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CCP making progress to a better EVE

Author
Mallak Azaria
Caldari Provisions
Caldari State
#121 - 2012-06-09 19:08:24 UTC
alexia santiago wrote:
Mallak Azaria wrote:
alexia santiago wrote:
Simply not going to happen because a recent offical survey issued by CCP has made clear that only 25% of players are interested in pvp.

So - call it ragequit, or call it another way - CCP is simply not cutting incomes just to please 1/4 of their player base


Because said survey was obviously completed by every single player.


No, because CCP - as any other company - makes surveys in order to know his customers opinions. And the players that did not want to spend some minutes to answer the survey will have nothing to complain about if their opinion is not taken in consideration by CCP.


As a previous poster pointed out, you appear to have misunderstood what the survey was all about.

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Asuri Kinnes
Perkone
Caldari State
#122 - 2012-06-09 19:24:41 UTC
alexia santiago wrote:
alexia santiago wrote:
Simply not going to happen because a recent offical survey issued by CCP has made clear that only 25% of players are interested in pvp.

So - call it ragequit, or call it another way - CCP is simply not cutting incomes just to please 1/4 of their player base




No, because CCP - as any other company - makes surveys in order to know his customers opinions. And the players that did not want to spend some minutes to answer the survey will have nothing to complain about if their opinion is not taken in consideration by CCP.

Re-Read the survey... Then read it again...
Vincent Athena wrote:
The latest eve newsletter has a link to the April survey results, also given here

http://wiki.eveonline.com/en/wiki/EVE_playing_behaviour?utm_source=newsletter77&utm_medium=email&utm_campaign=newsletter77

Why do people start playing eve? The winners were a complex Sci Fi game with space exploration, with around 70%+ picking those.

And down at 25%? PvP.

It would appear that the survey takers were not drawn to eve by "the hard core PvP" but because its a Sci Fi game.

If CCP wants to attract more players, what should they concentrate on......

Then read the next graph... Also from CCP...



Vincent Athena wrote:
From an earlier survey: What people enjoy doing. This one was screen shot from a fanfest video so its hard to read. But the categories are, top to bottom:

Very much like
Somewhat like
Neither/nor
Somewhat dislike
Very much dislike

http://eve-files.com/dl/255173



Interestingly, here PvP is the one activity with the highest like rating. But even mining has more than 50% of the respondents liking it to some extent. Mining also has the highest dislike rating. FW had the lowest like rating, but the survey was pre-inferno.

Also these results indicate that many like to do both mining and PvP.


You are *so* wrong...

Bob is the god of Wormholes.

That's all you need to know.

Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#123 - 2012-06-09 21:24:22 UTC
Dunno what you are talking about, many lvl4s are already in low-sec. Do you actually play EVE?

The Agents aren't in low-sec, true (apart from a very few) but there are many lvl4 Agents who give missions in nearby low-sec space, and one already has to accept a high risk/reward ratio to do them (cat and mouse with the pies who live there). When I'm feeling bold and adventurous, I do them, 2 of my JCs are in such areas.

It was more evident when we had "Agent Quality" and no Agent Finder. In those days, to get the best missions you had to actively look for them - check some websites and do some calculations - and inevitably the best-paying missions - again, not the agents who gave them, but the missions themselves - were in low-sec.

And there have always been even a few lvl4 agents in low-sec too - again, in ultra-low-sec (0.2) systems that are heavily camped.

This gives a nice spread I think. It's good to have a "safe" mission hub to fall back to, but it's also good to have the option of excitement and a bit higher reward when you're up for it.
Disregard That
Republic Military School
Minmatar Republic
#124 - 2012-06-09 21:26:25 UTC
I once lived in a Khanid system, before the agent quality normalization, where there were 3x q21 l4 agents in the same low-sec station.

The ISK per hour there rivaled null.

