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Long-Term EVE Online Revision Plan Addressing Player Concerns

Author
Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#1 - 2015-06-16 15:45:02 UTC
This turned out to be a bit longer than I think would be fair to post over multiple posts. It's a fairly long document, despite striving for brevity, but I attempted to take as many major player issues and complaints as I could to present a single, unified suggestion. Otherwise, I might be here a while. The current issue text can be found here, in PDF format.

If someone would like the text sent to them directly, I can do that. I have also asked for feedback (the other major reason for not posting it here, since I would like to add other players' ideas and address their concerns in subsequent addenda, and that would be difficult shuffling around posts). I would appreciate any concerns you would like addressed or further additions you would like to make to be presented here. I will do my best to include them. Feel free to contact me privately if you do not want to post your concerns publicly under your own name; I am perfectly happy to present anonymous feedback provided it is serious.

The more dedicated and specific feedback presented, the more complete the solution will be in this case. Thank you for your time.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2015-06-16 17:06:23 UTC
I'll put a TL:DR, then give my feedback.

First idea: Separate the universe into PvE theme-park and PvP sandbox.

- Create two different areas. One PvE theme park, one PvP sandbox.
- Non-consensual PvP is impossible in theme park space. Null sec is just a place with tougher NPC's.
- Sandbox space is just the current null-sec, but all over.
- Allow the two worlds to occasionally cross over via WH's so, and i quote,

Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


Second idea: Ship upkeep, breaks and ramming.

- Make ships degrade over time.
- Allow this degradation to be slowed by maintenance and upkeep which comes in the form of big station bills (so expensive a battleship cannot be maintained by 'high sec') and/or salvaging parts from other ships.
- Give all ships a free cloak so we can take breaks, but it takes two minutes to engage, and two minutes to switch off.
- Allow ships to ram eachother. (but not in theme park space)

Third idea: Ship crew and boarding

- Add crew to each ship type that gain rating when that specific ship type is used, and lose rating when you lose that ship type.
- Add boarding crew. They also have a rating that goes up for successful boards, and goes down for failures.
- Boarding is worked out by playing rock paper scissors every 'few seconds' (not exaggerating).
- If the attacker wins, the defenders capsule is ejected and his ship can be 'dragged' back to station by the winner.
- If the defender wins, the attacker is disabled for a short time and his ability to make boarding attempts denied until he can be repaired at a station.

Fourth idea: Space weather

- Space weather.

Fifth idea: Bigger, bolder and better PvE

- Procedurally generated missions that get bigger and harder based on the amount and size of ships in fleet.
- Bigger incursions

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#3 - 2015-06-16 17:32:30 UTC
Daichi Yamato wrote:
I'll put a TL:DR, then give my feedback.

First idea: Separate the universe into PvE theme-park and PvP sandbox.

- Create two different areas. One PvE theme park, one PvP sandbox.
- Non-consensual PvP is impossible in theme park space. Null sec is just a place with tougher NPC's.
- Sandbox space is just the current null-sec, but all over.
- Allow the two worlds to occasionally cross over via WH's so, and i quote,




I'm trying to avoid "theme-park" PVE (since that is a very common, and legitimate, player complaint in and of itself). The idea in specifics is to make it as randomized as possible, and in fact to break up the presently theme-park version of missions being used currently. This requires quite a bit of programming, as that means having, for instance, a certain element that can in fact become multiple, branching, completely random paths. For example, a derelict ship might come up on your scans and you may detour over to it. It could be:

-A derelict ship you can salvage

-A Sleeper technology ship you can use a data rig on

-Bait for a sudden ambush

-A random mission outpost

-Initiate a boarding attempt upon proximity

And these elements can be made up of many different, variable, flexible options. There are a lot of theme park MMORPGs out there, but EVE can uniquely generate almost anything out of nothing as far as the current structure goes. The question is how random it can become and how off-balance can you keep the player base. I wouldn't want to insert, for example, the exact same derelict ship that always contains the exact same ambush with the exact same ships. Such a thing isn't just bad PVE, but it's seriously under-utilizing what's possible.

Otherwise, I don't necessarily have a problem with the TL;DR, though it misses some of the more important elements, mechanics that allow all this to function. I think it's best to see everything as a set of tools. For example, treaty space (the PVE space in your parlance) has strict limitations on what you can fly compared to free space (your PVP version). It isn't necessarily punishing player in PVE space to say they can't use capital ships, for example. Having capital ships in a PVE capacity has frequently been cited, reasonably, as a major potential issue for any kind of tuning, and can make broad swathes of the game trivial. So they're currently trying to balance capital ships between two opposing needs.

They simply aren't necessary for purely PVE actions, but they're perfectly reasonable for PVP actions, where more resources will be available for their construction. The playstyles have broadly different needs in order to make them worthwhile.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Lyra Gerie
Garoun Investment Bank
Gallente Federation
#4 - 2015-06-16 17:39:26 UTC
Daichi Yamato wrote:
I'll put a TL:DR, then give my feedback.

First idea: Separate the universe into PvE theme-park and PvP sandbox.

- Create two different areas. One PvE theme park, one PvP sandbox.
- Non-consensual PvP is impossible in theme park space. Null sec is just a place with tougher NPC's.
- Sandbox space is just the current null-sec, but all over.
- Allow the two worlds to occasionally cross over via WH's so, and i quote,

Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


Second idea: Ship upkeep, breaks and ramming.

- Make ships degrade over time.
- Allow this degradation to be slowed by maintenance and upkeep which comes in the form of big station bills (so expensive a battleship cannot be maintained by 'high sec') and/or salvaging parts from other ships.
- Give all ships a free cloak so we can take breaks, but it takes two minutes to engage, and two minutes to switch off.
- Allow ships to ram eachother. (but not in theme park space)

Third idea: Ship crew and boarding

- Add crew to each ship type that gain rating when that specific ship type is used, and lose rating when you lose that ship type.
- Add boarding crew. They also have a rating that goes up for successful boards, and goes down for failures.
- Boarding is worked out by playing rock paper scissors every 'few seconds' (not exaggerating).
- If the attacker wins, the defenders capsule is ejected and his ship can be 'dragged' back to station by the winner.
- If the defender wins, the attacker is disabled for a short time and his ability to make boarding attempts denied until he can be repaired at a station.

