These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Five ways to increase the game population

Author
Amdor Renevat
Federal Navy Academy
Gallente Federation
#1 - 2012-06-05 16:31:10 UTC
1. Shift the majority of PVP to Low and Null.

There are multiple reasons for pushing PVP into low and null. The primary thought behind this suggestion is the fact MMO's have higher populations on PVE servers instead of PVP. Eve is unique in that it only has a PVP server but by accommodating the PVE oriented players the population of Eve would increase. Having a higher PVP population in low and null would result in more fights, not less. The PVE oriented population would be able to control their level of involvement in PVP and develop a taste at their own pace instead of having PVP thrust upon them when they don't feel like putting up with a fight.

1a. Adjustments to resources

When high sec becomes safe there will be a need to shift some resources into low sec to balance risk/reward. Reduce exploration and combat sites in empire and increasing the number in low. There will still be a few sites but these will be there mainly to get people some experience at exploration and probing.

1b. Changes to War dec rules

War dec mechanics would need to be adjusted a little bit to prevent too much unwanted PVP. Limiting the amount of time a war can last and having a restriction on how soon another war could be declared. A group can opt out of this limit if they so choose.

2. No Supers in .4-.1 space.
Supers are restricted to null only. This allows a progression from high to low to null in the terms of learning to wage war.

3. Put Lvl 5 and 6 quality/difficulty missions into high sec with bounties, not LP, as the reward.
The value of the missions would be less then equal missions in low sec but it would afford the opportunity for high sec corps and alliances to do group content at their own pace.

4. Put rare spawns in high sec and increase spawn rate in low.
Put the chance for small amounts of deep space ores to spawn in grav sites in high. Everyone likes the chance for a rare spawn but the net return would in no way damage the output from low/null/wh. Put pirate rares inside of missions. Again the rate wouldn't be high but would add bits of excitement here and there.

5. POS construction based on individual status and not Corp.
Allow individuals to setup small and medium POS based on their individual Empire status and not dependent upon the overall Corp status. Kinda like having a house in other games.


I realize a good chunk of the people that post on this forum will be against these ideas. The fact is I don't really care because I'd rather see Eve with 20k more people online at a given time then see the player base remain stagnate because "Eve is only about PVP". Most gamers prefer PVE with the option of PVP and Eve could easily attract these players with a few changes. In the end while high sec will become safer the overall increased player base and the ability to pick and choose PVP will result in more fights instead of less. The only people that would have to change their play style would be gankers and they would simply have to move to low and play against real competition instead of preying, and driving away, people that prefer to relax with some PVE.

While Eve is a sandbox there is no reason to constantly drive kids away to other playgrounds. Making the game a little bit friendlier to the majority of gamers will reward the hardcore and the casual alike.



Johnny Rook
Beyond Divinity Inc
Shadow Cartel
#2 - 2012-06-05 16:55:23 UTC
you don't get eve.
Selissa Shadoe
#3 - 2012-06-05 16:58:04 UTC
+1 Interesting ideas

With regard to wardecs I think just having an option on a per-corp or per-pilot basis of opting out and becoming non-combatant would go a long way to letting those only interested in a PVE style of gameplay get used to learning about the EVE universe without,, as you say, having the PVP aspect shoved at them by people that get their kicks out of ruining others' experience.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

mxzf
Shovel Bros
#4 - 2012-06-05 17:01:11 UTC
There's a quote that this brought to my mind. "What does it profit a man to gain the whole world but loose his soul?"

In Eve terms, "What good is it to gain a ton of subscribers if it means losing the very thing that makes Eve special?"
Selissa Shadoe
#5 - 2012-06-05 17:08:02 UTC
mxzf wrote:
There's a quote that this brought to my mind. "What does it profit a man to gain the whole world but loose his soul?"

In Eve terms, "What good is it to gain a ton of subscribers if it means losing the very thing that makes Eve special?"


