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Is there a shortage off Low- and Nullsec players?

Author
Fatbear
The Scope
Gallente Federation
#41 - 2012-05-14 10:41:49 UTC
I don't claim to be a tzar of Eve, a PvP genius or a high-sec carebear. This is an opinion based on dabbling in all three over many many years of playing Eve, and even more time spent keeping track on the political metagame and gamestate. Ultimately it's just .2c though, but here goes.


Simply put, the present risk vs reward is massively broken.


The way Eve portrays itself:
Highsec - safe, secure, some money to be made, predominantly in trade and industry
Lowsec - great money to be made but at some risk, skirmish/light PvP and a degree of lawlessness
Nullsec - millions to be made but totally lawless and risk of death at every moment

The way Eve really is:
Highsec - millions to be made, trade & industry, missions, incursions, the list is long; in some ways even more unsafe than both low and null (if someone suicide ganks you, they'll only do it if guaranteed a kill, so your chances to escape are inherently zero)
Lowsec - ...erm, you can make money in lowsec? PvP is anything but light/skirmish since gateguns fry anything smaller than BCs/HACs
Nullsec - some people say millions to be made, some say not, my own experience of 0.0 is that it's dull beyond highsec mission running with barely anything happening, I got jumped less during a year in 0.0 than I did mission running in a 0.8


Proportionate income between high, low and null is just completely skewed, especially for lowsec (you either ninja into null for rats, or have a highsec mission alt). PvP costs money, lots of money, and the easiest way to make it is just to pop back into highsec. Combine in things like jump bridges, jump freighters and blockade runners and you've removed any and all opportunities for commerce raiding/trade-route control (which meant skirmishes and fights over said trade-routes).

Players are like electricity - will always take the path of least resistance. So many game mechanics and tools have been put in place to avoid resistance, it's becoming stagnant of its own making.
Aron Croup
Incompatible Protocol
#42 - 2012-05-14 13:29:56 UTC  |  Edited by: Aron Croup
Tao Zazen wrote:
Perpetual? Perhaps -- if you mean balanced in such a way as to be sustainable as an on-line game. Meaningful? Hmm. There is nothing fundamentally "meaningful" in gaming. It's just entertainment.


I strongly disagree with that point. When thousands of people come together to build anything, virtual or physical, it is not meaningless. EVE Online is a prime example that doing something meaningful and being entertained are not mutually exclusive. That is also one of the reasons people are so passionate about the game and vocal in their opinions of future changes.

Tao Zazen wrote:
My view is that if CCP's market research indicates that EVE online would do better financially in the long run as a more PvP -focused game, then that is certainly the direction they should go.


Again, I strongly have to disagree. If CCP market research indicates that EVE Online would do better financially in the long run as a more Panda focused carebear game, then that is certainly the direction they should go? If profits and the bottom line was the only interest, there are other businesses you can go into where you can make more money. Last summer we saw what happens when CCP adopted the thinking of marketing people and accountants into their game design, and it was not a pleasant sight.
Iamien
Deep Core Mining Inc.
Caldari State
#43 - 2012-05-14 13:52:52 UTC  |  Edited by: Iamien
Us null-players are just using exposure therapy to get the high-sec players used to the idea of losing ships in violence. Once they get over it, they may want to do the blowing up themselves.

It's like their first fight in fight-club. Rule #3.

Honestly the problem is that high-sec dwellers over-value and over-invest in their ships.
Ituhata Saken
Killboard Padding Services
#44 - 2012-05-14 14:28:08 UTC
IMO, the problem with nullsec is it takes too long for anything fun or meaningful to happen. Roams , Gate Camps, Fleet Ops, it doesn't matter. Almost every time its hours of waiting for 5 minutes of actual combat. Fleet Ops are the worst, you could literally spend hours waiting for precisely nothing to happen. Then the actual mechanics of sovereignty warfare, ugh....

Also, the problem with 0.0 alliances and corps is it requires too much dedication from its players. I like to afk....alot. It gives people the illusion I have better things to do with my time than sit on teamspeak waiting for a pilot in distress.

So close...

Vaerah Vahrokha
Vahrokh Consulting
#45 - 2012-05-14 14:58:29 UTC
Ituhata Saken wrote:
IMO, the problem with nullsec is it takes too long for anything fun or meaningful to happen. Roams , Gate Camps, Fleet Ops, it doesn't matter. Almost every time its hours of waiting for 5 minutes of actual combat.