Fourth idea: Space weather

- Space weather.

Fifth idea: Bigger, bolder and better PvE

- Procedurally generated missions that get bigger and harder based on the amount and size of ships in fleet.
- Bigger incursions



1: No this is hilariously against the type of game eve is and won't happen. You want PvE stuff that others wont mess up play WoW. There is no safe place you learn to live with the danger and if not im sorry but you're playing the wrong game. Not to mention they somehow still connect? You're asking to create a mirrored game that is still somehow connected. Do you have any idea the BS they would have to go through setting up new servers and running another seed of the game just to give carebears an everyone is safe zone? Not to mention keeping it connected via WH space. Further it's a slap in the face to EVERY SINGLE PLAYER who has played this game. Their history, the **** they did that still reverberates to this day and with one update you want all that to disappear.

2: What is degrading in a ship and why? When my ship gets damaged I have to repair it one way or another so this technically already exists, further so with heat damage on modules, running out of ammo, repairing/replacing drones ect.
All ships a free cloak so you can take a break? If it takes 2 minutes to de/activate just log off and log back on it's literally faster and far less abuseable. And finally ramming but NOT in safe space. The only place ramming for damage could work is in safe space where it's the only offensive measures one can take. In non-safe space it would be a nightmare. The fact you proposed this shows you have never been part of a fleet or fleet battle. The amount of chaos this would bring is astounding.

3: This is the only minorly good idea. People have suggested a crew for ships before as well as boarding other ships. Most have come to the conclusion that either CCP won't do it because it adds far too many variables and or that boarding ships will take place souly on the DUST 514/Legion platform.

4: Space weather exists in WH space and given the hints from CCP titans might gain powers similar to WH space anomalies.

5: Drifter incursions are likely coming.

Leto Aramaus
Frog Team Four
Of Essence
#5 - 2015-06-16 17:47:49 UTC
Oh my word...

-1 from me, to all counts.

"no safe place in EVE"
"playing the wrong game"
"yada yada" you get the idea.
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2015-06-16 18:03:28 UTC
First, EVE is a full-time PvP sandbox. This is THE core principal that the game is built on. If you dont like that, you are simply playing the wrong game.

Other games that were also full time PvP sandboxes have tried to create PvE areas to accomodate theme park players with the goal of increasing subscription membership. It instead killed the games when most players put their money making operations where they are invulnerable and treat the PvP area like a mere arena, rather than full time sandbox. How would you truly attack someone if all you can do is destroy their throw away assets like PvP ships, and never their core industry, staging areas or logistics?

The kind of content that EVE was designed around is where risk is real, losses are harsh, lessons are hard and PvP is almost always non-consensual.



Second, i dont like the idea of ship upkeep because it introduces the concept of Cost to Play. Whilst buying ammo is a trivial amount, entirely avoidable and serves the purpose of giving fights longevity and creating meaningful choices, your talking about adding a cost to simply flying a ship, which we almost all must do, all the time. For many players, maintaining an arsenal is all the upkeep needed and regular PvP'res are not always space rich. They may have a large fleet of ships to maintain, and need to replace losses often. Some regular PvP'ers dont really like PvE much either.

So whilst it may be an interesting extra challenge for a carebear to have additional upkeep because they're often space rich and only have a few ships they ever use (if more than one at all). Its a bit crappy to add additional and unavoidable costs to the space poor and regular PvP'ers.



On ship crew. Usually no. Probably no. But what does a ship rating even do?
On boarding parties. Definitely No. Pirates did in fact blow things up and the scoop what they could find from the wreckage. With how quickly ships die in eve, who is going to use a boarding module that starts annoying rock paper scissors mini-games when the ship you are trying to board, and all his friends, are still shooting you?


On space weather, sure.


On BBB PvE, yeah, as long as the high paid stuff involves actually putting your ships in harms way. And group PvE in hi-sec thats not as exclusive as incursions would be nice. But it shouldnt pay huge amounts. There is a thread with similar thoughts here.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2015-06-16 18:12:14 UTC
Youre still proposing a theme-park, where you start off in hi-sec, and gradually and linearly progress to harder and more rewarding parts of the game. Randomizing the NPCs, making them less predictable and even having them adapt is good, but it will still get repetitive and it is still theme-park.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#8 - 2015-06-16 18:17:30 UTC
Lyra Gerie wrote:

1: No this is hilariously against the type of game eve is and won't happen. You want PvE stuff that others wont mess up play WoW. There is no safe place you learn to live with the danger and if not im sorry but you're playing the wrong game. Not to mention they somehow still connect? You're asking to create a mirrored game that is still somehow connected. Do you have any idea the BS they would have to go through setting up new servers and running another seed of the game just to give carebears an everyone is safe zone? Not to mention keeping it connected via WH space. Further it's a slap in the face to EVERY SINGLE PLAYER who has played this game. Their history, the **** they did that still reverberates to this day and with one update you want all that to disappear.

2: What is degrading in a ship and why? When my ship gets damaged I have to repair it one way or another so this technically already exists, further so with heat damage on modules, running out of ammo, repairing/replacing drones ect.
All ships a free cloak so you can take a break? If it takes 2 minutes to de/activate just log off and log back on it's literally faster and far less abuseable. And finally ramming but NOT in safe space. The only place ramming for damage could work is in safe space where it's the only offensive measures one can take. In non-safe space it would be a nightmare. The fact you proposed this shows you have never been part of a fleet or fleet battle. The amount of chaos this would bring is astounding.

3: This is the only minorly good idea. People have suggested a crew for ships before as well as boarding other ships. Most have come to the conclusion that either CCP won't do it because it adds far too many variables and or that boarding ships will take place souly on the DUST 514/Legion platform.

4: Space weather exists in WH space and given the hints from CCP titans might gain powers similar to WH space anomalies.

5: Drifter incursions are likely coming.



