim the bounty is the guy who gets the contract. The contract is purely personal, so there will be a new branch, bounty hunters.

When kill right is sold the only thing player B (who killed player A) will se is a eve mail notice that

Player A have sold the kill right on you to XXXX <--- no name just X`s

That way kill rights and bountys get into play, and it will open some more paranoia for us yaaarr!! heads

That would be bring me back...

Tie kill rights and bountys to a contract that can be sold soon you will se bounty hunters with the same drive as the good merc corps...

btw.
then loads will say oooh now i wount pvp anymore, this will drive me away....all i can say is...dont like the time, dont do the crime...

TBear




Good idea. Ofcourse you still need to be careful that the person(or alt, corpmate, w/e) the bounty is on will not claim the contract himself.
How about if you can set the bounty in a way that it's 90% of market value of losses inflicted, till a max amount.
Would even be better if the contract can be filled by multiple independend pilots
e.g
- pirate kills marauder
- marauder pilot is ****ed enough to put a 2 bil bounty on him.
- multiple bounty hunters accept the contract.
- everytime a bounty hunter kills the pirate, 90% of (jita?) market value of his loss is subtracted from the bounty, and that amount is given to the bounty hunter.
- all other bounty hunters on that contract get a notification of this by mail.
- rinse repeat till entire 2 bil contract is fulfilled.


Simple - make it so the bounty contract doesn't tell you who the target is until you've accepted it.

All the other stuff (90% of market value etc) makes it too complicated IMO. If someone wants to put a bounty contract on another person, they write up the contract and put it out there. A "bounty hunter" accepts the terms (it would be nice if the player making the contract can specify the type of death he wants to fulfill the contract - pod killed, ship value over x amount of ISK, etc), then finds out who the specific target is - kill rights would be transferred over to him for that target.

There should probably be a notification to the target that a bounty contract has been written up on his head, but not who has accepted it (or even if it's been accepted). Should probably also limit it to only 2 or 3 bounty hunters per contract (you don't want to have the entire game hunting you freely in highsec).

There you have a viable bounty system, that is immune to alt-killing yourself to collect your own bounty.


I agree the percentage of market value would probably be a bit complicated to implement.

But there are complicating factors in the anonimity route you suggest as well.
- What if you just accept every open contract once somebody puts a bounty on you?
You could counter that with limits on number of concurrent accepted contacts and cooldowns till you can drop one etc (maybe even make skills for that Neutral )
- But with those limitations, what if you accept a contract on an unreachable guy (eg titan alt, alliance leader, etc.) or a corpmate/friend/somebody-you-don't-want-to-kill.

I like the idea of somehow linking the bounty to the losses inflicted.

Zak'eni
Revolutionary Socialialist Party of Amarr
Posted - 2010.08.26 16:17:00 - [101]
 

What would probably make me play more:

* REMOVE learning skills, REFUND all SP spent on them on old characters to allocate like you did just recently with the server troubles, and increase stats +10 across the board for everyone. This benefits everyone, new as old. Should have been done when the new NPE was introduced.

* INCREASE amount of remaps to two or even three a year.

* Contemplate somehow decreasing the time it takes to train certain high-time skills from IV to V, like Carrier etc. Two months to spend on a single skill is just Not Fun, even if you are doing something else in the meantime.

* Introduce parallel training somehow.

Shigsy
NibbleTek
Pandemic Legion
Posted - 2010.08.26 16:26:00 - [102]
 

Things that were fun in Eve that I can remember:

Nanos
Privateers
Lowsec

Things that CCP nerfed:

Nanos
Privateers
Lowsec (indirectly by adding Rorquals/jump freighters/etc)

Pattern emerging? I could probably go on and make the list alot longer but im busy levelling my priest ugh

The Crushah
Gallente
Stimulus
Rote Kapelle
Posted - 2010.08.26 18:37:00 - [103]
 

Originally by: Shigsy
Things that were fun in Eve that I can remember:

Nanos
Privateers
Lowsec

Things that CCP nerfed:

Nanos
Privateers
Lowsec (indirectly by adding Rorquals/jump freighters/etc)

Pattern emerging? I could probably go on and make the list alot longer but im busy levelling my priest ugh


Shigsy makes a critical point. The players of EVE are a rather creative lot, and withing the confines of the EVE sandbox, creative solutions are often formulated to solve a problem, most of which the devs never envisioned. The examples Shigsy mentions could be classified as offensive tactics for PvP, nanos for actual combat and the Privateers trying to war dec everyone in empire space. Each of these things and many more were subsequently nerfed in an attempt to "balance" the game.

My observation has been that everytime someone has developed a creative way to pvp, it gets nerfed to oblivion by CCP because of claimed unfair advantages.

The real question is, why do PvP'ers have to be the ones to adapt, why dont the other members of EVE have to adapt to the PvPers tactics? In my mind, the answer is simple, only 9% of the players actually PvP. Thus CCP is forced to cater to the majority rather than the minority.