For real.
Yonis Kador
KADORCORP
#125 - 2012-06-09 22:47:21 UTC
Herr Hammer Draken wrote:
Good work. But a thought occured to me. Are you working under the assumption that the risk averse are that way continuously? I ask because I believe a lot of players that start out in high sec leave the game after about 6 months or less.
Long before they ever get to the point of wandering out of high sec. They get replaced by newer high sec players.
I think high sec is a constant rotation of new players with only a few that stay on past 6 months. That few are spread out all over the spectrum some going to nul some going to low and some going to industrialists in high. But the majority is turn over.
So while you see a lot of players in high I think that is mostly constant turn over. Perhaps the key to more low and null sec population is simply longevity. Get the player base to stay with the game longer. That is my take on it anyway.

For example I have tracked 2,000 new toons (many or some could be alts) come through the sisters of eve epic arc in the last 30 days. If the game was growing by 2,000 new players per month our player base would be getting huge over time. But it is not so how many are also leaving every month? Just about as many as start or constant turn over.


I'm guessing that it's a combination of both. There's probably a set population of risk-averse players who "nest" in high-sec among this huge new player rotation scheme. There's too many characters there for either to be an absolute. It's obvious to me though that by design, the game creates the dynamic we're writing about. As a lifelong student of human behavior and biology, I'm constantly drawing parallels between this gaming universe and our own. Many of my suggestions for improvement are, in fact, inspired by the natural world.

Players are given an initial choice to become herbivores (industrialists - producers, little to no offensive capability) or carnivores (pvp'ers - consumers, little to no industrial capacity,) and CCP is then tasked with trying to balance player movements based on that dichotomy. Herd animals almost always find safety in numbers and stay near available resources. And they tend to avoid places where they know they'll be slaughtered. Pack animals track these herds, find individuals separated from groups, and consume their (in this case) podded ships as a resource.

It then seems to me, the question is how do I get a herd of wildebeest to willingly jump into crocodile-infested waters? In nature, the answer is almost always resource availability. But that won't work in the game. If you nerf high sec to the extent necessary to create that kind of migration, the subscription losses would cripple or end EVE.

So I've been working under the hypothesis that the answer may lie in a hybridization of the two.

Put simply, the herbivores have no teeth. They're big marshmallows. If this is a pvp sandbox, then allowing players to choose professions with such minimal pvp capability is creating victims by design. Pvp'ers have no trouble adapting to changes in the pvp sandbox because they're better suited to the environment. But industrialists are allowed (even encouraged) to train defenseless characters. There are no tutorials teaching new players to build balanced characters and the certificates an industrialist may base his training queue upon doesn't include combat skills. CCP should probably place some emphasis on that start to slow the marshmallow inflow, but it won't help the thousands of players like that already in game. A cacaphony of HTFUs isn't going to do it.

At minimum, we need to increase the variation in the pve elements the risk-averse are exposed to on a gradual basis. You've got to H them the F Up yourself in a measured way. Perpetual gankathons wont bring about any kind of paradigm shift - in fact, its probably counterproductive and deepens the divide. Industrialists are going need tools that will allow them to start defending themselves in situations of increasing complexity and risk. There will be those who will say they can already tank, but so can turtles and clams - and neither is migratory. For my proverbial wildebeest to want to cross that crocodile-infested river...

...they need to become pythons.

Yonis Kador
Vincent Wright
The Scope
Gallente Federation
#126 - 2012-06-10 01:07:52 UTC
D3F4ULT wrote:
We've seen incursions get nerfed.
We've seen the drone goop nerf.
Inferno is leading up to a good hit, but the one that would knock it out of the park to making EVE a true sensation would be sending all Level 4's to Low-sec.

This would indeed make things better :)


crys the dude that is not on the recieving end.
let me get this straight: you want to be able to facerollkill pve carebears even more easily?

watch out, we got a badass over here!
Disregard That
Republic Military School
Minmatar Republic
#127 - 2012-06-10 01:08:52 UTC
Vincent Wright wrote:
D3F4ULT wrote:
We've seen incursions get nerfed.
We've seen the drone goop nerf.
Inferno is leading up to a good hit, but the one that would knock it out of the park to making EVE a true sensation would be sending all Level 4's to Low-sec.