1. My procedural approach to design's a bit different than the political bases most people use for determining courses of action. What I want isn't necessarily at issue here. Some kind of PVP separation has recurred as an issue all through the game's history and remains today one of the most widely stated complaint. To not address it seems to be somewhat ignoring it as a problem, and I can't say I could do that. Obviously, quite a few people have left over it, so I would hardly say it's slapping every player in the face who's played the game. Largely, most of the players who've played the game are gone. Even now, the issue hasn't gone away despite attempts to say it isn't an issue.

So I included it. I included differences setting it apart from PVP space that should draw players in, I've done my best to make it no less dangerous (as CCP are on record saying that the people stating PVP is a huge turnoff aren't likewise stating ship loss.

More importantly, I simply think there's more to the game than that idea presents. There are a lot of PVP sandbox games out there, but few are like EVE. There's a lot more unique features to it that simply aren't being well-leveraged.

2. I added degradation specifically to make sure that ships have to be maintained at a far higher rate than they are currently. Today, if what I've read on these forums are to be believed, ships aren't meeting their ends at a prodigious enough rate, especially in nullsec. The materials haven't ever been consumed fast enough. More importantly, EVE relies on nullsec's players to provide a sense of isolation, danger, and especially long term tactical decision making. As this appears to not currently be seen from players specifically, I wanted to posit the risk of simply running out of fuel.

Also importantly, people will float around ratting in supercruisers, making pirate sites essentially NPC mining locations. Players think this is boring, but more cost-efficient. That seems to be because, even at those scales, it's sometimes better to make money by overwhelming targets with superior force. The point was to make it, for one, impossible to do at the largest scales, and two not particularly profitable to highball content.

In a PVP sense, the idea is more simple. At some point, especially with fluctuating resource levels I've proscribed, you will be maintaining a peak amount of capital-sized ships. Once you don't have enough to do it anymore, it provides an impetus to invade your neighbor.

3. I chose that particular reason (boarding) to use it as an example (to show that it can be done to make combat more complex by compounding layers without necessarily making you play the minigame alone. I fear that Dust 514 might have served that role well at one theoretical point, but it is going to have a major issue even in the best of times providing enough players for a boarding crew. Capsuleers vastly outnumber DUST soldiers. I wanted to make something that works throughout.

4. I'm proscribing something a bit more violent than that, something that might require a decent amount of attention to deal with in addition to what's going on around you. Players complained that space felt empty and vacant. Warping into a system-wide storm (especially given that your ship degrades over long, uninterrupted flights under stress) would be a bit more entertaining, I think.

5. Something likely is, but I'm looking for something a bit more complex and threatening than that. A lot of it relies on the former points, though.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#9 - 2015-06-16 18:33:55 UTC
Daichi Yamato wrote:
First, EVE is a full-time PvP sandbox. This is THE core principal that the game is built on. If you dont like that, you are simply playing the wrong game.

Other games that were also full time PvP sandboxes have tried to create PvE areas to accomodate theme park players with the goal of increasing subscription membership. It instead killed the games when most players put their money making operations where they are invulnerable and treat the PvP area like a mere arena, rather than full time sandbox. How would you truly attack someone if all you can do is destroy their throw away assets like PvP ships, and never their core industry, staging areas or logistics?

The kind of content that EVE was designed around is where risk is real, losses are harsh, lessons are hard and PvP is almost always non-consensual.



Second, i dont like the idea of ship upkeep because it introduces the concept of Cost to Play. Whilst buying ammo is a trivial amount, entirely avoidable and serves the purpose of giving fights longevity and creating meaningful choices, your talking about adding a cost to simply flying a ship, which we almost all must do, all the time. For many players, maintaining an arsenal is all the upkeep needed and regular PvP'res are not always space rich. They may have a large fleet of ships to maintain, and need to replace losses often. Some regular PvP'ers dont really like PvE much either.

So whilst it may be an interesting extra challenge for a carebear to have additional upkeep because they're often space rich and only have a few ships they ever use (if more than one at all). Its a bit crappy to add additional and unavoidable costs to the space poor and regular PvP'ers.

On ship crew. Usually no. Probably no. But what does a ship rating even do?
On boarding parties. Definitely No. Pirates did in fact blow things up and the scoop what they could find from the wreckage. With how quickly ships die in eve, who is going to use a boarding module that starts annoying rock paper scissors mini-games when the ship you are trying to board, and all his friends, are still shooting you?


On space weather, sure.


On BBB PvE, yeah, as long as the high paid stuff involves actually putting your ships in harms way. And group PvE in hi-sec thats not as exclusive as incursions would be nice. But it shouldnt pay huge amounts. There is a thread with similar thoughts here.


Again, is sandbox PVP the CORE PRINCIPLE? If you removed it, EVE still wouldn't have a lot of clones. But there are a LOT of PVP sandbox games around. You can play a bunch for free on your phone right now. I know that's been the refrain for a long time, but even back at the beginning, we may have to face the facts that EVE could actually be surviving and unique solely because of elements we tend to gloss over. After all, right now, the population is higher in hisec. Whatever their reasons for being there, if sandbox PVP is the core concept, people would all be out there doing it. You wouldn't, for example, complain that hiseccers are farming Sansha Incursions for so much money that they don't go to Nullsec. That's brought up a lot, and I've no reason to disbelieve it.

I step back and I see a lot to EVE that isn't done everywhere else. Sandbox PVP isn't its sole defining feature. To try to sell that, you're selling specifically and solely against other PVP sandbox games, many of which are at least making an effort to appeal to broader audiences. EVE's not going to win that fight, and it seems a shame we're dooming it to. EVE's not living in the age of EVE, it lives in the age of Minecraft, which is damn near a programming language now. It has no appreciable chance trying to recoup that market share using a mid-2000s development tactic.

On the second point, again, It serves a battery of purposes (or I wouldn't have recommended it). It serves to place an effective ceiling on PVP corporations as well, and drive PVP corp wars in "free space". Those are wars that aren't happening right now because, well, why would they? Upkeep, especially for large vessels, and fluctuating resources in that space, would provide a far better reason for corps to mix it up than they do now.

It's also meant, in this sense, to force PVE players to build infrastructure. The intention is to make it hard to upkeep a station in the middle of nowhere, even in PVE space. Likely more so in these examples, largely because the attacks are always coming in treaty space, whereas you can at least count on free space to abide by laws of player self interest. Players won't attack unless they need to or think they can win. I try to think outside confines, especially sociopolitical, confines. Design either works or it doesn't, and if it does work it can be made to work better.

