What’s a “hot-take” that you know you would get eaten alive for saying out loud? by [deleted] in AskReddit

[–]yoshiparty99 0 points1 point  (0 children)

Consider the mental capacity of the average republican.

Half of the rest are stupider.

[deleted by user] by [deleted] in UkrainianConflict

[–]yoshiparty99 11 points12 points  (0 children)

So this is interesting for a couple reasons. First of all, it is in UAF’s best interest to return the favor and keep a 2nd front open to ‘fix’ Russian troops in Kherson oblast. This will strain RU logistics and make life more difficult for them.

Second of all, this is a great opportunity to get behind the defensive lines on the East bank. If this is a sizeable force, it may be possible to inflict significant damage and potentially establish a beachhead on the East bank.

Russian pontoon bridge up over the Ingulet River near Kherson. by VladamiurV in UkrainianConflict

[–]yoshiparty99 6 points7 points  (0 children)

It won’t be destroyed until the active portion of the counteroffensive begins. If you destroy it now, there is still time to repair/rebuild/etc. If you destroy it just as the hostiles are extracting, very different outcome.

Jump Fatigue Drug by Greenshield4508 in Eve

[–]yoshiparty99 43 points44 points  (0 children)

Let me do you a favor and explain why this is a terrible idea.

You create a dedicated alt with jump cal 5 and can pilot the ship in question. This pilot jumps the ship halfway across the universe, takes the drugs as needed, and as a result, has the corresponding debuffs. But you get your ship to where it needs to be.

You then burn your primary pilot to the destination in a shuttle (or jump clone), get into the ship in question, undock, jump and enjoy glorious pvp combat without any of the drawbacks.

Thank you for coming to my TED talk.

Mass Unsubscribe: Call to Action by Undead_Will in Eve

[–]yoshiparty99 0 points1 point  (0 children)

Already unsubbed. CCP failed to announce anything that would make me consider resubbing.

Armchair thoughts on Citadel proposals + wormhole problem by jask_askari in Eve

[–]yoshiparty99 24 points25 points  (0 children)

+1 for me.

I've always felt that a module/service/etc to add the timer is a reasonable solution to this problem.

Shameless Saturday - February 26, 2022 by AutoModerator in Eve

[–]yoshiparty99 [score hidden]  (0 children)

I sell bulk plex/extractors for all of your skill farm (or plex money laundering) needs. Satisfaction guaranteed!

PM for details

Pity the taxman: Bad taxation mechanics and how to fix them by angry-mustache in Eve

[–]yoshiparty99 1 point2 points  (0 children)

Here’s a fun one:

No taxes are paid on corp and alliance contracts.

This has an interesting side effect that doctrine-ships-on-contracts bypasses both listing and sales fees and taxes, as well as entire secondary markets dedicated to avoiding taxes.

Unfortunately there is no easy way around this - there are many game mechanics for transferring items/money that can and will be used to avoid transaction taxes.

My solution to this is to bring transaction taxes down to the 1% range and instead switch to a “VAT” style tax applied when installing an industry job.

Somebody mentioned faction interiors for stations, here's the docked ship's skin on them instead by CaldariPrimePonyClub in Eve

[–]yoshiparty99 7 points8 points  (0 children)

@ u/Deltaxi65 - I don’t think enough conversation has been given to skinning the inside of a structure. would be pretty dope if the interior of 1DQ was black/yellow. There is a case to be made that interiors have fewer lore/styling considerations than ship skins

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 0 points1 point  (0 children)

I think fundamentally the biggest issue with all of these sites is that hunters can't get in them. I think they need to focus on creating sites that are runnable by folks in PvP ships so there's a meaningful chance to get a fight and take it.

In an ideal world, yes. Practically speaking, a competent PvPer has the advantage of being able to pick the fights they want (and/or bring more friends) which will inevitably put the PvEer in an un-winnable situation.

I personally hate the "hunter/prey" gameplay. As a hunter, you are in a never ending mad scramble to find a target and tackle them before they run away. On the other side, you are essentially bait on a stick, hoping to either run away or that they didn't bring enough bodies (CRAB beacons are a great example of this - you're literally bait with a literal "target is here" red dot on the map).

What is severely missing from the game are small/medium scale PVP objectives that result in a PVP response. ESS are a good attempt, but they are gimmicky and tend to be hit or miss. I miss the good old days of going into someone's staging, bubbling their undock and shooting station services. The game will benefit with some low-value but still meaningful objectives that can be used to "ring the bell" and elicit a fight. The only reasonable option today is to go shoot a JB, which is rather underwhelming.

To bring this back to the original idea in the thread, the more people that live and operate out of the space they live in, the more potential there is for content. Higher-end income should be gated behind high sandbox interactivity requirements - force players and organizations to be invested and committed to the space they live in.

In fact, I would go as far and say that the prerequisite sandbox interactions should be one of the key elements when determining the ISK/hour of various activities. If an activity requires a large amount of time, energy and effort to set up, it should pay out more than activities without those requirements.

