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(268 replies, posted in General discussion)

Ah, principle- the last refuge of scoundrels.

It is forbidden to use any trick, hack or exploit that allows the player to gain ingame currency, or anything that an ingame monetary value can be assigned to, or any kind of unfair advantage over the other players.

Lupus Aurelius wrote:

1)NIC removed from my account was from kernel sales and assignments - all transaction logs show that, no insurance payouts what so ever.

This is unfortunate; however, since you're in the business of splitting hairs, let's point out that "no insurance payouts what so ever" in no way demonstrates that you did not profit from the exploit. There are many other ways in which you could have profited.

Lupus Aurelius wrote:

2) Any bot that I shot was not, nor ever, insured by me

So? This is more hair-splitting: the bots were insured by your corp, and you took part in their destruction, therefore you took part on the exploit.

Lupus Aurelius wrote:

3) No publication by the DEVS or GMs that this was considered an exploit

Again, so what? The section of the EULA which you took pains to cite clearly covers this. In order to prosecute theft, do we need to list every item that might conceivably be stolen? Or is it enough to describe the act?

In other words, an exploit is not an exploit only after someone explicitly declares that it is.

Lupus Aurelius wrote:

4) DEVS, when informed of the issue, during release ( yes, they were reinformed during release, not just during beta) stated that it was working as intended, and was not an issue

I hope you understand that you, as someone who belongs to a corp that performed the exploit, and as someone who admits participating in it, are completely untrustworthy in this regard. If a third party is able to provide information that shows a dev, acting in his capacity as an official representative, explicitly stating this, then you might have a case. Otherwise we have no reason to believe this ever occurred as you describe it.

Lupus Aurelius wrote:

5) Insurance on the bots in question was performed thru corp, with funds going to corporation wallet.

So? You have no point here.

Lupus Aurelius wrote:

6) No corporation funds were transfered to my character as part of this activity

Since this cannot be reliably proven, it's your word against theirs. Moreover, since you admit to taking part in the exploit, even if you personally did not profit from it, you could always consider it a punitive action, and give thanks that you simply were not banned.

Lupus Aurelius wrote:

7) Transaction logs show that the majority of the NIC I personally earned was actually earned prior to the event in question, and again, was not related to the activity

See responses to #1 and #6. In short: you're guilty, suck it up.

Lupus Aurelius wrote:

8) DEVS HAD ALREADY TAKEN THE FUNDS IN QUESTION FROM THE CORP WALLET, based on the published formulas in the blog, and from the corp officers

So? Where is it stated that only one 'adjustment' would be made? Is it possible that further investigation, and the overly dramatic protestations made by the likes of you, revealed the need for further action?

Lupus Aurelius wrote:

just because I am a M2S member that shot 30 bots when told to by my corp, are justified and fair.

There are two points to be made here:
1) You admit that you shot 30 bots, which is an admission that you participated in the exploit. "I was merely following orders" has never been a legitimate excuse. In other words, you are guilty.

2) As someone who participated in an exploit, you are guilty of fraud, and therefore are the last person to be claiming that you haven't been treated fairly.

Lupus Aurelius wrote:

This is what I mean about due process and objective evaluation.

Seriously? Due process? You have no right to such a thing here.
Also, it's quite evident that you do not understand what "objective" means.
 

Lupus Aurelius wrote:

AT NO TIME< EVEN AFTER THE DEVS WHERE INFORMED, AND CONFIRMING THAT IT WAS WORKING AS INTENDED, WAS ANYTHING COMMUNICATED TO ANYONE THAT THE ACTIVITY WAS CONSIDERED AN EXPLOIT.

NUMBER ONE: AT NO POINT, IN ANY PUBLIC CONVERSATION, HAVE YOU PROVEN THAT THE DEVS WERE IN FACT INFORMED OF THIS PRECISE ISSUE, LET ALONE THAT THEY COMMUNICATED ANYTHING TO YOU OR ANYONE ELSE REGARDING ITS STATUS AS AN EXPLOIT.

NUMBER TWO:EVEN IF IT IS NEVER EXPLICITLY IDENTIFIED AS AN EXPLOIT, IT CAN STILL BE AN EXPLOIT.

BOTTOM LINE: YOU ARE GUILTY. SUCK IT UP, TAKE IT LIKE A MAN, AND BE THANKFUL YOU WEREN'T OUTRIGHT BANNED.

Arga wrote:

Without conflict the game stagnates.