But, in the end, it is a tax on the poor. Then again, a player issue is that you shouldn't fly a supercruiser if you're just a space bum. That'll make that happen. Sometimes you do need to add unavoidable costs to the spacepoor and regular PVPers, in fact to everyone, just to make sure they're spending their time biting off adult-sized bites. Both PVPers and PVEers right now go for low hanging fruit.

On ship crew, it's to award people who don't die often and are constantly surviving difficult content, PVE or PVP, with a bit of a non-ship advantage. Suiciding is exceptionally prominent right now.

On boarding parties, plenty of players think combat's fairly boring (that's why "every few seconds") It also gives pirates a chance to increase the risk and potential reward. Pirates were trying, in days of olde, to board the ships and take the goods off. Most of it sunk with the ship if it did, we just don't presently have that option.

-continued below-

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#10 - 2015-06-16 18:39:09 UTC
Constantin Baracca wrote:


Again, is sandbox PVP the CORE PRINCIPLE? If you removed it, EVE still wouldn't have a lot of clones. But there are a LOT of PVP sandbox games around. You can play a bunch for free on your phone right now. I know that's been the refrain for a long time, but even back at the beginning, we may have to face the facts that EVE could actually be surviving and unique solely because of elements we tend to gloss over. After all, right now, the population is higher in hisec. Whatever their reasons for being there, if sandbox PVP is the core concept, people would all be out there doing it. You wouldn't, for example, complain that hiseccers are farming Sansha Incursions for so much money that they don't go to Nullsec. That's brought up a lot, and I've no reason to disbelieve it.

I step back and I see a lot to EVE that isn't done everywhere else. Sandbox PVP isn't its sole defining feature. To try to sell that, you're selling specifically and solely against other PVP sandbox games, many of which are at least making an effort to appeal to broader audiences. EVE's not going to win that fight, and it seems a shame we're dooming it to. EVE's not living in the age of EVE, it lives in the age of Minecraft, which is damn near a programming language now. It has no appreciable chance trying to recoup that market share using a mid-2000s development tactic.

On the second point, again, It serves a battery of purposes (or I wouldn't have recommended it). It serves to place an effective ceiling on PVP corporations as well, and drive PVP corp wars in "free space". Those are wars that aren't happening right now because, well, why would they? Upkeep, especially for large vessels, and fluctuating resources in that space, would provide a far better reason for corps to mix it up than they do now.

It's also meant, in this sense, to force PVE players to build infrastructure. The intention is to make it hard to upkeep a station in the middle of nowhere, even in PVE space. Likely more so in these examples, largely because the attacks are always coming in treaty space, whereas you can at least count on free space to abide by laws of player self interest. Players won't attack unless they need to or think they can win. I try to think outside confines, especially sociopolitical, confines. Design either works or it doesn't, and if it does work it can be made to work better.

But, in the end, it is a tax on the poor. Then again, a player issue is that you shouldn't fly a supercruiser if you're just a space bum. That'll make that happen. Sometimes you do need to add unavoidable costs to the spacepoor and regular PVPers, in fact to everyone, just to make sure they're spending their time biting off adult-sized bites. Both PVPers and PVEers right now go for low hanging fruit.

On ship crew, it's to award people who don't die often and are constantly surviving difficult content, PVE or PVP, with a bit of a non-ship advantage. Suiciding is exceptionally prominent right now.

On boarding parties, plenty of players think combat's fairly boring (that's why "every few seconds") It also gives pirates a chance to increase the risk and potential reward. Pirates were trying, in days of olde, to board the ships and take the goods off. Most of it sunk with the ship if it did, we just don't presently have that option.

-continued below-


On ship rating, it would be primarily to scale, underscale, or overscale missions. Players complained that PVE can't be difficult enough. I beg to differ, but the game needs to be able to tune the difficulty. It does mean larger ships and larger fleets will need to deal with a larger bevy of potential targets, ones they can't predict the makeup of. That's key to creating a more dangerous PVE scenario.

I'd like ship weather to be a little naster than a space anomaly, especially in treaty space, where I expect some of it to be lethal to inexperienced pilots (this might be a bit much for the PVPers).

And, finally, the entire point would be to make all PVE FAR riskier than it is right now. Essentially, once it's not a burden to the PVP players, there is no reason not to crank the difficulty knob as high as it will go. After all, people said they don't want PVP everywhere, but they don't mind ship loss. You can make PVE pretty destructive if you're not handling players with kid gloves, especially in unsafe space. Right now, players fill that role, and their track record is mediocre. They pick targets in their interest to attack, it's in their nature. They don't attack for the sheer sake of blowing up a ship, simply because it's there, even if they have no chance of surviving the full battle. PVE NPCs can, you just have to make them a bit meatier than CCP has so far.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#11 - 2015-06-16 18:43:09 UTC
Daichi Yamato wrote:
Youre still proposing a theme-park, where you start off in hi-sec, and gradually and linearly progress to harder and more rewarding parts of the game. Randomizing the NPCs, making them less predictable and even having them adapt is good, but it will still get repetitive and it is still theme-park.


That's not a bad point. It might be prudent to make sure that the danger is always there, only from differing sources? I'd like the starter areas to be a little kid-gloves while players learn the ropes, but if we're removing that security as a linear element, we'll need to be creative in the threats in hisec.

Perhaps we can tune hisec threats to be more singular, as spies, or pirates in beltways. Low security space, being more of a border ground, can perhaps have the MOST PVE elements around, and Nullsec has the largest, but fewer?

Or, it could be that all PVE content, the missions, anomalies, even ore, scale to all degrees in hisec, lowsec, and nullsec, it's just a measure of how much player involvement is necessary and the availability of supplies?

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Daichi Yamato
Jabbersnarks and Wonderglass
#12 - 2015-06-16 18:53:18 UTC
Constantin Baracca wrote:


Again, is sandbox PVP the CORE PRINCIPLE?