This would indeed make things better :)


crys the dude that is not on the recieving end.
let me get this straight: you want to be able to facerollkill pve carebears even more easily?

watch out, we got a badass over here!

Some people actually have to worry about PVP while they PVE.

Badasses abound, apparently.
DeMichael Crimson
Republic University
Minmatar Republic
#128 - 2012-06-10 01:39:50 UTC  |  Edited by: DeMichael Crimson
Gillia Winddancer wrote:
Remove gate entry

Remove local

Move level 4's to low-sec

Suddenly low and null-sec will become a lot more populated.

The things that keep people away from these systems is in fact gate camping and local freebie intel that campers and such take advantage of. Having a free choice of where to enter in a system (exit would still have to be point specific like it is now) as well as no freebie intel would make a lot more people daring.

Of course, ways of tracking/finding ships would require a slight rework/boost.

Right now the gate system (and local intel), whilst logical in some ways, is also a hell of a double-edged sword. If people really want to see low and null-sec much more populated then they better start looking at the core problems that keep people away from said systems. Excuses like "use alts to scout" and such does not hold in the long run - not everyone is as "hardcore" as the people who suggest these meta-strategies.

In an ironic way I'd also say that the hardcore mentality of the people that want to see said systems more populated is also a small contributing factor as to why people want to avoid these systems. Think about that.



I actually like this idea, or a majority of it.

Definitely make ships have a random spawn entry point in system after going through jump gate.

Local chat could be set up like this :

High sec = stays the same as it is now
Low sec = only shows outlaws with negative sec status, FW members and any player who talks.
Null sec = only shows members of Alliance controlling SOV and any player who talks.
W-space = stays the same as it is now

No need to move level 4 agents / missions to low sec. Just add some more agents that offer a new type of mission. Like Bounty Hunting and Smuggling, of course CCP needs to fix the mechanics pertaining to those first.

Have NPC's in Null sec start laying siege to the player owned starbases and outposts in Null sec.
Disregard That
Republic Military School
Minmatar Republic
#129 - 2012-06-10 01:43:00 UTC
DeMichael Crimson wrote:
Gillia Winddancer wrote:
Remove gate entry

Remove local

Move level 4's to low-sec

Suddenly low and null-sec will become a lot more populated.

The things that keep people away from these systems is in fact gate camping and local freebie intel that campers and such take advantage of. Having a free choice of where to enter in a system (exit would still have to be point specific like it is now) as well as no freebie intel would make a lot more people daring.

Of course, ways of tracking/finding ships would require a slight rework/boost.

Right now the gate system (and local intel), whilst logical in some ways, is also a hell of a double-edged sword. If people really want to see low and null-sec much more populated then they better start looking at the core problems that keep people away from said systems. Excuses like "use alts to scout" and such does not hold in the long run - not everyone is as "hardcore" as the people who suggest these meta-strategies.

In an ironic way I'd also say that the hardcore mentality of the people that want to see said systems more populated is also a small contributing factor as to why people want to avoid these systems. Think about that.



I actually like this idea, or a majority of it.

Definitely make ships have a random spawn entry point in system after going through jump gate.

Local chat could be set up like this :

High sec = stays the same as it is now
Low sec = only shows outlaws with negative sec status, FW members and any player who talks.
Null sec = only shows members of Alliance controlling SOV and any player who talks.
W-space = stays the same as it is now

No need to move level 4 agents / missions to low sec. Just add some more agents that offer a new type of mission. Like Bounty Hunting and Smuggling, of course CCP needs to fix the mechanics pertaining to those first.

Have NPC's in Null sec start laying siege to the player owned starbases and outposts in Null sec.

I'm not sure why I hate myself for saying it, but DMC might have something here.