I have the same feeling. When I was in 0.0 it was boring to tears for most of the day.

If the 0.0 players had so much fun in 0.0 they would not spend all this time posting on the forum but would pew pew.
Alavaria Fera
GoonWaffe
#46 - 2012-05-14 15:19:20 UTC
Vaerah Vahrokha wrote:
Ituhata Saken wrote:
IMO, the problem with nullsec is it takes too long for anything fun or meaningful to happen. Roams , Gate Camps, Fleet Ops, it doesn't matter. Almost every time its hours of waiting for 5 minutes of actual combat.


I have the same feeling. When I was in 0.0 it was boring to tears for most of the day.

If the 0.0 players had so much fun in 0.0 they would not spend all this time posting on the forum but would pew pew.

I like to post while sitting on a titan or shooting a POS. When do you like to post?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Iamien
Deep Core Mining Inc.
Caldari State
#47 - 2012-05-14 15:47:19 UTC
when "afk" cloaking 4 system simultaneously in cyno covops.
TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#48 - 2012-05-14 16:18:39 UTC
The way I view things is this.

Imagine we're all at a water park, loads of us as splashing around in the pool having a whale of a time (water based pun), a load of us are off on all the water slides and various other rides.


Then some of us are sat in the kids pool taking in the sun.


There's no real issue with any of these things, it's just those of us having fun in the pool and on the slides want those in the kids pool to come join us.


But this is eve, so "hey, it'll be way more fun over here, come play" get's substuituted with "yooo is teh problems, I HATE YOOO, DIE DIE DIE"
Pinstar Colton
Sweet Asteroid Acres
#49 - 2012-05-14 16:35:29 UTC
The world changes depending on if you are flying solo or if you are part of a group. High sec is a soloer's dream. Literally anything short of setting up a POS can be done by one person with enough time. Coordination and trust do not come easily for players in EVE, which is why High Sec is so popular.

Low sec is not quite the meatgrinder that its reputation holds it to be, but solo activities there are certainly more risky. A careless player will quickly pay for their risk before they can reap the reward. Profiting in low sec depends on being wise enough to find things that are rewarding enough to justify the risk...or to work with a group to reduce your overall risk.

I do not have experience in Null, so I cannot comment on that aspect of space.


In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

Zyress
Caldari Provisions
Caldari State
#50 - 2012-05-14 17:10:05 UTC
JitaPriceChecker2 wrote:
Romar Agent wrote:


But from a gameplay perspective people are having different goals and different levels of dedication. As far as I can see, the different levels of security space are catering to all players just fine.

Maybe? Or not?



Carebears what everything being safe and available to them.
The effects of this people dont mine or rat in 0.0 or low-sec becuase there is no reason for them to do so becuase of security of hi sec.
What this then creates is lack of targets for PVP for attackers and defenders, no reason to PVP and game stagnates.

Summing up yes , everything is connected and CCP must take consideration to upkeep game life cycle part of which is destruction.


And what would be the differrence if this destruction came from tougher PVE content instead of lo-sec/null-sec pvp? The ships would still blow up the economy would still roll, and the lo-sec/null-sec crowd would still be whining because they all made nice with each other and don't fight each other anymore. So they sit around bored in their gate camps hoping some non-blue will jump through.
Takseen
Federal Defense Union
Gallente Federation
#51 - 2012-05-14 17:30:24 UTC
Lexmana wrote:
Romar Agent wrote:
Do too many players "get stuck" in High?

Every game benefits from players progressing from the n00b area. EVE is no different. In fact, it is even more important in EVE because of the persistent world and player driven economy that forms the backbone of EVE. Without gathering, manufacturing AND destruction the economy will collapse. Highsec brings too much of the former and way too little of the latter. That is why we really need Hulkageddon.


Highsec hasn't been the "n00b" area for years. Its become much more then that now. Malcanis wrote a way more detailed post on it somewhere, but basically it provides somewhere for the casual players and the risk-averse to do Eve-y things.