Yes. Source
Quote:

The essential core concept of EVE Online is that it is full time PvP in a sandbox
environment.
As has been mentioned in previous sections any player can
engage another player at any time in any place. In high-sec space there
may be consequences if a pilot attacks another without just cause, but they
can still make that attack if they wish. In low-sec and null-sec, there are no
limitations to PvP at all. Some of the wide variety of PvP styles are described
in more detail below.

7.1 WHAT FORM DOES PVP TAKE IN EVE?
There are various ways that players can engage with others in EVE. Simple
combat is one of the most common forms of PvP; ranging from a one-on-one
fight between frigates or cruisers to a massive fleet battle with battleships,
dreadnoughts, carriers or even titans, with hundreds or thousands of pilots
involved. Then there is Factional Warfare and Duelling as mentioned previously.
There are a variety of ways to make your way in EVE if you wish to concentrate
on PvP; you can be a pirate – preying on pilots on popular trade routes or taking
part in ‘gate camps’, where you lie in wait for pilots who jump from system
to system. Maybe you’d prefer to become a bounty hunter; tracking down
other pilots for a rich reward or the simple glory of the kill. Or even become
a renowned fleet commander; directing the actions of hundreds of other pilots
in one of the massed battles mentioned earlier. The choice, as with all things in
EVE, is yours.

7.2 CAN I AVOID PVP COMPLETELY?
No; there are no systems or locations in New Eden where PvP may be
completely avoided. The safest systems are the ‘rookie systems’ where new
players start their journey in EVE. In high-sec systems, you are less likely
to be attacked since CONCORD will exact retribution on pilots who attack
another pilot without good reason. But, for example, if you are flying a ship
with a high value cargo, a player may attack you to destroy the ship and steal
anything from the wreck if they think that it’s worth the effort. Such attacks
are known as ‘ganking’ and if the profit they’ll make is sufficient, pilots are
willing to accept the expense of losing their ship to CONCORD and having
their security status lowered for their crimes. So it will be up to a pilot to remain
vigilant wherever they may be flying and be ready for anything at any time.


The best way to make sure that the danger is always there is to throw other players into the mix and face them off eachother.

Players are the most creative.
Players are the most adaptive.
Players are the most unpredictable.
Players are the most immersive.
Players are the most interactive.

Sure, PvE can definitely be improved upon. But other players are the most interesting challenge you will ever face and the most interesting allies you will ever have.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ralph King-Griffin
New Eden Tech Support
#13 - 2015-06-16 19:11:45 UTC
Stopped reading exactly here
Quote:
High Security (1.0-0.6) space means that players don't have to worry about anything

no.
Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#14 - 2015-06-16 19:12:06 UTC
Daichi Yamato wrote:
Constantin Baracca wrote:


Again, is sandbox PVP the CORE PRINCIPLE?


Yes. Source
Quote:

The essential core concept of EVE Online is that it is full time PvP in a sandbox
environment.
As has been mentioned in previous sections any player can
engage another player at any time in any place. In high-sec space there
may be consequences if a pilot attacks another without just cause, but they
can still make that attack if they wish. In low-sec and null-sec, there are no
limitations to PvP at all. Some of the wide variety of PvP styles are described
in more detail below.

7.1 WHAT FORM DOES PVP TAKE IN EVE?
There are various ways that players can engage with others in EVE. Simple
combat is one of the most common forms of PvP; ranging from a one-on-one
fight between frigates or cruisers to a massive fleet battle with battleships,
dreadnoughts, carriers or even titans, with hundreds or thousands of pilots
involved. Then there is Factional Warfare and Duelling as mentioned previously.
There are a variety of ways to make your way in EVE if you wish to concentrate
on PvP; you can be a pirate – preying on pilots on popular trade routes or taking
part in ‘gate camps’, where you lie in wait for pilots who jump from system
to system. Maybe you’d prefer to become a bounty hunter; tracking down
other pilots for a rich reward or the simple glory of the kill. Or even become
a renowned fleet commander; directing the actions of hundreds of other pilots
in one of the massed battles mentioned earlier. The choice, as with all things in
EVE, is yours.

7.2 CAN I AVOID PVP COMPLETELY?
No; there are no systems or locations in New Eden where PvP may be
completely avoided. The safest systems are the ‘rookie systems’ where new
players start their journey in EVE. In high-sec systems, you are less likely
to be attacked since CONCORD will exact retribution on pilots who attack
another pilot without good reason. But, for example, if you are flying a ship
with a high value cargo, a player may attack you to destroy the ship and steal
anything from the wreck if they think that it’s worth the effort. Such attacks
are known as ‘ganking’ and if the profit they’ll make is sufficient, pilots are
willing to accept the expense of losing their ship to CONCORD and having
their security status lowered for their crimes. So it will be up to a pilot to remain
vigilant wherever they may be flying and be ready for anything at any time.


The best way to make sure that the danger is always there is to throw other players into the mix and face them off eachother.

Players are the most creative.
Players are the most adaptive.
Players are the most unpredictable.
Players are the most immersive.
Players are the most interactive.

Sure, PvE can definitely be improved upon. But other players are the most interesting challenge you will ever face and the most interesting allies you will ever have.


Unfortunately, I disagree, and you've got the forums at your disposal. That's where I got the information from. Everywhere you look, players are complaining that players are not creative, they are doing only that which is best for their bottom line.

They say they aren't adaptive, they constantly say that new changes are a reason to quit.

They are not unpredictable, when you can readily quantify just about everything they do save their annual hisec burns by their own self interest. They rarely surprise you, unless you're surprised that people search space looking to limit their risk.

Players aren't the most immersive because players don't immerse each other, they simply cohabit space. Otherwise, you wouldn't have hisec be both the most populated and sport the highest turnover rate in the game.

Players aren't the most interactive either, as if a player shows up and you have a larger fleet, they do their best to not interact. In fact, whole beginning game guides are instruction guides telling new players how to limit their interaction.

So, go ahead and re-read that, and then read the forums. Talk to your friends. Ask yourself, "Does CCP, and have they ever, understood their own game?" That's the most common refrain I've read, that CCP has no idea how their game even works, that they're throwing hopeful fixes at the wall hoping to bring their game back to life, and that they very often trip over their own feet.