While I grant you that there is nothing quite like EVE Online, if there are not new subscribers and just an aging population of subscribers then the game will eventually die. By 'smoothing the on-ramp' you wil likely get and MAINTAIN a growth of new EVE peeps that then can grow to the different aspects of the game. Of course probably a decent percentage won't, but all of them will contribute to keeping the game alive and that's where I see the short-sightedness of the 'grief play' style that many EVE-Os apparently cherish.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#6 - 2012-06-05 17:17:12 UTC  |  Edited by: Barbara Nichole
establish yourself in some nerdish out of game forum.. talk up eve in the forum and an idea to start a rifter corp where thousands of players fly rifters and rule / wreak havoc on game... recruit everyone from that forum you can.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Khoda Khan
Vatlaa Corporation
#7 - 2012-06-05 18:58:03 UTC  |  Edited by: Khoda Khan
Amdor Renevat wrote:
1. Shift the majority of PVP to Low and Null.


Rather than my usual snarky response to a proposal like this I'll try to take a reasoned approach to match your own.

One of the things that sets EVE apart is that there is no PVE server. There's no PVP server. There's just Tranquility, and both occur in the same game world. PVE folks are often to make an argument that without them, there wouldn't be the same market availability of ships and modules. They are correct, as industry is a PVE driven occupation. Without PVP, the market for said ships and modules would be negligible, limited to small clusters of space (low and null, in your proposal) which unfortunately represent a minority of the EVE population.

Amdor Renevat wrote:
1a. Adjustments to resources


If highsec were to ever become "safe" it would necessitate moving the vast majority of profitable activities outside of highsec. One of the core principles of EVE is risk vs reward. In short, if there's no risk in highsec, there should be no reward. That system is already skewed as it is, and has been since the addition of Level 4 missions to highsec (during an expansion that was supposed to be geared towards moving more players OUT of highsec). The addition of high paying Incursions to highsec (and even post nerf, they're still far too profitable for the risks found in highsec) only served to further skew that balance. When you have 0.0 players whose alts are based in highsec to earn ISK, you have a serious risk vs reward balance problem, and that's where a fair number of 0.0 pilots make their ISK... in highsec,

Addition of 5's to highsec? Opposite of this. In a "safe" highsec, remove Level 3s and 4s to lowsec. If a player wants to stay completely safe running missions, they should be limited to very limited rewards. I STILL support eliminating level 4 agents from highsec even under the existing risk-reward formula. They are too rewarding for the risks taken. They never should have been added to highsec, and I believe (if memory serves) CCP had even admitted their mistake here at one point in the very distant past. (Would love a link to a dev post on this subject, if anyone has one handy... I'm pretty sure one or three have mentioned this at one time or another.)

Adding more rare ores to highsec? The opposite, again. At the moment some rare ores can already be found in some highsec in grav sites. The number of these grav sites would have to be reduced considerably. If you increase the amount of high end materials accessible in highsec, you reduce the need/desire for people to go to nullsec for their ABCs. You want a PVE paradise, and want it so bad you're not considering the knock on effects for anyone else.

What you want to do with this proposal in increase the profitability of highsec exponentially, while eliminating all the risk.

Amdor Renevat wrote:
1b. Changes to War dec rules.


The most recent changes to wardec mechanics already place a heavy burden on any corporation that declares a war against another. The ability to add multiple allies, indefinitely, assures that even the smallest corporation can raise a fighting force capable of out blobbing the average "griefer" corproation. I would be interested in seeing some numbers from Soundwave in the next month or two detailing the amounts of wardecs declared pre-Inferno and post-Inferno, and average number of allies for defenders. I think those numbers would be fairly telling about how broken their changes are.

If there is no risk of a war, or of being ganked, in highsec, then you would need to remove an equal amount of rewards from highsec as well. Since other players make up the majority of risk in highsec (or any sec), removing the majority of the risk would necessitate removing the majority of rewards.

Amdor Renevat wrote:
2. No Supers in .4-.1 space.
5. POS construction based on individual status and not Corp


Before the introduction of HICtors, I could agree with this, solely because their presence in lowsec defied the risk/reward formula. Without HICtors, they could operate in lowsec with complete impunity, being immune to EW (scrambling) while bubbles could not be deployed in lowsec. HICtors fixed that glaring screw up on CCP's part.

POSes are, and should be a team effort. EVE is not a single player game. It's an MMO. Teamwork required. There are benefits to teamwork. There are also risks. See the correlation, here? Risk-Reward rears it's attractive little head again.

Amdor Renevat wrote:
I realize a good chunk of the people that post on this forum will be against these ideas. The fact is I don't really care because I'd rather see Eve with 20k more people online at a given time then see the player base remain stagnate because "Eve is only about PVP".