Now you could argue that its a bit TOO good at this, if its gotten to the point where even nullsec dwellers use highsec alts or jumpclones to get their ISK. I honestly don't know if that's the case atm.
Lustralis
Center for Advanced Studies
Gallente Federation
#52 - 2012-05-14 17:42:55 UTC
Stop ganking us then we will come and mine in low sec Lol.
terrly bronks
Doomheim
#53 - 2012-05-14 17:46:16 UTC
Selinate wrote:
null and low are fine population-wise, I don't get why people whine about it so much...



it's because 0.0 is to Blue not enough targets thats why the push to get players out there so they have more targets it has gotten so bad over the years that is why hulkagedon was formed lol they didn't have enough targets in low sec so they came to high to pew pew
Vaerah Vahrokha
Vahrokh Consulting
#54 - 2012-05-14 18:36:18 UTC
Alavaria Fera wrote:
Vaerah Vahrokha wrote:
Ituhata Saken wrote:
IMO, the problem with nullsec is it takes too long for anything fun or meaningful to happen. Roams , Gate Camps, Fleet Ops, it doesn't matter. Almost every time its hours of waiting for 5 minutes of actual combat.


I have the same feeling. When I was in 0.0 it was boring to tears for most of the day.

If the 0.0 players had so much fun in 0.0 they would not spend all this time posting on the forum but would pew pew.

I like to post while sitting on a titan or shooting a POS. When do you like to post?


Sorry for the hours of delay in my reply, I was very busy doing stuff in game. No, it was fun stuff, not shooting a POS Twisted
Selinate
#55 - 2012-05-14 19:13:12 UTC
Fatbear wrote:
I don't claim to be a tzar of Eve, a PvP genius or a high-sec carebear. This is an opinion based on dabbling in all three over many many years of playing Eve, and even more time spent keeping track on the political metagame and gamestate. Ultimately it's just .2c though, but here goes.


Simply put, the present risk vs reward is massively broken.


The way Eve portrays itself:
Highsec - safe, secure, some money to be made, predominantly in trade and industry
Lowsec - great money to be made but at some risk, skirmish/light PvP and a degree of lawlessness
Nullsec - millions to be made but totally lawless and risk of death at every moment

The way Eve really is:
Highsec - millions to be made, trade & industry, missions, incursions, the list is long; in some ways even more unsafe than both low and null (if someone suicide ganks you, they'll only do it if guaranteed a kill, so your chances to escape are inherently zero)
Lowsec - ...erm, you can make money in lowsec? PvP is anything but light/skirmish since gateguns fry anything smaller than BCs/HACs
Nullsec - some people say millions to be made, some say not, my own experience of 0.0 is that it's dull beyond highsec mission running with barely anything happening, I got jumped less during a year in 0.0 than I did mission running in a 0.8


Proportionate income between high, low and null is just completely skewed, especially for lowsec (you either ninja into null for rats, or have a highsec mission alt). PvP costs money, lots of money, and the easiest way to make it is just to pop back into highsec. Combine in things like jump bridges, jump freighters and blockade runners and you've removed any and all opportunities for commerce raiding/trade-route control (which meant skirmishes and fights over said trade-routes).

Players are like electricity - will always take the path of least resistance. So many game mechanics and tools have been put in place to avoid resistance, it's becoming stagnant of its own making.


If you don't know how to make more isk in low sec than in high sec, you're doing it wrong.... I made decent isk on my own in low sec and never lost a ship...
Selinate
#56 - 2012-05-14 19:14:32 UTC
terrly bronks wrote:
Selinate wrote:
null and low are fine population-wise, I don't get why people whine about it so much...



it's because 0.0 is to Blue not enough targets thats why the push to get players out there so they have more targets it has gotten so bad over the years that is why hulkagedon was formed lol they didn't have enough targets in low sec so they came to high to pew pew



So go somewhere where there aren't blues. I've cruised around null before, gotten into fights, left the same day, done deal.

If it's too blue, that's not a population problem anyway, that's a you need to pick less allies problem. There are well enough people in null.
Vyl Vit
#57 - 2012-05-14 20:25:30 UTC
Ignorance is bliss.

Paradise is like where you are right now, only much, much better.

Tao Zazen
Virtual Space Monkeys Inc.
#58 - 2012-05-15 06:25:49 UTC
Roime wrote:

Furthermore, and this is more important- I think EVE Online, the game, only really begins when you step out of the comfort zone. If the system would encourage more people to leave the cradle, and the attitude in NPC corps and the forums would not be so damn rigidly divided in "hisec carebears" and "null zealots", more people could find out how deep and rewarding this game can be.