So what makes you think they know what is good about their game? Or even games in general? We give companies like Blizzard ****, and in fact most players here look down their noses at the unenlightened masses, but those companies and those masses aren't just making and playing more successful games, they've made Minecraft, not EVE, the buzzword sandbox game.

Why, if nobody thinks CCP knows what they're doing, are you so adamant to assume that they know what sets their game apart? I just gave you perfectly sound logic for why I think that the idea that only a core PVP sandbox is central to the game, so I'm not sure why you then say that CCP saying so makes that any less reasonable.

Why should I think that CCP, having squandered media publicity, hype, and reputation to never rise farther than a few hundred thousand subscribers, are righteous and correct?

I'm sorry, I think they're wrong. Dead wrong. And the proof is right there, in their concerns. Their major concern, right now, is that they aren't getting people into nullsec to join corps to experience their PVP sandbox. If that's true, right now, and a core concern behind their development, how can the above statement be in any way true? If the essential core concept of EVE Online is it is a full time PVP in a sandbox environment, as they said, then what are all these people doing avoiding it?

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Black Pedro
Mine.
#15 - 2015-06-16 19:37:21 UTC
Constantin Baracca wrote:
I'm sorry, I think they're wrong. Dead wrong. And the proof is right there, in their concerns. Their major concern, right now, is that they aren't getting people into nullsec to join corps to experience their PVP sandbox. If that's true, right now, and a core concern behind their development, how can the above statement be in any way true? If the essential core concept of EVE Online is it is a full time PVP in a sandbox environment, as they said, then what are all these people doing avoiding it?

CCP knows exactly what game the set out to make - an open-world, always PvP sandbox game. You can claim that they are clueless or mistaken, but that does not change the fact that this is core concept they used while designing the game. Representatives of CCP have reiterated this many, many times and it is even in their New Pilot FAQ as linked above.

Avoiding "PvP", or perhaps more accurately avoiding getting blown up is a perfectly acceptable way to play the game. If you get your thrills from playing the prey item and escaping from the wolves, that is a great way to play the game. That risk of loss and destruction is what enables one of the gems of Eve - the player-driven economy - and makes industrial efforts meaningful. That is the 'special sauce' that sets Eve apart from other games and has been responsible for success. How many other MMOs launched in 2003 are still around?

Why aren't players flocking to nullsec? Well that is a direct result of CCP shying away from their vision over the last few years and making highsec too lucrative and too safe. Players aren't stupid and will take the best risk vs. reward option to make an income and this is currently in highsec. This is a perfect example of why your vision of a PvE zone is impossible. Why would anyone take the risk of earning a living in the PvP zone if they can do it with 100% safety in a PvE zone?

CCP Seagull seems on to this though and CCP seems to be making incremental steps to fix this problem. Highsec is about to get a lot less safe as she directs the game back to its core principals of risk vs. reward and player, rather than NPC, driven stories. Therefore, unless there is a complete 180 change in development direction, none of your ideas have a chance of being implemented. I would suggest you look at other games on offer rather than trying to change Eve into something it is not nor never meant to be.
Daichi Yamato
Jabbersnarks and Wonderglass
#16 - 2015-06-16 19:38:59 UTC  |  Edited by: Daichi Yamato
Eve isnt a game for everyone. It does not have to be the most 'successful' game ever made. It just has to be the game CCP want to make, and the players looking for that bad-ass, survival of the fittest, no mercy environment will play it and have been playing it for years. The players that come looking for another theme-park quite rightly lose interest. Hence the 'WOW is that way -->' mantra.

To change the core principal would be to alienate its core player base (see Ultima Online). And If you noticed, the safer the game has become, the more 'stagnated' it has become and the more players that have gotten bored. So CCP had the game right to begin with, and subs consistently grew, but they started to screw things up when they got soft, and people started leaving because the game was less hard core and the theme-park players are never happy anyways unless they have an impossible amount of new content updated impossibly frequently. (see blizzard)

Far better than changing the existing EVE to pander to theme-park players, would be if the theme-park players went to the games that were more suited to them. You said there was plenty.

As for people avoiding PvP, 100 000 kills in seven days., 4 000 players in one fight.

edit- oh and i also hear that when new players are ganked, they actually stick with the game longer than those who aren't.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#17 - 2015-06-16 20:02:31 UTC
Daichi Yamato wrote:
Eve isnt a game for everyone. It does not have to be the most 'successful' game ever made. It just has to be the game CCP want to make, and the players looking for that bad-ass, survival of the fittest, no mercy environment will play it and have been playing it for years. The players that come looking for another theme-park quite rightly lose interest. Hence the 'WOW is that way -->' mantra.

To change the core principal would be to alienate its core player base. And If you noticed, the safer the game has become, the more 'stagnated' it has become and the more players that have gotten bored. So CCP had the game right to begin with, and subs consistently grew, but they started to screw things up when they got soft, and people started leaving because the game was less hard core and the theme-park players are never happy anyways unless they have an impossible amount of new content updated impossibly frequently. (see blizzard)

Far better than changing the existing EVE to pander to theme-park players, would be if the theme-park players went to the games that were more suited to them. You said there was plenty.

As for people avoiding PvP, 100 000 kills in seven days., 4 000 players in one fight.


I think this is a problem, because it's socio-political rather than design-oriented. The game doesn't necessarily have to be for everyone, nor be the most successful game ever made. However, not taking advantage of its full breadth is leaving money, and potential, on the table. That's a fairly different doctrine than people withing for bad-ass, survival of the fittest, and no mercy. Wildstar, a regular old theme park game that went F2P recently, had raiding badder than any part of EVE. Only a few teams ever completed it, and their 40 man raids, since abandoned, were completed by one, and only one, team.

And you may glance down your nose at them, but it was killing far more than that if you're measuring by death.

I think a major problem is that a lot of players have invested a bit of personal pride in the game, but ignore the responsibility that went with it. Say what you want about other games which didn't try to outsource that way, when they failed, they failed because the content they made wasn't that good.

Right now, for all the posturing, not only isn't EVE's "content" very good compared to the rest of the gaming sphere, it doesn't even seem to be enjoyed by the majority of the game's current population on a regular basis. CCP is trying very hard to MAKE players get involved with you.