My question to CCP is: Is PvP becomes no longer an important part of the game, why should I continue to play your game and not some other MMO? I realize im just one person in a game that has ~350,000 or so subscribers, but I would like to think that investing 4.5 years into this game has to count for something.

omgfreemoniez
Posted - 2010.08.26 18:46:00 - [104]
 

Originally by: The Crushah
only 9% of the players actually PvP.


Yes but consider this. I am a PvPer. I regularly PvP. On my main. But this forum alt, my 3 other forum alts, and my logi alt, all of those alts never see combat. So that's 5 of my 6 characters "dont pvp". So even though I'm 100% a pvper, STATISTICALLY I'm only 16% a PvPer. So the real statistic of how many ACTUAL PEOPLE pvp is likely much higher.

Veebora
Caldari
Posted - 2010.08.26 18:56:00 - [105]
 

What about disabling warp disruptor and warp scramble in low and high sec.

Maybe people will start to take more risks as they will have the feeling they can survive.

Just an idea.

TheUndert0ker
Posted - 2010.08.27 05:09:00 - [106]
 

Well, here's some input from an admitted carebear and casual player. I think the game is fine, I primarily want to see graphical enhancements, avatars and increased immersion. This is because I mainly play EVE to make videos, as I find the game stunningly beautiful and really just want to create art with it.

PvP seems interesting, the many choices of tactics one could employ offer quite a lot of depth...perhaps matchless in the current MMO market. But it also is a drama magnet, and I detest drama. And with my limited time, I can't really spend hours and hours devoted to PvP pursuits.

You guys are also missing a big point here: this game is a business. CCP lives by our paid subscriptions. And if 75-90% of the subscriber base doesn't want to be ganked, they will protect their income source!

And Iceland is a country in dire financial straits. I wouldn't be surprised if CCP was one of their most impressive and profitable businesses. They're not ever, ever going to cater to griefers who want to ruin gameplay for paying customers and risk making them cancel their account.

People will quit the game when they get ganked, as a newb, with no money, friends, experience or resources. This isn't Quake where death is inconsequential. I have a problem with PvP in EVE because it costs me RL time. It took me time and effort to earn those ships. Time = money. You get the idea...it just isn't worth it. I don't need the aggrivation.

I understand that you need the risk to get off, and that the game isn't fun if there's not massive risk to you. High Stakes Gambling, I get it. I'm sorry that's the only way you can enjoy the game.

Just because the game allows PvP, by no means is it the only way to enjoy the game. I love playing EVE the way I want to play it, without being forced by ANYONE! My money, my time, my way.




Zak'eni
Revolutionary Socialialist Party of Amarr
Posted - 2010.08.27 07:41:00 - [107]
 

Originally by: Veebora
What about disabling warp disruptor and warp scramble in low and high sec.

Maybe people will start to take more risks as they will have the feeling they can survive.

Just an idea.


But there will be no to little risk, unless you are facing down a gaggle of Tempests with 1400s.

Bellum Eternus
Gallente
The Scope
Posted - 2010.08.27 20:17:00 - [108]
 

Some of the posts in this thread are really hilarious. There's so many stupid comments that it's just too many to quote and reply to individually.

So collectively-

I've adapted brilliantly to the current game design. I don't need to 'HTFU', that's never an issue. It's carebears that refuse to adapt and 'HTFU' when you have things like CCP's hand holding of idiots with warning pop ups for suicide ganking and jumping into lowsec.

Almost everyone is missing the point of the thread. If you don't play a lot now, but you used to, what changes would bring you back? So far most of what I've read is people making personal attacks on me because they think that they're qualified to tell me how I'm not a smart and capable player and that everything is awesome and I should shut up.

**These are the players that benefit the most from CCP's hand holding.** I can't stress that enough.

Someone mentioned that my comment of 15-20 hours a week isn't all that much playing time compared to some. I agree, it isn't. I was being conservative with my estimates. I'm sure there have been weeks where I've easily put in 40-50 hours because I was having so much fun playing the game.

To the people focusing ONLY on my particular verbiage (you know, the ones who insist on referring to me as a sociopath) about 'making carebears cry' and implying that I can't kill anyone that is actually there to PVP etc. etc. ad nauseaum: you can't ever come up with anything constructive so you just focus on that and make a red herring out of the whole thing. Please come up with something new and creative if you insist on continuing with the personal attacks. You're getting stale and boring.

To those of you who actually contributed to the thread: I really like some of your ideas and concepts and I'm pretty much in agreement with all the stuff that has been brought up. Particularly the idea of elimination of jump bridges and a return to the days of freighter escorts and such. Risk needs to be reintroduced to the game. CCP seems intent on removing it, one piece at a time.


Pages: 1 2 3 [4]

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only