Going into null-sec the first time feels like one is jumping off a cliff. The stars are still there, but there are no laws, no police, and no consequences for sociopathic behavior. Piracy and extortion become acceptable and NBSI becomes the rule for survival. Listening to corporate chat, watching local for reds, and paying close attention to regional surveillance advisory channels all become keys to personal survival and general alertness becomes much more important than it was in high-sec.

For the high-sec player, the level of stress is sharply increased and (assuming one can avoid getting ganked by a gate camp at the null-sec access gate) one can feel trapped by the inability to leave null-sec when desired (without a clone jump).

Here is a proposal that might serve to address this issue (that I'm sure many players may think is incredibly lame):

1. Extend more high-sec corridors into null-sec.
2. Extend the high-sec corridors deeper into null-sec.

Most (but not all) of the corridors would be part of one of the four race faction's space -- with all of the associated benefits and risks. A few corridors could be owned by pirate factions (Gurista, Serpenti, Blood, Sansha, Angel) with associated benefits and risks.


Why?

Systems within these corridors would serve as transitional gateways for high-sec players that want to gradually move into null-sec.

High-sec corridors would also provide temporary havens for those null-sec players who need a break from the constant need for wariness. High-sec spaces could also serve as sanctuary for those seeking to escape from pursuit.

More and deeper high-sec corridors would serve to open up more null-sec systems. It would serve as a counterpoint to strategic choke-points where one corporation can effectively isolate other corporations by creating unavoidable hostile barriers that must be traversed for access.

It would reduce the effectiveness of gate-camping as a tactic for restricting traffic in and out of null-sec space. More potential access points to null-sec would effectively de-risk access by players less experienced in null-sec life thus encouraging more null-sec participation.

It would improve the trade prospects (access to high-sec markets) for those who chose to live in null-sec.

It would more closely resemble what one might expect in a real universe. There would be areas of null-sec, but there would be "tendril-like" corridors (or pockets?) threading through the null-sec areas that offered high security services, markets, and law enforcement.



Issues:
The only serious potential issue I can see with this is that it would be necessary to transition a significant number of private sovereign null-sec systems to empire state control.

This is perhaps a change that could be implemented over time though a series of gradual "imminent domain" take-overs where corporations are given a choice of paying taxes to the state for stations and facilities or simply turning the stations over to the state for a "fair" compensation.

The impetus to "encourage" private corporate acquiescence to empire takeover would be a gradually escalating series of hostilities (with potentially rich prizes) similar to pirate incursions. Buy-out offers would increase in the event of successful resistance to the incursions.

Once taken over by an empire state, the security status of each system would then gradually increase over time as empire control became more established.

After all, why should null-sec corporations be immune from possible incursion take-overs by empire states? Isn't it the natural desire of all such states to expand their territories?

In fact, this is a normal part of the evolution of frontiers, and there is a lot of historical precedent on Earth that can serve to demonstrate how this works. Frontier territories that were originally developed by the East India Trading Company, for example, eventually became colonies of the British Empire.


Like I said, this is a suggestion that will probably be considered as lame, but this seems to be a better option than eliminating high-sec space altogether or reducing the economic incentives for players to remain in high-sec.
The notion here is to make more null-sec systems easy to access and make the transition to null-sec much easier than it currently is.

Regards.

TZ
Alavaria Fera
GoonWaffe
#59 - 2012-05-15 06:52:00 UTC
Tao Zazen wrote:
Like I said, this is a suggestion that will probably be considered as lame, but this seems to be a better option than eliminating high-sec space altogether or reducing the economic incentives for players to remain in high-sec.

I don't think either of those alternatives you mention will occur to or are planned for the kind of degree that forums posters like to imply that they are.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Roime
Mea Culpa.
Shadow Cartel
#60 - 2012-05-15 07:02:19 UTC
Adding more connection from hs to low and null is not a bad idea.

People seem to have an irrational fear of gate camps (hs>ls camps are very rare, and completely avoidable) so increasing link systems could help these guys.

Lowsec exploration could use a slight buff compared to hisec, or hisec nerfed a bit. There are +300mil drops in hisec 3/10s that you can blitz with an AF, those easier plexes don't even exist in ls. So while it's a lot more fun to explore lowsec, you make more isk/hr in hisec without any risk.

.