I think that's why players feel so insulted by the idea that PVE might be necessary; it's hard to face the idea that your best isn't good enough. I don't know why those same players didn't take the word that CCP was trying their very best to make the game encourage or force people out of hisec to play the game you're talking about, but that's about as big a blow to your image of the game as there could be.

It might just be that hisec constantly cycled players, and a few actually liked the game and stayed longer. Now that hisec is cycling fewer players, the tap has run dry. There are faster games out there now, ones promising the exact same things EVE supposedly promises, ones with a better claim on the whole "you need skill" idea.

And, without being in a position to capitalize on the parts of their game that are truly unique, EVE's not finding itself relevant. The problem is that people approach this game like Southern Baptists, already set in their ways with their minds made up that only one way, their way, is righteous. Even when the objective evidence is out there to prove that the world isn't that way.

EVE is hard? Brutal? Complex? Unforgiving? Flexible? Compared to what? Have you looked at what the game really is, stripped it down, and questioned the conviction? Is playing in a PVP game, where victory and defeat are both ascertained for at least one side, really harder than a game mercilessly stomping players over and over for weeks, maybe months, at a time? Is EVE really that complicated compared to any other game in existence? Is EVE really the game that gets to uphold the content mantle?

A major part of the problem is telling players they are a major part of the problem. I know no one wants to hear it, but CCP is fighting to make us palatable, EVE is struggling for any kind of modern relevance, nullsec has stagnated, hisec hosts the most online players, and nobody wants to play with us.

I'm just looking for solutions. Broad ones, ones that use parts of EVE that are right now of only ancillary concern. I'm trying not to get into the obvious, but we, as players, just aren't cutting it as content anymore. No one thinks we're entertaining or fun, no one wants to consume us. We aren't drawing new players in faster than they're leaving.

I'd like to blame CCP for that, and they share that blame to a degree for not seeing this coming, but maybe it's time to leave the arrogance at the door. If you really want to say we're in competition with other games, the other games have won and will always have won. It was just harder to notice until just now, when EVE started to lose their hold on the niche they could count themselves lucky to monopolize.

I understand if you don't like it, but it's not like my proposal would take anything away from you. EVE isn't just struggling, it's becoming a bitter recluse whose friends are dying and leaving us all alone.

I just don't want to see EVE become that. It's got far more to it that hasn't even been utilized yet to become that. It could be so much more than it is today, and that's on us, too.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#18 - 2015-06-16 20:24:16 UTC
Black Pedro wrote:
Constantin Baracca wrote:
I'm sorry, I think they're wrong. Dead wrong. And the proof is right there, in their concerns. Their major concern, right now, is that they aren't getting people into nullsec to join corps to experience their PVP sandbox. If that's true, right now, and a core concern behind their development, how can the above statement be in any way true? If the essential core concept of EVE Online is it is a full time PVP in a sandbox environment, as they said, then what are all these people doing avoiding it?

CCP knows exactly what game the set out to make - an open-world, always PvP sandbox game. You can claim that they are clueless or mistaken, but that does not change the fact that this is core concept they used while designing the game. Representatives of CCP have reiterated this many, many times and it is even in their New Pilot FAQ as linked above.

Avoiding "PvP", or perhaps more accurately avoiding getting blown up is a perfectly acceptable way to play the game. If you get your thrills from playing the prey item and escaping from the wolves, that is a great way to play the game. That risk of loss and destruction is what enables one of the gems of Eve - the player-driven economy - and makes industrial efforts meaningful. That is the 'special sauce' that sets Eve apart from other games and has been responsible for success. How many other MMOs launched in 2003 are still around?

Why aren't players flocking to nullsec? Well that is a direct result of CCP shying away from their vision over the last few years and making highsec too lucrative and too safe. Players aren't stupid and will take the best risk vs. reward option to make an income and this is currently in highsec. This is a perfect example of why your vision of a PvE zone is impossible. Why would anyone take the risk of earning a living in the PvP zone if they can do it with 100% safety in a PvE zone?

CCP Seagull seems on to this though and CCP seems to be making incremental steps to fix this problem. Highsec is about to get a lot less safe as she directs the game back to its core principals of risk vs. reward and player, rather than NPC, driven stories. Therefore, unless there is a complete 180 change in development direction, none of your ideas have a chance of being implemented. I would suggest you look at other games on offer rather than trying to change Eve into something it is not nor never meant to be.


Again, think about this. Literally stand back from the game and examine what you're saying. If PVP actually IS the core of this game, and the failure is that EVE game someone ANYTHING else to do, and you think that taking that away is going to be the answer?

How does that, in any way, make what I said less of an issue? I mean, is any of that actually wrong? Is the idea that people don't want to play with us, so we should make sure people have less reason to get away, making any sense? If people are already choosing NOT to engage with your supposed core dynamic, is that really what you want to hang your hat on?

I mean, how often does WoW have a crisis where people aren't taking their characters to places to kill things? How many people are avoiding their linear progression and causing Blizzard to think about how to get them to play the core part of their game? When was that EVER a good sign?

What I'm trying to get at here is that CCP might not only be unaware of its own weaknesses, they may also be unaware of their own strengths. That's also a major reason why people have a tendency to respond to my post with just "No," rather than a functional argument. The problem is that all this works. It isn't hoping for anything, it isn't trying to even make the world nicer for everyone. It's giving people an alternative to us, and the sad fact is that it works when you have an alternative to anything.

As an aside, Final Fantasy XI released in 2002 and is still operational. It is currently seeing its last major content patches this year (Square Enix have another Final Fantasy game that's largely taken its place). So it's not as crazy as you might think. It's also still a subscription game (color even me personally surprised). And that game had a LOT less going for it than EVE did or does.

I mean, look, we can keep telling people on CCP's behalf to take their business elsewhere, but if nothing else that seems to now have become very effective. In 2003, EVE had a LOT less competition on offer. There weren't a lot of Sci-Fi MMORPGs, even fewer were in ships. The entire sandbox v. themepark fight was in full swing. But that argument's passed us; most gamers went with option C and decided to have both. That fight ended a long time ago.