But I'd like to see an addition of overview/scanner filters for known entities, if this were implemented.
Alexa Coates
Center for Advanced Studies
Gallente Federation
#130 - 2012-06-10 02:15:15 UTC
Lipbite wrote:
I hope CCP will stop listen to "EVE is about null-sec and group PvP" minority so we won't see EVE+CCP floating belly up but instead WiS, better/more content for hi-sec, and hundred(s) of thousands of new players.

Pretty much this. Highsec's been pretty neglected.

Also, OP's pretty stupid in every regard. I find it pretty hard to AFK in a burst-tank Astarte with no drones.

In conclusion, Ban OP, close his account, and go to his house and kick his ass.

That's a Templar, an Amarr fighter used by carriers.

Disregard That
Republic Military School
Minmatar Republic
#131 - 2012-06-10 02:17:38 UTC  |  Edited by: Disregard That
Alexa Coates wrote:
Lipbite wrote:
I hope CCP will stop listen to "EVE is about null-sec and group PvP" minority so we won't see EVE+CCP floating belly up but instead WiS, better/more content for hi-sec, and hundred(s) of thousands of new players.

Pretty much this. Highsec's been pretty neglected.

Also, OP's pretty stupid in every regard. I find it pretty hard to AFK in a burst-tank Astarte with no drones.

In conclusion, Ban OP, close his account, and go to his house and kick his ass.

If by neglected you mean CONCORD deaths no longer pay out insurance, Incursions were tweaked to be more in balance with the rest of Eve (to eliminate virtual entitlement syndrome), high-sec minerals were given a direct buff in value by the drone region nerf, and Destroyers were given an unmodified RoF.

The latter comes in super handy in both Level 1 and Level 2 missions! P
Vicky Somers
Rusty Anchor
#132 - 2012-06-10 02:32:39 UTC
Considering that L4s are one of the main sources of income for casual players, this isn't going to happen. Half an hour of shooting at red boxes and you got yourself a enough iskies for a T2 fitted BC. Besides, there's far more lucrative stuff in low sec, it just takes more time/luck to get it.

Nerf the LP rewards from L4s for lulz though. I'm all for that.
Dakeen Kurvora
Doomheim
#133 - 2012-06-10 03:06:08 UTC
I had a level 2 agent that would send me continuously into low sec. I have since moved because I can not financially handle being podded multiple times a week. Holding D and mashing my mouse doesn't seem to get my pod away fast enough. So chalk one reason up for why some people don't want to go to low sec, if I stayed I'd end up doing level 1 missions in a Ibis, with no implants until I could get a Kestrel, then finally another caracal. Then rinse and repeat over and over. I'll return to low sec later, once I have a better padded wallet. Hopefully to successfully return some favors.

Nothing I can do against 6+ man gate camps, at least managed to escape a few gangs dropping into my missions. Thank you D Scan.

So what could CCP do that would keep me around low sec? Make it so I could afford greater losses? Not really. That would unbalance low sec to null sec I would think. Although from what I understand null sec is safer, so that means low sec has the highest risks. Should that also mean low sec has the most PVE profit? Following the logic of risk vs reward of course.

Regardless it would have to be something good in order to keep people like myself around for longer than just quick pop ins.

Single account, under 10m SP, small corp consisting of only RL friends.
DeMichael Crimson
Republic University
Minmatar Republic
#134 - 2012-06-10 03:24:07 UTC
Disregard That wrote:
DeMichael Crimson wrote:
Gillia Winddancer wrote:
Remove gate entry

Remove local

Move level 4's to low-sec

Suddenly low and null-sec will become a lot more populated.

The things that keep people away from these systems is in fact gate camping and local freebie intel that campers and such take advantage of. Having a free choice of where to enter in a system (exit would still have to be point specific like it is now) as well as no freebie intel would make a lot more people daring.

Of course, ways of tracking/finding ships would require a slight rework/boost.

Right now the gate system (and local intel), whilst logical in some ways, is also a hell of a double-edged sword. If people really want to see low and null-sec much more populated then they better start looking at the core problems that keep people away from said systems. Excuses like "use alts to scout" and such does not hold in the long run - not everyone is as "hardcore" as the people who suggest these meta-strategies.