Making the game a little bit friendlier to the majority of gamers will reward the hardcore and the casual alike


Your proposal doesn't make the game a "little bit" friendlier to PVE'rs. It makes it completely SAFE. You can't get any more friendly than that. You won't get 20k more online from this proposal except for perhaps a very short period, because there's nothing really interesting about EVE other than it's concept of a sandbox in space that will keep them. That is EVE's one real (only) selling point. That a players actions can affect not only their "destiny" but the "destiny" of others. And those actions aren't limited to whether the other pilot wants to participate or not.

The hardcore would leave. Your proposal would remove the reason that so many hardcore players ARE hardcore players.

However, in doing so, you would end up with your PVE paradise. And THAT would turn into a stagnate game, VERY quickly. With little lost, there would be no need to produce. With no need to produce, there would be no need to do much of anything.
Khoda Khan
Vatlaa Corporation
#8 - 2012-06-05 20:26:43 UTC
Following up one of my own posts with another...

I spent about a year playing on Serenity, the Chinese EVE server. While it was fun, with a lot more opportunity for non-blobby solo and small gang pvp, it was fairly uninspiring otherwise. The markets suck terribly on Serenity. This is partially because of the smaller number of aggregate players, but it's also due to the fact that (in my experience) much of the gameplay on Serenity, even in lowsec, is far more PVE friendly. There are wars, of course, and pvp, but it never seemed like it was considered an important staple of Chinese play.

For the most part even the nullsec alliances minded thier own business, content with accumalating wealth, butwithout having anything to spend it on. The result? It wasn't hard to find multi billion ISK shinies roaming around nullsec solo, without much of a care in the world. They tended to make for easy targets. Without the constant cycle of creation and destruction, the environment was pretty uninspiring. It was fun, because how ften do you get to wreck fourteen billion worth of Mackinaws in a Vaga in matter of minutes on Tranquility, but a few minutes of fun doesn't make a game. It has to be interesting overall.

On Serenity, they have the same choices we do... To PVE or PVP. My experiences there lead me to believe that most preferred PVE. The result was a picture of Tranquility's future if CCP were to ever limit player choices in any region of space. The difference between people choosing to PVE in an environment where cultural beliefs tend towrds pacifism/PVe oriented gameplay and an environment where that form of gameplay is enforced, is negligible.

But enough on this topic. I encourage you to check out Serenity yourself if you want a sneak peek of a mostly pacifist EVE. Who knows, you may actually find it fits better for you.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#9 - 2012-06-05 20:46:44 UTC
please rename the thread to:

5 ways to attract risk-adverse players from WoW and Diablo.


Simi Kusoni
HelloKittyFanclub
#10 - 2012-06-05 21:57:02 UTC
What you fail to mention is that all of those high population PvE servers are for games that come and go in a year or two, and none of them have a player driven market quite like Eve's.

Allow isk and minerals to be botted grinded in high sec and you face the inevitable death via mudflation issue.

Also, a massive part of Eve's player base would just move on. We are only here because there are no other games like Eve, make Eve like other games and we'll simply go and play them instead.

PvE and :gudfight: PvP is not something Eve does brilliantly well, what it does do well is sand box style game play, hunting and empire building. Your proposal would likely be the death of all three of those exceptional selling points.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Xorv
Questionable Acquisitions
#11 - 2012-06-06 00:34:08 UTC
Yeah sorry but your ideas are terrible.
sabre906
The Scope
Gallente Federation
#12 - 2012-06-06 01:42:21 UTC
mxzf wrote:
There's a quote that this brought to my mind. "What does it profit a man to gain the whole world but loose his soul?"

In Eve terms, "What good is it to gain a ton of subscribers if it means losing the very thing that makes Eve special?"


What do you think makes Eve special? If it's what I think you're thinking, you clearly haven't much experience with mmos.

There are mmos out there, like Darkfall and Mortal Online, that will make you want to leap back into Eve's warm fluffy bosoms. Willing to dig deeper? There's Salem. Full pvp, full loot, perma death. You popped? Get biomassed. Game over.Twisted

You think Eve is all that, when, in fact, it has this much of that...Roll

The "special thing" that makes Eve is... *gasp* internet spaceships - a niche with no real competition, while the fantasy genre swelled and festered. So focus on that.
Simi Kusoni
HelloKittyFanclub
#13 - 2012-06-06 02:00:14 UTC
sabre906 wrote:
mxzf wrote:
There's a quote that this brought to my mind. "What does it profit a man to gain the whole world but loose his soul?"