Absolutely. And the patch definitely added some conflict- I think it made many PVPers happy, and will continue do so for a while.

I think that you are right about scarcer resources testing the bonds of an alliance; perhaps it will turn out that way. Unfortunately it appears that there will be a race between dwindling resources and a shrinking player base, so the lack of resources may ultimately not be felt at all.

Also, I have to disagree with you that adding new content will cause players to return: the game is simply moving in a direction that will have a minimal attraction to PvE players.

Wraithbane wrote:

As I stated, this game needs either a Dev, or an experienced, well connected CM to handle dealing with the player base, and providing information and insight into the Dev's vision for the game. Absent that, most people will assume the worst, and thats not good for the games business model.

I think this is a very good point. Managing expectations is a very important part of good business, and that never happened here, so we led ourselves into believing that the game would become what we wanted it to be.

I think having someone deal more openly and consistently with the players would also help to avoid rumors of 'bias' or other underhanded dealings.

Nevertheless, I can't blame the devs for this- they are a small group, after all, and are rightly spending their time on the game itself. Gamers, on the other hand...

Annihilator wrote:

if they are bringing back the police tower system on alpha island, with gray zones around the coast, and no political system, they will piss of the last few PvE based players and the population will get back to closed beta level (~100-200 active player) with the all the implications.

I think it's headed there already. Lately, every time I log in, some industry guy is leaving, and plenty of the players I know have told me that they'll let their subscription run out.

I can't say I blame them- there's nothing wrong with the last patch, it just makes the direction of the game a lot clearer. Just as Annihilator mentions, there's no political system, no changes to the market, nothing at all that would have held an industrialist's interest or balanced the recent changes. What's happening now is the realization that a lot of us had ideas about the game that the devs have no intention of pursuing.

On the plus side, the PvPers get more action, so they'll stick around, right? The game won't die, it will just solidify around a small group of like-minded people.

No, Red, it's not about static playstyles- everyone, PvPers included, plays in a style that fits the game parameters, and today's patch introduces some major changes in those boundaries. The economy, resource gathering, and production have all changed in important ways- the majority of PvE players will have to change as well.

Also, be more specific: "there's more PvE now" is flat wrong; "there's more plaver versus NPC now" is much more accurate. PvE is more than that- it is politics, economics, industry, and research, all of which have clearly been subordinated to PvP.

Phalanxx wrote:

I hear a lot of anger about this change, and to be honest I am unhappy with it as well. I am willing to see how it pans however, and adapt to changes. Obviously the Devs felt this needed a change.

My only question is why?

Take a look at the "What do you expect from PvE" and "PvE v. PvP" threads, and you'll get a rationale for these changes. Imagine that you asked certain PvPers what they wanted most, and you'd get a simple answer: "we want to attack all those miners on Alpha." This patch is a big step towards granting that ability.


Phalanxx wrote:

Now it seems I will be on an almost even nik/hour playing field as the miners with a lot more focused attention required on my end. Maybe I'm seeing only a small piece of the picture. Maybe this change is an unintended consequence to an imbalance somewhere else that had to do with kernels.

There was no imbalance with kernels- the 'imbalance' was that not enough PvE players were presenting themselves as targets. Now, industry-oriented players have a limited set of choices: if they want to make high-level stuff, they will need to join a Beta corp or make some sort of arrangement for protection; if they don't want to do that, they will have to spend EP to gear up for defense; if they don't want to do that, they must accept an effective cap on what they can reliably produce; if they don't want to do that, they can find another game.

Phalanxx wrote:

I'll suck it up and continue. I love the game. Just curious.

There are many who share that sentiment- I wonder how long it will last?

Wraithbane wrote:

The fact is, I suspect they want as few PvE players in their game as possible. I know it doesn't make any business sense, but PvP players are easier to work with. After all, what they mainly care about is killing each other(endlessly).  PvE takes more content, and content is one of the most time/talent expensive thing there is to create.  Which would tend to explain their focus, and the changes we are seeing.

I think this is right, and I expect that future patches will see more of the same. But it makes good business sense to me- such a small company can't really make the investment that depth of content would require.

Yes, that's the answer customers always love to hear: you need to spend more. tongue

I think that the OP's question might be an indication of a larger issue: what's the use of an industrial character? A lot are feeling put out by this patch; it seems they are being forced into combat roles or joining a Beta corp.

AgY wrote:

My point is: My account is just five days old and i want to play PvP (really). But i need enough Eps and Money in order to buy and operate decent/competitive gear and experience.
Problem is i dont want to spend hours sitting on a title and mine/harvest crap in order to earn money... However i have fun blowing up npcs or doing military assignments dozen of times.

