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Core gameplay changes that would radically reshape the game for the better

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Author
Mors Sanctitatis
Death of Virtue
#1 - 2011-11-28 21:40:24 UTC  |  Edited by: Mors Sanctitatis
As the title says-

1. Put Local in “delayed mode” for *all* systems, regardless of security status. Constellation chat would provide enough precision with respect to who is located in what general areas as far as “finding a fight” goes, without providing information with extreme precision (“there is exactly X many players from Y group in this system).

2. Remove activity metrics from the stellar map. Space should be big and empty. There is no terrain in which to hide in. The emptiness needs to be the small group’s ‘cover’. The ability to hide from larger groups is what will make smaller groups capable of surviving in deep 0.0.

3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. (EDITED) Remove all Meta 0 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.

6. (EDITED) Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions, high-sec Incursions etc.).

7. Build in diversity in space: make particular items available on markets only in high sec, low sec and 0.0 space. Boosters and drugs in general (and the materials to make them) available exclusively in low sec markets would be a good example/start.

Note that the above points improve the life for all aspects of play. There is something of benefit there for everyone: PVPers, industrialists, PVEers, 0.0 players, low sec dwellers and high sec beginners. These are changes that will require a minimum of man-hours to implement. It changes the game design, it’s not about adding content.

CCP traditionally has benefited from the long term player- the type of player that quits after 3-4 months isn’t what CCP should be focused on. Their main focus should be on developing and retaining a player base that is in it for the long view. It’s the consistent growth of this core player structure that is going to continue to support and grow the game.

Discuss.

Added content:

Dynamically distributed missions from agents/agent quality: the more used an agent is, the lower the quality becomes, thereby spreading the load across more agents/locations and providing more reward from little used/remotely located agents.

EDIT: I've updated a few things for clarity and also incorporated a few poster's excellent points. I will continue to edit the OP to reflect the discussion.

THANK YOU TO ALL FOR THE CONSTRUCTIVE DISCUSSION!
Nova Fox
Novafox Shipyards
#2 - 2011-11-28 21:42:22 UTC  |  Edited by: Nova Fox
My ideas in the second link of my signature which gives salvaging hacking and acrheaology a whollop to wake up to.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Ammzi
Dreddit
Test Alliance Please Ignore
#3 - 2011-11-28 21:49:32 UTC
Well there's only one thing to say about this.
Thank god you are not a game designer.
Mors Sanctitatis
Death of Virtue
#4 - 2011-11-28 21:51:30 UTC
Nova Fox wrote:
My ideas in the second link of my signature which gives salvaging hacking and acrheaology a whollop to wake up to.


indeed Nova, Salvaging, Exploration/Hacking/Arch all need massive improvements in terms of depth, variety and reward. I'm 100% behind your ideas.
Elanor Vega
Native Freshfood
Minmatar Republic
#5 - 2011-11-28 21:55:59 UTC
Mors Sanctitatis wrote:
As the title says-

1. Put Local in “delayed mode” for *all* systems, regardless of security status. Constellation chat would provide enough precision with respect to who is located in what general areas as far as “finding a fight” goes, without providing information with extreme precision (“there is exactly X many players from Y group in this system).

2. Remove activity metrics from the stellar map. Space should be big and empty. There is no terrain in which to hide in. The emptiness needs to be the small group’s ‘cover’. The ability to hide from larger groups is what will make smaller groups capable of surviving in deep 0.0.

3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. Remove all Meta 1 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.

6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).

7. Build in diversity in space: make particular items available on markets only in high sec, low sec and 0.0 space. Boosters and drugs in general (and the materials to make them) available exclusively in low sec markets would be a good example/start.

Note that the above points improve the life for all aspects of play. There is something of benefit there for everyone: PVPers, industrialists, PVEers, 0.0 players, low sec dwellers and high sec beginners. These are changes that will require a minimum of man-hours to implement. It changes the game design, it’s not about adding content.

CCP traditionally has benefited from the long term player- the type of player that quits after 3-4 months isn’t what CCP should be focused on. Their main focus should be on developing and retaining a player base that is in it for the long view. It’s the consistent growth of this core player structure that is going to continue to support and grow the game.

Discuss.



Some more tweaks... but... support 90%...
Takseen
Federal Defense Union
Gallente Federation
#6 - 2011-11-28 21:56:28 UTC  |  Edited by: Takseen
Mors Sanctitatis wrote:


6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).

WoW's high level content is indeed in a dangerous area. If by dangerous area you mean a self-contained instanced bubble that contains a single dungeon/raid group and NO ONE ELSE but the npcs.
At best you're vulnerable to pvp while outdoors doing daily quests, assuming you're on a pvp server with a decent population that's well balanced between the two factions. And even then, being ganked while doing daily quests is a at most a few minutes inconvenience. No loss of items, trivial loss of gold.

