Once I was a carebear, hiding every time in the station when our corporation enters the state of war. For a long time a wardec in EVE Online was a griefing mechanic for me, just there to let guys like „Marmite“ or „PIRAT“ have a nice day by killing unarmend and unexperienced players, who where not interested in more player interaction than selling their minerals to the market…
Well, time has changed. I’m more in PVP than PVE now and embrace every opportunity to be an Ender-like fleet commander. My point of view has changed, and it’s me who declares war on players who try to hide in highsecurity space. But the current version of wardeccing mechanics don’t match my idea of a „Declaration of War“. There’s something wrong and many people are abusing the game mechanics, just because they can or other game mechanics cancel them. I will bring some examples about this later.
First I want to clarify that I think wardecs shouldn’t be for no purpose and get some easy kills. Wardecs in EVE should be
- worth the 50 million ISK of fee for Concord to ignore the pew-pew
- have a goal for attackers and defenders
- benefit both sides
One year ago „Retribution“ brought us some very ambitious new mechanics, especially the mercenary market is wonderful for the whole EVE setting. The key of an MMO is to interact with other players. While you can avoid people who don’t share your playstyle in other games, EVE is created to connect these two (PVP&PVE) playstyles. But what if people use game mechanics to avoid a „player interaction“ or experience this wardec just as griefing mechanic that breaks their gameplay experience or better „expections“ about EVE Online. Here is example #1:
Example 1: „The Victims View“
Wardecs in Highsec are mostly experienced as griefing mechanics for the „victims“. In most cases the wardeccers do not go for goals or a special purpose. They just sit in the tradehubs and wait like a spider in the web. The victim corporation was just on the wrong place on the wrong time and get’s a place on top of the „Who’s next?“-list. Most people in highsec are afraid of this and stop logging in. Some corporations die of this….
Wardeccing is currently a random-game. This needs to be stopped. Of course nothing is safe in EVE and I’m begging every expansion that this credo will not be given up by CCP just because people are crying for it. But being a target of a wardec should have a reason. Aswell as defending from a wardec. Give the agressor a direct goal or missions that they have to reach. Like „kill at least 10% the amount of ships that your victims corporation members has in.
Example 2: „The agressors view“
Corporation A has only one player. This corporation is wardecced by corporation B. As soon as the wardec is recieved player A from corporation just quits his corporation and creates a new one.
The reason for this wardec can be everthing, let’s say it’s not „just a griefing thing“ but a real reason like interrupting your opponents industrial chains, supply of production materials or flying incursions and prevent the 11%-NPC-tax. It’s just annoying for the wardeccing corporation. There’s absolutly no way to prevent someone from this behaviour.
It’s hard to say, but here we can actually learn from World of Warcraft. To create a guild you need at least ten subscriptions for it. Why can’t we have this for EVE Online? Every corporation needs 5 interceders at the CONCORD bureau. This will not prevent one-man corporations, but it will make it harder to run away from a wardec.
So, were do we stand now? Fighting in a wardec isn’t always a noble fight between honorable man (yes, thats me getting a real sword right into my face…). Of course not. But one of the key concepts of EVE Online is the player interaction. And both sides should be forced to interact with their enemy. Those who stay docked should suffer from their fear to loose a ship; those who declare a war just for fun should pay(more than 50Mill) for their desire to kill internetspaceships and not just camp the tradehubs.
Wardeccing is a highsec mechanic which needs actually an overhaul. The concept should be more focused on the interaction between wardeccing and wardecced corporation. The passive and active part is imho currently to „sharp“ and should be more „blurred“ to communicate players, that wardeccing isn’t griefing and at last encourages them to stay in their corporations and maybe fight for a greater value.