Bloggers and armchair developers often argue over designs they want. They "know" what is the best of the game, which is surprisingly the best for their playstyle, ignoring everyone else. Telling that "CCP must allow players to make corporations that are immune to wardecs" would be such post. But it's not about that.
The problem is that non-deccable corporations already exist. They are the NPC corporations. Of course they are far from perfect: members can't own sov or erect structures and you have to pay 11% tax from mission rewards. However not everyone want (or reasonably can) own sov. Many players don't run missions, or consider 11% a fair price for the safety. For them being in an NPC corp is the optimal move. No, it does not force you to play alone. Mining or incursion fleets aren't restricted to corpmates. Also, you can have a friend list and can form fleets or chat with them.
"Can" is OK for someone who is good in opening conversations. "Can" is perfect for someone who prefers to be left alone. But most computer game players are socials but not the most sociable. While I reject the "sits in the mothers basement alone" picture, we have to accept that "geeks" are much less proficient in making friends and engaging in casual conversations than the average population from the same sex/age/country/income group. If you are an a-social or anti-social, this isn't a problem. My ability to engage in casual conversations is irrelevant when I don't want to. When a random "o/" in the chat annoys me. For me, the School of Applied Knowledge is the best corp out there.
For others, not so much. They are there because they know that it's the optimal way. Joining to a player corp is sub-optimal if you play in high-sec, where the new players start their EVE life. Where most of the players spend their whole EVE life. I repeat: If you join with other players, you are doing it wrong!
This is clearly and unquestionably bad design. I mean there isn't a single player group that is rewarded by this. "Carebears" are forced to play alone, not knowing anyone except random players they join for a single incursion or other op. "Griefers" still don't have war targets. To make it worst, the smartest players are those who are staying away from highsec player corps. The less smart fall for the corp invite spam and join a "friendly corp accepting new players" where he meets fellow not-so-smart players, learns nothing and gets ganked. Those who are smart enough to teach him something are smart enough to not be there.
There are two ways out of it. Both are "good design" in the sense of making a certain demographics happy. Which one to make happy is a choice of game philosophy. But to make none happy is simply bad:
Friday morning report: 33.8B. (0 PLEX behind for second account, 1.1B spent on Logi/Carrier/Titan alt)
Don't forget to join the goblinworks channel to discuss trading and industrial ideas and laugh on the morons of the day (50-80 people on peak hours).
PS: Commenters warned me that while a Rorqual is only a few weeks of training if you go for carrier (both are capitals), I would only get a big piece of useless debris. Rorqual needs Mining foreman link and Industrial reconfiguration module to be any useful and mercoxite (and other top ore) processing 4 to be able to compress ore which is its top quality. Also, it's shield tanked, while my other ships are armor, another bunch of skills. Learning all these to rank 4 only would take 8 months, which is clearly not acceptable delay in my carrier plans. So I have to say goodbye to the Rorqual.
No way! I started another account for the Rorqual. This ship is top priority for me, since it's the key for nullsec industry. I mean you can only trade where the people are (highsec), hauling profit is everywhere, I don't need to leave highsec for these. To seek profit in null/WH, I must do something that makes null/WH so special that overcompensate the risks of going there. And that's mercoxite and other top ores. I have a fear that many low/null dwellers are making their ISK in highsec (by alts) and only spend in low/null. This would explain why so many people ignore sov and just roam: no point controlling space if it doesn't give you much. I must find out if there is profit in controlling and protecting space. Also, jump freighters fit low/null much better than high, so my main will not learn jump freighters, saving months from his training plan. The Rorqual pilot will be JF pilot too, which is perfect support for null/WH industry.
The problem is that non-deccable corporations already exist. They are the NPC corporations. Of course they are far from perfect: members can't own sov or erect structures and you have to pay 11% tax from mission rewards. However not everyone want (or reasonably can) own sov. Many players don't run missions, or consider 11% a fair price for the safety. For them being in an NPC corp is the optimal move. No, it does not force you to play alone. Mining or incursion fleets aren't restricted to corpmates. Also, you can have a friend list and can form fleets or chat with them.