Eve's highsec PvE is way way waaaaaaaay more dangerous. Sure the NPCs aren't super dangerous, but
-other players can shoot you to death
-they can then take your stuff
Shad0wsFury
Sorry We're In Your Space Eh
Seventh Sanctum.
#7 - 2011-11-28 21:58:40 UTC
I liked where you started, then I kept reading and AM DISAPPOINT.

Delayed mode local is something I'm fairly sure will happen in 0.0 eventually. This will help differentiate lowsec more and keep it more "noobie friendly", while providing more opportunity for PvP in 0.0 and more danger for people PvEing in 0.0.

I'm also convinced that at some point isk making in highsec is going to be nerfed *somehow*. I have a suspicion too that incursions are going to be the main cause of this, and that they're also going to be the vehicle for change. But before any of that can happen, CCP has to make people WANT to go to lowsec and 0.0 to make isk, and while there are huge isk faucets in 0.0 and lowsec currently, they are generally single, high value items like moons, which can easily be horded by powerful entities, and there needs to be more and better ways of dispersing wealth among players, without bottlenecking that money through *someone* who may or may not keep it for themselves.

Lastly, while restricting the market might seem like a good idea, it's PROBABLY not. EVE's market works like every other economy on supply and demand, and restricting certain items to certain areas is going to decidedly change demand for them. I'm sure there are people who currently buy boosters in Jita that wouldn't any longer buy them if they were only available in some remote or possibly camped lowsec or 0.0 system.

Mors Sanctitatis
Death of Virtue
#8 - 2011-11-28 22:01:34 UTC
Takseen wrote:
Mors Sanctitatis wrote:


6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).

WoW's high level content is indeed in a dangerous area. If by dangerous area you mean a self-contained instanced bubble that contains a single dungeon/raid group and NO ONE ELSE but the npcs.
At best you're vulnerable to pvp while outdoors doing daily quests, assuming you're on a pvp server with a decent population that's well balanced between the two factions. And even then, being ganked while doing daily quests is a at most a few minutes inconvenience. No loss of items, trivial loss of gold.

Eve's highsec PvE is way way waaaaaaaay more dangerous. Sure the NPCs aren't super dangerous, but
-other players can shoot you to death
-they can then take your stuff


Generally speaking, I'm referring to the "daily quests" (not instanced PVE content), and I'm referring to the relative benefit that a player receives while in a "safe area" in WoW compared to an unsafe area. Basically, in WoW a player can accomplish almost nothing from a production/money generating standpoint while in a "high security area". In order to do just about anything character development related the player must venture out into "low security" PVP areas. Note: I'm not an expert on WoW, I don't play it, and don't have years and years of detailed experience with it. I'm just making general comparisons.
Denidil
Cascades Mountain Operatives
#9 - 2011-11-28 22:02:17 UTC
1) no, stfu with this - we're tired of hearing it
2) maybe
3) yes
4) maybe, but probably no
5) no - there is already value in repairing items... you're bad at math
6) wrong - "incursions" are not high level PvE content. your ignorance of the game is not the fault of the game mechanics *cough*wormholes*cough*
7) space is already diverse

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Gogela
Epic Ganking Time
CODE.
#10 - 2011-11-28 22:02:49 UTC
I support this thread and or services. o7

Signatures should be used responsibly...

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
#11 - 2011-11-28 22:03:08 UTC
Mors Sanctitatis wrote:
As the title says-

1. Put Local in “delayed mode” for *all* systems, regardless of security status. Constellation chat would provide enough precision with respect to who is located in what general areas as far as “finding a fight” goes, without providing information with extreme precision (“there is exactly X many players from Y group in this system).

2. Remove activity metrics from the stellar map. Space should be big and empty. There is no terrain in which to hide in. The emptiness needs to be the small group’s ‘cover’. The ability to hide from larger groups is what will make smaller groups capable of surviving in deep 0.0.

3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. Remove all Meta 1 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.

6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).

7. Build in diversity in space: make particular items available on markets only in high sec, low sec and 0.0 space. Boosters and drugs in general (and the materials to make them) available exclusively in low sec markets would be a good example/start.

Note that the above points improve the life for all aspects of play. There is something of benefit there for everyone: PVPers, industrialists, PVEers, 0.0 players, low sec dwellers and high sec beginners. These are changes that will require a minimum of man-hours to implement. It changes the game design, it’s not about adding content.

CCP traditionally has benefited from the long term player- the type of player that quits after 3-4 months isn’t what CCP should be focused on. Their main focus should be on developing and retaining a player base that is in it for the long view. It’s the consistent growth of this core player structure that is going to continue to support and grow the game.