Why not discuss options? Or question our old stereotypes? Why wouldn't we get a BETTER PVP experience out of it?

It seems like, before we ever tried even discussing specific proposals and really questioning if it was a bad thing, people get defensive. It's not necessary. It's especially not necessary to make sure we're telling people who don't buy our anachronistic issues that they ought to just leave. They've got plenty of MMORPGs, plenty of sandboxes, plenty of PVP, but there is only one EVE. I can't see the good in calling it our lawn.

I mean, it isn't like I just proposed plopping the two spaces next to each other equally. At this point, I'm pretty sure the PVE area I outlined would be more dangerous than nullsec PVP is now. Treaty Space is, at least, specifically designed to try to kill you to various degrees, not give you a piece of territory that is safe. A major issue is now that PVE is nothing more than a ship-shaped ore site and PVPers are waiting and wanting for soft targets in hisec rather than clashing with each other.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2015-06-16 20:27:08 UTC
Perhaps the arrogance is coming into a game thats made because its been fun to make it that way, and then tell them they are doing it wrong and that they have to sacrifice their core values, their longest standing players and sell their souls to the band wagon...

And you've literally just said the 'problem is telling players they are part of the problem' and then implied its older players liking the game the way it is that are the problem. We arent drawing new players as much as they are leaving because the game has become increasingly care bear friendly and boring. Turn the clock back a few years when it was easier to prey on other players (especially in hi-sec) and subscriptions were soaring.

Its not like your proposal was thrown out the door before it had a chance. Other games have tried it, and they died because of it.

We're just saying, dont kill our game. Go play your game.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#20 - 2015-06-16 20:57:08 UTC
Daichi Yamato wrote:
Perhaps the arrogance is coming into a game thats made because its been fun to make it that way, and then tell them they are doing it wrong and that they have to sacrifice their core values, their longest standing players and sell their souls to the band wagon...

And you've literally just said the 'problem is telling players they are part of the problem' and then implied its older players liking the game the way it is that are the problem. We arent drawing new players as much as they are leaving because the game has become increasingly care bear friendly and boring. Turn the clock back a few years when it was easier to prey on other players (especially in hi-sec) and subscriptions were soaring.

Its not like your proposal was thrown out the door before it had a chance. Other games have tried it, and they died because of it.

We're just saying, dont kill our game. Go play your game.


I said it's a major part of the problem, and unfortunately, not only don't I imply the problem is older players, I think that's completely wrong. I think the problem is the system that does it. Why do you think you all are so sensitive about the game? You're set up, by the game, to think and act a certain way. Seriously, did you tell yourself that subscriptions were soaring when you could kill anything you wanted? That was back when WoW still outnumbered this game on an order of magnitude that was hard to imagine. So why do you apply "soar" to subscriptions? Because it was high? Seemed high? Subscriptions for EVE have never been "high", as was pointed out earlier. The way it's being described here, it wasn't even the point to have subscribers.

The reality is that there were a lot of players because what used to be a subscription business was then going through a huge fight over how we fund games. As the subscription pool eddied, people showed up in the last subscription games available. Unfortunately, that means that subscriptions are also going to lose their war soon. WoW is down in numbers, FFXIV is down in numbers, and EVE is fairly well drowning.

One of the major conversions we're seeing is subscription gamers to F2P games, and a major reason that's happening is that the difference between a subscription game and a F2P game, in any of its forms, is growing slim. Is EVE giving us anything Elite:Dangerous isn't or that Star Citizen isn't promising?

Despite that, EVE survives not on the strength of its PVP, which has recently failed, but on the strength of hisec, which now has a huge disparity in population. And that's very crazy when you think that not only is hisec the antithesis to what you and CCP both think of the game's strengths, but that it hasn't received a lot of development. That's why the idea that "the game got soft and then everyone left" doesn't seem to make sense, the softest part of the game is right now the most populated and CCP is desperately trying to get people into the "harder" game.

That's why this is so tough. People are, very literally, picking hisec life over nullsec. To say that nullsec is the game's core and the game is failing because the game got more diverse doesn't make an awful lot of sense, unless the problem is that it isn't core players supporting the game while theme parkers file through, the problem is that nullsec players are very busily looking for easy targets that are slimmer pickings.

If only older players are the ones in nullsec shying away from each other and turning to suicide ganking in hisec, this would be the first I've heard of it. And the biggest problem, by far, is that there's nothing you actually CAN do about it. The game itself, despite what you've said about its nature, is wired to make the players in this game into exactly what they are right now. All CCP did lately was throw hisec players a bone, Sansha Incursions. And if Drifter Incursions are coming (as has been mentioned), CCP might be burning both ends of the candle.

My proposal might not be popular with you, but it doesn't seem to be because of things you don't like about it, it's because of things you don't want other people to engage in. Even though the proposal very specifically makes living in Treaty Space less profitable, gives you less options for advancement, takes away your ability to have capitals, and is very literally more lethal simply by making the NPCs a voracious consumer that wears you down as you travel, you're afraid of it because it might change your core understanding of the game.

It shouldn't alienate you. It doesn't take anything away. By all accounts right now, it would be a blanket improvement and would give you all the reason in the world to go into Free Space that people simply are not taking going into nullsec. I simply think it's a bad idea to put pride on the line and say we shouldn't have anything that isn't in the game right now because other people will get something they might enjoy better than us.

And you can feel free to dislike that ideology of inclusion; you wouldn't be alone. But that's not turning EVE into some feathery themepark, it'd be making it a damn sight more dangerous than anything CCP is proposing to turn the players into. At least I'm not just threatening newbie freighters with my proposal, I'm threatening everybody and everything to different degrees. If you don't think I'm making it threatening enough, I'm perfectly amenable to making it more lethal.

The problem is that, even at its height, 4000 ships in a once-in-a-while battle and 100,000 ships in a day is candy floss to the dead bodies people are leaving in other games (a game with just 20 different 20 man raiding teams would do 4000 deaths in ten wipes), and we can't say that dying is costing us any more than a percentage of our money and a run back either. The problem isn't fear, or ship loss, or anything you've been conditioned to think.

They just don't want to play with us.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

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