In Eve terms, "What good is it to gain a ton of subscribers if it means losing the very thing that makes Eve special?"


What do you think makes Eve special? If it's what I think you're thinking, you clearly haven't much experience with mmos.

There are mmos out there, like Darkfall and Mortal Online, that will make you want to leap back into Eve's warm fluffy bosoms. Willing to dig deeper? There's Salem. Full pvp, full loot, perma death. You popped? Get biomassed. Game over.Twisted

You think Eve is all that, when, in fact, it has this much of that...Roll

The "special thing" that makes Eve is... *gasp* internet spaceships - a niche with no real competition, while the fantasy genre swelled and festered. So focus on that.

There are loads of other games featuring internet space ships, some of them are even MMOs.

None of them are sand box style internet space ship games. And yes, Eve is less hard than it was when it was released. We are aware of this, and not all of us think it is a good thing.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Amdor Renevat
Federal Navy Academy
Gallente Federation
#14 - 2012-06-06 10:30:00 UTC
I appreciate the reasoned response and I'll respond back to some of your points. In the end I think we will agree to disagree but the debate is fun.

Your first argument is the majority of players live in empire space and that is where the bulk of ship loss occurs. Moving the bulk of PVP to low/null will reduce the amount of ships lost and thus cause the market to become stagnant. Hulkageddon activities aside I would disagree with your assessment. The bulk of ship losses I've seen are in low sec with a minimal amount of loss in high sec.

The question that should be asked is how many ships are truly lost in high sec and what are the causes behind the explosion? Duel losses would stay the same since the ability to flag for PVP would allow for duels. Mission losses would increase with the inclusion of more difficult sites that have to be done with subcap fleets. So there would be an upswing in ship losses from mission running. Theft of cans/wrecks would stay the same so the losses there would remain similar. War numbers would change but I'll go into detail on that one in the war dec portion.

The biggest change would be to ganking. Without the ability to gank both the targets and the ganking ships would stop being destroyed in high sec. Lets break these numbers down some though. Assume an average of six gankers to take out a shiny mission BS. At the end of the gank there are seven wrecks. Removing PVP in high sec would cause the six gankers to move into low sec if they want to pick a fight. We'll go ahead and assume they actually do like PVP and not preying on weak targets. So the gankers will have to alter their playstyle but their PVP losses will continue since they will have more people to fight against once all the gankers have to move to low.

Population in low increased, ship losses relatively the same.

Lets look at the target of the gank though. He's safe from attack in high sec so he can mission to his hearts content. What does he spend the ISK on though? Sure he'll expand his fleet of ships making upgrades for his mission running, but eventually there will be a point where there's nothing left to get. At this point the player will start looking for other things to do. Exploration, WH's, mining, production, the possibilities in Eve are multitude but there's also the excitement of PVP. Given the way PVP is talked about in Eve I just bet our intrepid mission runner will be willing to try out low sec. He'll probably have met someone that goes into low, or has heard about RVB or Eve Uni, so I imagine he'll be able to try things out with some help. He'll have some losses, small stuff he's willing to risk, but I bet he has fun too. He'll continue participating in PVP to liven things up and eventually he might just move into null. All this time our PVE player can log on and run a mission when he feels like or do something else relaxing without having to worry about someone ganking him. PVP becomes a positive experience instead of a negative and he ends up losing more ships in the end since he'll play the game longer but at his own pace.

In the end the population of low is plussed up by the gankers having to seek new grounds to get a target and the typical PVE player will spend some time roaming in low sec figuring out if he likes PVP or not. All the while the PVE player is spending his ISK on the market for new PVE ships or replacing the PVP ships he loses while he's learning the ropes when he feels like some added risk. Null will receive the benefits as well as more people playing will mean more people trying out the end game.


Next we got the shifting of resources, something which I already agreed would need to happen. The difference between the two of us is what we see as risk.