In an ironic way I'd also say that the hardcore mentality of the people that want to see said systems more populated is also a small contributing factor as to why people want to avoid these systems. Think about that.



I actually like this idea, or a majority of it.

Definitely make ships have a random spawn entry point in system after going through jump gate.

Local chat could be set up like this :

High sec = stays the same as it is now
Low sec = only shows outlaws with negative sec status, FW members and any player who talks.
Null sec = only shows members of Alliance controlling SOV and any player who talks.
W-space = stays the same as it is now

No need to move level 4 agents / missions to low sec. Just add some more agents that offer a new type of mission. Like Bounty Hunting and Smuggling, of course CCP needs to fix the mechanics pertaining to those first.

Have NPC's in Null sec start laying siege to the player owned starbases and outposts in Null sec.

I'm not sure why I hate myself for saying it, but DMC might have something here.

But I'd like to see an addition of overview/scanner filters for known entities, if this were implemented.


Yeah, add a filter to have D-scan and Probe scan disregard Fleet, Corp and Alliance members. That filter should have option to omit all or just a specific one. That way you could do D-scan or launch 1 combat probe and see if anyone else not affiliated with you is in system .
Malphilos
State War Academy
Caldari State
#135 - 2012-06-10 03:53:18 UTC
Savage Angel wrote:
To those thinking the solution to all problems is to keep nerfing Hisec - come up with ways to make the rest of the game more interesting instead. That would do much more for the game than cutting of its nose to spite its face.


Yes.

You know there's something fundamentally wrong when the only way people can think of to promote the "best" part of the game is to make everything else suck more.
Uinuva Karma
Doomheim
#136 - 2012-06-10 04:28:10 UTC
Alexa Coates wrote:
Lipbite wrote:
I hope CCP will stop listen to "EVE is about null-sec and group PvP" minority so we won't see EVE+CCP floating belly up but instead WiS, better/more content for hi-sec, and hundred(s) of thousands of new players.

Pretty much this. Highsec's been pretty neglected.

Also, OP's pretty stupid in every regard. I find it pretty hard to AFK in a burst-tank Astarte with no drones.

In conclusion, Ban OP, close his account, and go to his house and kick his ass.


It's not only all the players that see EVE as a PVP game, but also the devs who designed and coded this game.

It's their dream, a persistent sandbox where players create the content. They, and us, the players, want EVE to be different from the boring themepark games for children.

Captain Kirk didn't stay in hisec. 

maha theflam
New Rome corp.
#137 - 2012-06-10 08:29:04 UTC  |  Edited by: maha theflam
Just to be constructive, but still realistic. I would add a couple of things.

Remember that CCP is a commercial company dealing with a struggling economy like Iceland's one. So - despite public declarations - what CCP wants first of all is EVE to be profitabile for them. So it makes perfectly sense that they keep telling you that they want the "big PVP dreamland", but then - to survive - they must look first at numbers. And raw numbers imply leaving highsec mission running "enough safe" for carebears, since - like it or not - mission runners are a substantial part of the real money income of CCP.

That being the focal point, you should notice some other things:

1) CCP saw that shifting lvl 5 missions in low meant one thing: no more lvl 5 missission running. But lvl 5 mission were the very high-end of PVE, hardly soloable in some specific iper pimped faction ship, taking forever to complete the mission. In other words: loosing missions that were not affordable for the mass of mission runners did not impact on the gameplay of the large basis of the mission runners community.

2) Apply the same pattern of 1) to Lvl 4 missioning, which is the backbone of ISK making for almost all the PVE oriented players (and this goes even for some PVPers that make on mission running alts the ISK they spend on their "badass pirate" in low-sec). As I said: apply the pattern and conclude that it's reasonable to expect the outcome would be very different: a huge negative impact on mission running community, then - eventually - a potential loss for CCP.