"Can" is OK for someone who is good in opening conversations. "Can" is perfect for someone who prefers to be left alone. But most computer game players are socials but not the most sociable. While I reject the "sits in the mothers basement alone" picture, we have to accept that "geeks" are much less proficient in making friends and engaging in casual conversations than the average population from the same sex/age/country/income group. If you are an a-social or anti-social, this isn't a problem. My ability to engage in casual conversations is irrelevant when I don't want to. When a random "o/" in the chat annoys me. For me, the School of Applied Knowledge is the best corp out there.
For others, not so much. They are there because they know that it's the optimal way. Joining to a player corp is sub-optimal if you play in high-sec, where the new players start their EVE life. Where most of the players spend their whole EVE life. I repeat: If you join with other players, you are doing it wrong!
This is clearly and unquestionably bad design. I mean there isn't a single player group that is rewarded by this. "Carebears" are forced to play alone, not knowing anyone except random players they join for a single incursion or other op. "Griefers" still don't have war targets. To make it worst, the smartest players are those who are staying away from highsec player corps. The less smart fall for the corp invite spam and join a "friendly corp accepting new players" where he meets fellow not-so-smart players, learns nothing and gets ganked. Those who are smart enough to teach him something are smart enough to not be there.
There are two ways out of it. Both are "good design" in the sense of making a certain demographics happy. Which one to make happy is a choice of game philosophy. But to make none happy is simply bad:
- Allow wardecs on secondary NPC corps. The newbies are booted from the school-corp after a month into the secondary NPC corps. As NPC corps would be the easiest way to get farmable targets for gankers, they would be decced by everyone. Players would get into much better situation by joining a player corp. Fellow players could at least teach them how to avoid being caught. Smaller corps would not be wardecced by everyone, simply because they are too small for anyone to care. Players would meet fellow players. Could learn from each other. They could also socialize. It's important for them (don't ask me why, I can't fathom).
- Allow creation of safe corporations. These can't own sov or towers and must have tax rate over 11%, where the 11% is not paid to the corp wallet but to the CONCORD. In turn they wouldn't be deccable. They would be like NPC corps, but with people you can talk to. People who know your name.
Friday morning report: 33.8B. (0 PLEX behind for second account, 1.1B spent on Logi/Carrier/Titan alt)
Don't forget to join the goblinworks channel to discuss trading and industrial ideas and laugh on the morons of the day (50-80 people on peak hours).
PS: Commenters warned me that while a Rorqual is only a few weeks of training if you go for carrier (both are capitals), I would only get a big piece of useless debris. Rorqual needs Mining foreman link and Industrial reconfiguration module to be any useful and mercoxite (and other top ore) processing 4 to be able to compress ore which is its top quality. Also, it's shield tanked, while my other ships are armor, another bunch of skills. Learning all these to rank 4 only would take 8 months, which is clearly not acceptable delay in my carrier plans. So I have to say goodbye to the Rorqual.
No way! I started another account for the Rorqual. This ship is top priority for me, since it's the key for nullsec industry. I mean you can only trade where the people are (highsec), hauling profit is everywhere, I don't need to leave highsec for these. To seek profit in null/WH, I must do something that makes null/WH so special that overcompensate the risks of going there. And that's mercoxite and other top ores. I have a fear that many low/null dwellers are making their ISK in highsec (by alts) and only spend in low/null. This would explain why so many people ignore sov and just roam: no point controlling space if it doesn't give you much. I must find out if there is profit in controlling and protecting space. Also, jump freighters fit low/null much better than high, so my main will not learn jump freighters, saving months from his training plan. The Rorqual pilot will be JF pilot too, which is perfect support for null/WH industry.
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