With the recent change all thats worth doing is mine or harvest. Go figure if im going to buy a sub when my retail key expires..

The change wouldn't be so bad if there were another dynamic to replace the lost income- but there isn't, so new players like you are stuck. Luckily, you're in a solid corp- maybe they can help you?

Greenleaf wrote:
Savin wrote:

Of course, maybe we've had our head in the clouds-

Lol savin, your to much fun,.. when is your head not in the clouds,..

Well, I'd rather have it in the clouds than up my A$$ like yours... lol

Now pay attention to Annihilator: he's better at comprehending things than you are.

- back on topic -

PvE still has some meaning, just less than before. A lot of industrial players will have to learn to operate under the protection of a corp, and probably spend more EP than they intended in order to fulfill the roles described above. But it's still an option.

Euphoric wrote:

Join corps that subsidize combat players, offer discount bots, let you invest (and pretty much give yourself a salary), and provide bots for pvp. Like IRS, for example. :-x

Seriously, combat players are the tip of the sword and they need a big infrastructure behind them. If you are without a corp or are part of one that doesn't provide that infrastructure, you're at a disadvantage.

Yes, this is one good option- there are still roles for PvE players to fill, but they are shrinking in number. Of course, as more PvEers leave for other games, it might be possible to take up the slack on Alpha.

But I have a feeling that "big infrastructure" is going to shrink over time- these latest changes suggest that all resource-gathering will become just another incentive to PvP.

Wraithbane wrote:

Thats my take on their attitude as well. Its obvious which direction they are pushing the game.  How thats going to work out in the mid to long term is any ones guess. But its not six years ago, and they don't really have an established player base to work with. CCP can get away with this attitude because they do have an established player base.  But it wouldn't be the first(or last) time that Dev's Vision)tm) has iinterfered in a games success.

Yes, it's rather disappointing to me. Don't get me wrong- there's nothing bad about a PvP focused game, obviously there are many people who will enjoy it. But there are many who wanted something more- I've already seen several people declaring that it's time to find another game- a bit dramatic and premature, but increasingly becoming the only remaining option.

You're right that the this direction might be a problem in the long run, mainly because the resulting game lacks depth. Changes like this make PvP fun again for a little while, but eventually it becomes repetitive again.

Of course, maybe we've had our head in the clouds- we need to realize that the dev team may simply be too small to handle the kind of complexity we've been calling for- a small, stable population of happy PvPers may be exactly the goal they have in mind.

Yes, RR is the easiest way to go. Scouting can work too, just pick something other than an industrial bot to do it in.

Market PvP is pretty much impossible, unless you have several friends with you.

I'd advise spending more in combat related extensions- it's rather obvious now that PvP is the direction the devs are going.

Dont do a weed wrote:

The implementation of player built roads or accelerators that act as a fast travel point between areas allows greater distances to be covered and not forcing ewar bots to be the only way to get across an area in a reasonable amount of time

+1 good idea- all bots could stand to be a little faster.

Wow, impressive work!

Redline wrote:

And concerning the reduction of profits - my idea was to not make the structure give gains directly, but indirectly influence the corresponding OP. If you own an OP and 1 of these stations gets captured - the effectiveness of all OP regarding bonuses would be reduced by 1/6. The OP itself gives like 3/6 and each structure 1/6 - so by capturing all 3 structures you could reduce OP effectivity by 50%.

This is another nice idea- but rather than giving income directly to the corp, how about extending their credit, giving them a bonus on harvested resources, or something else that's not so direct?

The problem I see with direct income, instead of additional resources, or extended credit, is that it can lead to an insurmountable advantage- if a corp holds key points long enough, it would gain huge amounts of money, potentially enough to keep them supplied indefinitely- the loss of a few heavy mechs wouldn't mean much.

Instead, give them a larger credit pool, which would allow them to purchase more, but would also require them to re-invest in their holdings. Or additional resources, which they could sell or use to build more. The point is that whatever advantage they receive, it must be returned to the infrastructure (the market) in order to be useful.

The current economy doesn't accurately reflect the cost of being a corporation- large, successful corporations have tremendous power, but they must expend a lot of resources to maintain them.

Mara Kaid wrote:

Yeah control points, and mines. Have the control points give very good loot that's worth taking. Darkfall had these but the loot was piss poor.