I see risk inherent in PVE. I've lost ships in missions to NPC's. Doesn't happen often but the risk is still there. Imagine running a lvl 5 mission without the benefit of a carrier and tell me there isn't increased risk. Incursions are the single riskiest thing I've done in high sec, to include wars. I almost exclusively fly logi and incursions are more stressing then a roam through low sec. Creating a lvl 6 mission to increase the risks for PVE would also help keeping industrialists employed. The main consideration has to be ensuring the same lvl of mission in low sec has higher return than the one in high. I doubt those missions would be used that often but the option should always be there.

The real pull to go to low sec should be resources. Exploration sites and combat sites. Items that can be completed by small groups of PVP oriented ships taking on the risk of additional combat. The sites would need to be buffed compared to the current payout. Finding a radiometric site in low is somewhat of a letdown currently, but make the reward worth the risk of venturing into the PVP grounds and you'll see more people taking the risk.

Mining probably won't shift to low sec, just too easy for the attacker to win, but reducing high sec payouts by 10-15% while increasing null sec returns should be sufficient to encourage people towards null. It won't solve bots but neither does the ability to gank in high sec. Mining will require a more fundamental change or some adjustments to make sure the output from high doesn't become too much. However this is a relatively simple thing to adjust and can be done as needed.

The result should be the ability to make ISK in high sec but the truly lucrative ventures will reside in low/null. Incursions, Lvl 5's and 6's will also give decent returns but they will also eat up more ships. Just NPC's doing the eating instead of players. Less return for the safer choices, more return for more risk even if that risk is NPC.


Continued in next post
Amdor Renevat
Federal Navy Academy
Gallente Federation
#15 - 2012-06-06 10:56:33 UTC  |  Edited by: Amdor Renevat
Next is war dec mechanic. First lets just toss out the silly idea that reducing the risk of war should reduce resources in high sec. Wars aren't fought over asteroid belts or mission locations. With that out of the way lets move on. The reason for a change to allowing indefinite wars would be to ensure people that aren't in the mood for PVP know there is a limit to their vulnerability. PVP should be something a player looks forward to, not something which causes them to avoid logging on. With the increase in activity in low sec there shouldn't be much of a need for wars. Wars will become unique and fun instead of abusive and drive people away.



Supers in low sec skew risk vs. reward as it is. What risk is there in bringing a fight to groups of people still learning the ropes of PVP? Null sec is very difficult, if not impossible, for small groups to move into. Instead low sec offers the option for small alliances and corps to experience PVP at their own pace. One of the biggest steps is moving into capital ships and nothing ruins the excitement of getting a cap fleet setup like getting hot dropped by two dozen supers and being helpless to retaliate against the big guns. There needs to be some form of progression and the ability for supers to move anywhere outside of high sec destroys the PVP learning curve.

As for POS I agree with you that in some ways POS should be a group activity, but it shouldn't be exclusive to a group. Adding in Lvl 5/6 missions will be a good group activity. Letting an individual run a small or medium POS will give them experience in several aspects of the game which can be fun without having to risk everything by going to low. Again this offers a progression to Eve instead of forcing people to jump into the deep end to learn to swim. Having your own POS helps to form an attachment to the game and could very well keep people playing, and paying, longer. Opens more options, provides gradual progression, helps bond to the game, and requires more resources (fuel blocks) which helps keep the market going. Kind of win/win any way you look at it.




Finally we get to the argument that making Eve more PVE friendly will force people away and cause the game to lose it's appeal. I find it sad that people think so little of this game that there has to be bullying, abuse, ganking, and saying it's all ok since it's a sanbox. The real draw of Eve is the complexity, the multitude of options (exploration, industry, missions, incursions, PVP, mining, metagaming, and market speculation) and the beauty of the scenery. PVP all the time is not what has kept Eve alive, and in fact I would wager money that PVP all the time has caused more people to cancel their accounts then anything else. Add up all those lost players and I'm sure they would easily dwarf the "hardcore" that continue to play.

Player actions would still effect their "destiny" the difference is that if someone felt like relaxing and just enjoying the game they could without having to constantly worry about someone else disrupting the few hours of online time available that night.

As for the hardcore leaving, if the inability to gank someone that can't fight back means a reduced interest in Eve then the game is better off without them. The truly hardcore will move into areas with higher risk and participate in fights against people looking for a fight. They'll lose more often but in the end both groups will have fun, not just the guy ambushing someone who's enjoying a few hours of missions.