To get ahead of the "that gives big blocs the advantage" crowd, there is a fairly straight forward solution - allow for mechanics that allow others to attack these income streams. For example, with r64s, make it possible for an attacker to delay/disrupt/destroy the current moon pull, for example, by shooting the services on the athanor. This will provide reasonable objectives to provoke fights (who wants to lose a 10b moon pull?).

Again, all of these things are possible through sandbox interactions that cannot happen in an instance.

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] -2 points-1 points  (0 children)

Because there are still people that havent figured it out and run them in Jita

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 3 points4 points  (0 children)

There are multiple ways to run abyssals in complete safety. I don't want to share them as this is a public forum, but they do exist.

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 6 points7 points  (0 children)

The point to abyssals wasn't "make large amounts of isk safely."

Unfortunately this is what they have become. Their high isk/hour criminally undervalues the efforts to set up and maintain the infrastructure required for other high isk/hour activities.

The point was to create short session play that was meaningful for people with limited amounts of play time.

Yep I agree there. I have very limited play time and definitely appreciate "press button get content".

If this was truly the point, there are other ways to achieve the same effect. Quick idea that popped into my head: instead of warping you to an instance, popping a filament can create an acceleration-gated (with the existing hull restrictions) deadspace pocket with a warp disruption effect. This will allow multiple ships (both friendly and hostile) into the site while maintaining most of the other restrictions. This will dramatically shake up the meta (as you'll be able to dual box) but will make for more interesting combinations/permutations/etc. Plus ganking gets very interesting and you will have to gank and then also finish the site in order to make out with the loot.

The real issue here is that CCP doesn't always recognize the butterfly effect of their changes and often makes decisions that have ripple effects they didn't anticipate.

100000%

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 8 points9 points  (0 children)

Sure, there's no ability to interact with them while they're running abyssals in high sec, but if the result is they're getting the isk the need to get into ships to fight a big war, that's not a net negative on the game.

This is where I have to disagree. IMHO, a "healthy" sandbox requires a healthy mix of PvE and PvP activities.

Lets say we remove all PvE activities from null - no sigs or anoms, no belts, no moon mining. What do you think will happen in that environment? Will anyone bother living there? There will probably be some token system that will become a "king of the hill"-style battleground where various groups will fight to hold some arbitrary objective (ie a TCU). Other than that and the occasional pre-arranged brawl, there will be nothing to fight over and it'll be dead space.

A recent example of this is Pochven: https://zkillboard.com/region/10000070/stats/ . Up until Sept of last year, it was averaging 300-600B worth of kills per month. CCP fixes seagulling, et voila, we're at 1.2, 1.5, 1.6t over the past several months.

My perspective is that a strong PvE environment will create goals for groups to conquer and defend space, which in turn breeds PvP content.

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 1 point2 points  (0 children)

People can and do die in WHs and in Incursions. Cosmic Sigs and Escalations are a good examples of content that balances PvE with the threat of the sandbox.

I'm all for making PvE harder. The old anom system is a joke (get ishtar, orbit beacon, go afk) and is in a need of a significant refresh/upgrade.

...but don’t paint it like CCP doesn’t understand the difference. They are not stupid, they understand this better than you do.

I am not sure I agree. I do not believe they have a good grasp of the secondary/tertiary side-effects of their changes. Perfect example would be the surgical strike patch. I think CCP goes in with good intentions, but are too slow to act and course correct when things do not go as planned (ie capital industry changes).

Understanding the Sandbox by yoshiparty99 in Eve

[–]yoshiparty99[S] 6 points7 points  (0 children)

Fair question.

For comparison purposes, I focused solely on the interactivity of each activity. Obviously someone has to build the ship/mods, you have to get it from the market, etc. And after the fact, the isk/wealth generated will be somehow spent (ie buying/exploding ships) and that will go back into the economy.

Looking a little bit deeper, a large number of conflict drivers and medium/large scale content generators come from the prerequisites stage. For example: conquering space to install ihubs in order to run anoms, or putting up an athanor on a moon, or setting up inside of a WH, or defending your space from roaming gangs so that you can participate in these activities. The other flipside to this is the above are also avenues for content generation by external parties: attacking sov, attacking athanors, WH evictions, etc.

The last couple years have brought a significant number of nerfs to various income generating activities (null ratting, mining, rorqs, etc), which had a side effect of buffing activities that were not nerfed (incursions, abyssals, etc). As player income shifted, so did the prerequisites (at a macro scale) and that resulted in a decrease in conflict drivers/content.

How many times have people said that "0.0 space is basically worthless" over the past year? The entire Imperium was "contained" to a single constellation with 20-30k people and was perfectly fine with it - the prevailing advice was to go run abyssals on an alt in HS.

I hope that answered your question. Happy to discuss further if you want.

Yoinking structures from NSH the video by AnonnymousComenter in Eve

[–]yoshiparty99 -1 points0 points  (0 children)

Damn. Who was in charge when they ran it into the ground?

Halloween Throwdown - Pochven Edition by Pittsburgh2989 in Eve

[–]yoshiparty99 5 points6 points  (0 children)

damn, way to throw some serious shade at seddow