Like we're talking epitron or t4 mechs, kernels.

Yes, this is the best idea to come out so far.

I would have it work in the fashion Tiggus describes- for every minute that a corp holds the control point, a fixed amount of the unique resource is deposited into their storage.

Redline wrote:

-only dockable for owner
-maybe not even dockable but having entrances that can be openen/closed
-that can be fitted with defensive means
-can be taken at any time
-have an alarm going off to the owner
-reduce the OPs profits if owned by enemy

Red, I realize you're going for an immersive feel, but some accomodations need to be made. I think there should be some advance warning before anyone can attack one of these control points, simply because it's unfair to expect that a corp will maintain a presence 24/7.

And rather than reduce profits, a captured control point should give no profit at all to the losing corp.

Tiggus wrote:

Numerous small scale pvp objectives that give nice rewards.  Mines in shadowbane essentially for those familiar with the best siege pvp game ever made.

3-4 mines per beta island.  Vulnerability windows open for 1-2 hours at a time per mine staggered throughout the day.  Make the mine a active hacking node and the first person to hack it locks it down until the next vulnerability window 1 day hence.  Mine produces different ore types(titan,hdt,epriton,etc.) which is deposited into corp storage for controlling corporation every hour/day.

This is an excellent idea. I'd go a little further, and have the mine/geyser/crop yield a rare element that is unique to the Beta islands.

Purgatory wrote:

I don't think this would help the average player much, if at all actually. The game needs to be re-designed a bit to get rid of the current problems. Either that or do what I said and allow players to cross the water between islands so they can come up on any beach.

I agree- a new bot type won't help much at all. While it would certainly add some fun to PvP, a teleport bot won't help the small corps or unaligned players, especially if it requires a lot of resources to build or operate.

Allowing amphibious movement would be the best solution, as it would add unlimited access points.

Purgatory makes some excellent points.

However, while the current system makes the Betas off-limits to non-aligned players, it's not a serious problem: epitron flows cheaply these days. It could be much harder, but the alliances seem unable to figure out how to make it so- which is fine by me big_smile

You're right in pointing out that part of the issue is limited access: adding several more access points would lead to a lot more combat- and might be enough to lure more non-aligned players and corps to the islands. Maybe a land bridge, maybe more teleporters, what provides the access is not as important as the fact that additional access is provided.

I think that making Beta ownership more meaningful- through access to unique resources, or player-built structures, etc.- will also help. Even PvPers, bloodthirsty curs that they are, occasionally need a reason to fight. Adding more Beta-only resources would also encourage more non-aligned players and corps to consider a visit.

My fault, sorry for the confusion.

As far as I know, they are the same. I meant for that paragraph to read "the ideas we want to see implemented may be too complicated for the game or the developers, and furthermore, those ideas may not correspond to the developers' vision."

Arkhes and assignments.

Even more free stuff if you're in a large corp.

good attitude!

And yes, I think we're talking about the next generation of sandbox- multiple levels of interaction between players, dynamic environments, complex relationships. Perhaps you'll be the one responsible for it all big_smile

Let me know if you want more info on my stock market idea- I've put a lot of thought into an economic system that offers depth, accountability, and real risk.

Redline wrote:

That could be interesting. But youre right - the things i posted were just a quick write up - i'll be doing a 2nd draft. Stock is interesting and i already have some ideas going how stock and corps can be connected reflecting their productivity and their political actions.

Another draft would be interesting, but unless you're doing it for the intellectual exercise, I wouldn't bother: seems to me that the devs are aiming to make this a PvP combat game, and nothing more.

I think that something else needs to be considered as well: we may be asking too much of the game and the developers. which may be impractical or even impossible. Moreover, they may have nothing to do with Avatar's vision of the game.

For politics, economics, or a stock market to work, it would be necessary to rework a large portion of the game's systems so that resources, items, and territory have real value. Political and economic power only have meaning if the unlimited resources, free bots, and free money go away.

In other words, those systems require risk, and right now the game has none.

Yes, those are good ideas, Red- I think that political allegiance should mean something more than a couple of percentage points in terminal fees.

Even more to the point, you're introducing real consequences for players' decisions- and I think that's precisely why a lot of PvPers will reject it.

Personally, I'm focused on an economic counterpart to your political ideas. I'd really like to see an economy with a fully-functioning stock market. After all, we're all "corporations," so we should have to act like it. Our purchasing power should be limited by our value. We should be limited to raising money the same way corporations do, by borrowing against our assets or issuing stock.