3) null sec dwellers sell their high valuabe (faction, officer) loot to high sec carebears that use them to solo lvl 4 missions. No one with a mind would ever fit anymore such a loot for mission running in low sec.. So, shifting lvl 4 missions in low sec, will affect in a negative way even null sec players.

4) fact is that players actually have just now the "total sandbox" where they can show bravery or skill: it's called 0.0. Is null sec so boring that there are not enough targets? Of course not: the real point is that in nullsec there there are not enough DEFENSELESS targets. So - basically - asking to shift lvl 4 missions in low is not adding "more sandbox" but just adding "easy mode preys" for a particular subclass of PVPers consisting in the ones who like only to fight preys that can hardly fight back. Why don't these guys go pew pew in null then? They'd be shocked about the number of null-sec carebears they will find ratting, plexing and mining in belts! Oh wait ... but down there there are big bad alliances and a lot of real PVPers! So it's too dangerous attacking someone that can invoke a revenge! Of course I understand the point of pirates, but they should therefore undestand the point of carebears too. thay both want to avoid risks that thay deem to be excessive. So, why should CCP prefer pirates' point and not carebears' one?

5) In the end: goons did not ask CCP to oblige miners to go to low sec, they proclaimed hulkageddon forever in high sec. Pirates are asking CCP to shift lvl 4 mission running in low sec. Why don't pirates just organize a "runnageddon" (for sure uber PVPers know parfectly that - except maybe for a super tanked rattlesnake - they can burn a PVE fitted battleship quite easily with a torp-raven ganksquad). Too much ISK needed? Well, a really pimped PVE mission running ship could be worth much more than a torp raven ganksquad. So, once more : pirates don't want to waste ISK in a anti missioner gank squad (and once more I understand their point), but carebears do not want to lose their ISK invested in a pimped PVE ship (and so pirates should understand their point too). So, where is the real difference between pirates and carebears, except that they have different playstyles?

Summarizing: shifting all lvl 4 missions in low sec would be good only for one particular class of players: the pirates that do not have enough bravery/isk/organization to roam in null sec and/or to suicide gank missioners in high sec. Is it enough to induce CCP to risk a substanital quit from mission runner community?

The answer depends on another question: there are now more lvl 4 mission runners or more pirates in EVE?
Josef Djugashvilis
#138 - 2012-06-10 08:53:58 UTC
I have just rolled a new character, purely for pvp.

I expect to lose a lot of isk over a long period of time.

As my ships will not be free, I will use the income from my lvl 4 mission runner to subsidize my pvp chappie.

Also, and this has been said many many times before, a pve ship in lo-sec has little to no chance against a pvp fitted ship.

Pvp costs isk and the isk has to come from somewhere.

This is not a signature.

Uinuva Karma
Doomheim
#139 - 2012-06-10 09:15:08 UTC

"Realistic" would require an objective view on things, based on facts and not your personal lack of knowledge and prejudices.

Quote:
Remember that CCP is a commercial company dealing with a struggling economy like Iceland's one. So - despite public declarations - what CCP wants first of all is EVE to be profitabile for them. So it makes perfectly sense that they keep telling you that they want the "big PVP dreamland", but then - to survive - they must look first at numbers. And raw numbers imply leaving highsec mission running "enough safe" for carebears, since - like it or not - mission runners are a substantial part of the real money income of CCP.

1) CCP saw that shifting lvl 5 missions in low meant one thing: no more lvl 5 missission running. But lvl 5 mission were the very high-end of PVE, hardly soloable in some specific iper pimped faction ship, taking forever to complete the mission. In other words: loosing missions that were not affordable for the mass of mission runners did not impact on the gameplay of the large basis of the mission runners community.


I encourage you to present some numbers that would support your claim that hisec mission-runners are any more substantial than other groups. Furthermore, catering to PVE-types costs more resources than to real players- carebears demand new content, where as EVE players create content for themselves and others. This is inherent to the nature of the bear, they want canned entertainment without challenge, EVE players only need the framework and basic ruleset and they will entertain themselves.