My vision is for a more robust and active Eve, not a stagnate game. Comparing to Serenity doesn't work since you already said the players on Tranquility are more ruthless than the ones on the chinese server. Having a safe haven for those that want to relax won't ruin the game. Instead the game will thrive as more people play, creating a higher demand on the economy, allowing people to get a positive experience of PVP, and resulting in more fighting overall except this time it'll be amongst people wanting to have a fight.
Velicitia
XS Tech
#16 - 2012-06-06 11:36:43 UTC
Khoda Khan wrote:
PVE folks are often to make an argument that without them, there wouldn't be the same market availability of ships and modules. They are correct, as industry is a PVE driven occupation.



You know, I'm starting to think this would be a good thing (tm).

Think about it, there's a huge proliferation of one-sided corps/alliances out there that either only do 100% pvp all the time, or really only market PvP. So, if the markets crash because of lack of miners ... then it's in the best interests of "PvP" corporations to start making deals with their "local" mining crews...

... but, it'll never happen, so ... meh What?

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Allko
Zero Tax services
#17 - 2012-06-06 11:38:37 UTC
Amdor Renevat wrote:


[b]4. Put rare spawns in high sec and increase spawn rate in low.

Put the chance for small amounts of deep space ores to spawn in grav sites in high. Everyone likes the chance for a rare spawn but the net return would in no way damage the output from low/null/wh. Put pirate rares inside of missions. Again the rate wouldn't be high but would add bits of excitement here and there.



This sounds quite ok. I would inrease traffic in hisec and break the ruteen. Rear ABC spowns... nice :)
The same goes for missions, a small chance of droping a dedspace module and I`ll loot every single wreck :)
Hammer Crendraven
Center for Advanced Studies
Gallente Federation
#18 - 2012-06-06 12:24:21 UTC
I have to ask why?

The title 5 ways to increase game population.

Why would anyone want to?

I just do not get it.

It is not like the game will get any cheaper to play it with more players.

More players will cause lag issues.

Again why?

Are their not enough players in the game for you to interact with right now?

If you are bored I highly doubt more players will make you less bored.
Andy DelGardo
#19 - 2012-06-06 13:32:15 UTC  |  Edited by: Andy DelGardo
To the OP, your assumption is wrong. All those points listed will only appeal or not to eve veterans. So u target a group that already left the game, which is not a really big group. If u want more players u need to find ways to attract new gamers to eve, while keeping the current playing.

The only way i can think of, is to make eve more entry friendly and rework all the UI clutter. The other problem i see is the HUGE disconnect between a Eve trailer and actual eve gameplay. The trailers look fantastic and interesting, the actual gameplay in the first 6 hours is crappy as hell and in no way comes even close to what is promised, shown in the trailer. So i can understand that many gamers that, try eve for a few hours are disappointed and directly leave.

The trailers always promise space action and cool looking ships, while the reality are UI tables and shooting small UI brackets in empty space. Maybe they should advertise in a way that reflects actual eve gameplay, as a hardcore pvp simulation sandbox, with a working and complex economy. So basically don't target the normal hardcore Diablo, Modern Warfare gamer, but rather the hardcore CitiesXXL and Settlers Online gamer.
Amdor Renevat
Federal Navy Academy
Gallente Federation
#20 - 2012-06-06 13:58:51 UTC
The target is not to bring back people that played Eve before, although that wouldn't be a bad thing. The point is to pull in some of the millions of gamers that play MMO's.

Eve is known as a niche game and one of the biggest reasons for this reputation is the close minded attitude of the players themselves. Failing to embrace ideas that will expand the game because it goes against the "hardcore" mindset.

Providing a better atmosphere for PVE oriented players wouldn't lessen Eve or change the sandbox nature; but would provide more revenue for more expansions and improvements.


My favorite argument is the sandbox idea. Eve is a sandbox so players should be able to do whatever they want. You can't bring a cap into high sec, can't fly fighters in missions, and can't make a Hulk safe in high sec. Promoting PVE wouldn't ruin the sandbox, it'd just make the playground more appealing to a broader crowd. The PVP folks can still have their corner to knock each other's sandcastles over. The only difference would be a dividing line telling them to place nice in some sectors. Sorta like you can't fly your super through Jita.
123Next pageLast page