Consider the dull, Playstation-generation TV kid and the creative, extrovert kid who goes out into the forest with pals and builds a tree cabin to play Robin Hood there. Which one is cheaper?

And your first mistake: there is no "mission running community". Mission running in hisec is commonly performed by bots.

Quote:
2) Apply the same pattern of 1) to Lvl 4 missioning, which is the backbone of ISK making for almost all the PVE oriented players (and this goes even for some PVPers that make on mission running alts the ISK they spend on their "badass pirate" in low-sec). As I said: apply the pattern and conclude that it's reasonable to expect the outcome would be very different: a huge negative impact on mission running community, then - eventually - a potential loss for CCP.


What else do these PVE-types do besides hoard ISK?

Quote:
3) null sec dwellers sell their high valuabe (faction, officer) loot to high sec carebears that use them to solo lvl 4 missions. No one with a mind would ever fit anymore such a loot for mission running in low sec.. So, shifting lvl 4 missions in low sec, will affect in a negative way even null sec players.


People use faction, deadspace an officer gear in PVP, sleeper site running and low/null exploration. You must understand that not everybody is as scared as the bear.

Quote:
4) fact is that players actually have just now the "total sandbox" where they can show bravery or skill: it's called 0.0. Is null sec so boring that there are not enough targets? Of course not: the real point is that in nullsec there there are not enough DEFENSELESS targets. So - basically - asking to shift lvl 4 missions in low is not adding "more sandbox" but just adding "easy mode preys" for a particular subclass of PVPers consisting in the ones who like only to fight preys that can hardly fight back. Why don't these guys go pew pew in null then? They'd be shocked about the number of null-sec carebears they will find ratting, plexing and mining in belts! Oh wait ... but down there there are big bad alliances and a lot of real PVPers! So it's too dangerous attacking someone that can invoke a revenge! Of course I understand the point of pirates, but they should therefore undestand the point of carebears too. thay both want to avoid risks that thay deem to be excessive. So, why should CCP prefer pirates' point and not carebears' one?


This is a common fallacy. Understand this now: killing PVE-fit ships is not meaningful for combat-oriented players. Sure, why not pop a pimp bear ship for the loots, but the killmails people write reports, the ones that create fame and reputation are exclusively real combat ones.

The reason why many avoid null is because of the blobs, don't try to project your personal fears on EVE players.

Us, the players, would like to see carebears try the low/null/wh lifestyle and see how much more fun it is. This is why it makes sense to move the high-income activities out of the hisec- an area that does not promote teamwork.

Quote:
Summarizing: shifting all lvl 4 missions in low sec would be good only for one particular class of players: the pirates that do not have enough bravery/isk/organization to roam in null sec and/or to suicide gank missioners in high sec. Is it enough to induce CCP to risk a substanital quit from mission runner community?


Shifting lvl 4s to low security would be good for the bears. They would see that it's not so scary as they think, and that working together negates the risks, and maybe they would even realize how much more rewarding it is to chase and fight other human players instead of idiotic NPCs.

Captain Kirk didn't stay in hisec. 

Yonis Kador
KADORCORP
#140 - 2012-06-10 10:21:56 UTC
Uinuva,

You will not lure risk-averse players to low sec by relocating lvl 4s there. They will still be risk-averse. It would change nothing. There is already increased profit potential there. You could put all the profit in the game in low sec and risk averse players would probably just fly around in high sec until they got bored. Turning high-sec into some barren wasteland so players cannot survive there is also counterproductive to player retention. That's not good for anyone.

And imo, it's a bit unfair to categorize high-sec players as not "real" players, no? While it's true that the things that go on in null shape the political landscape of New Eden and lead to a huge amount of player-generated content, that doesn't translate to those people being the only "real" players in the game. A high sec corp full of noobs, running mining ops, cooperative mission ops, etc. are still creating their own player-generated content, albeit on a much smaller scale.

YK