Discuss.


You have some horrible ideas.

1. Won't ever happen. Put it in the category of moving all lvl 4s to lowsec.

2. Why exactly? This would actually detract from your "mythical small group" because they wouldn't have scouts covering huge expanses of space.

3. Replace it with what exactly?

4. The profit margins on these would be so razor-thin, nobody should have to waste manufacturing slots for it

5. Nerfing mineral compression.. ehm. If nullsec was actually a viable place to have industrial pursuits, maybe it could work.

6. Missions pay so much better in lowsec/nullsec already. Incursions pay better in lowsec/nullsec. Its quite entertaining you think lvl 4s as the best PvE content in the game.

7. A better mechanic to trade boosters/illegal items would be ideal.
Majora Veneris
Doomheim
#12 - 2011-11-28 22:07:08 UTC
Mors Sanctitatis wrote:
As the title says-

1. Put Local in “delayed mode” for *all* systems, regardless of security status. Constellation chat would provide enough precision with respect to who is located in what general areas as far as “finding a fight” goes, without providing information with extreme precision (“there is exactly X many players from Y group in this system).

2. Remove activity metrics from the stellar map. Space should be big and empty. There is no terrain in which to hide in. The emptiness needs to be the small group’s ‘cover’. The ability to hide from larger groups is what will make smaller groups capable of surviving in deep 0.0.

3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. Remove all Meta 1 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.


Support 100%


Mors Sanctitatis wrote:

6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).


The highest end PvE (from a missions standpoint) already is in low/null. level 5 missions. We see how popular they are.

Mors Sanctitatis wrote:

7. Build in diversity in space: make particular items available on markets only in high sec, low sec and 0.0 space. Boosters and drugs in general (and the materials to make them) available exclusively in low sec markets would be a good example/start.

Note that the above points improve the life for all aspects of play. There is something of benefit there for everyone: PVPers, industrialists, PVEers, 0.0 players, low sec dwellers and high sec beginners. These are changes that will require a minimum of man-hours to implement. It changes the game design, it’s not about adding content.

CCP traditionally has benefited from the long term player- the type of player that quits after 3-4 months isn’t what CCP should be focused on. Their main focus should be on developing and retaining a player base that is in it for the long view. It’s the consistent growth of this core player structure that is going to continue to support and grow the game.

Discuss.

Support these.

Mors Sanctitatis wrote:

Added content:

Dynamically distributed missions from agents/agent quality: the more used an agent is, the lower the quality becomes, thereby spreading the load across more agents/locations and providing more reward from little used/remotely located agents.


Didnt CCP take out something similar to this? while i agree its a good idea to spread everyone out, i doubt it's going to happen.


[b]A Good Forum Post Is Like A Skirt.... Long Enough To Cover The Subject Matter, But Short Enough To Keep Things Interesting.[/b]

Elanor Vega
Native Freshfood
Minmatar Republic
#13 - 2011-11-28 22:10:30 UTC
Shad0wsFury wrote:
I liked where you started, then I kept reading and AM DISAPPOINT.

Delayed mode local is something I'm fairly sure will happen in 0.0 eventually. This will help differentiate lowsec more and keep it more "noobie friendly", while providing more opportunity for PvP in 0.0 and more danger for people PvEing in 0.0.

I'm also convinced that at some point isk making in highsec is going to be nerfed *somehow*. I have a suspicion too that incursions are going to be the main cause of this, and that they're also going to be the vehicle for change. But before any of that can happen, CCP has to make people WANT to go to lowsec and 0.0 to make isk, and while there are huge isk faucets in 0.0 and lowsec currently, they are generally single, high value items like moons, which can easily be horded by powerful entities, and there needs to be more and better ways of dispersing wealth among players, without bottlenecking that money through *someone* who may or may not keep it for themselves.

Lastly, while restricting the market might seem like a good idea, it's PROBABLY not. EVE's market works like every other economy on supply and demand, and restricting certain items to certain areas is going to decidedly change demand for them. I'm sure there are people who currently buy boosters in Jita that wouldn't any longer buy them if they were only available in some remote or possibly camped lowsec or 0.0 system.




Sorry, but what made you disappointed???
only thing that i see where OP got it wrong is that lvl4 are not the greatest problem... incursions are...

About indy stuff:
Quote:
3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. Remove all Meta 1 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.

I support it 100%...
maybe not all 3 stuff 100% rigorously, but all is must...
especialy drone minerals... thats the wort thing eve ever saw...

and to OP... you thought about meta0 not meta1, right???


About local... 100% that should be the case in 0.0...
but for low sec... i don't know... maybe local would make the difference and make it more "noob friendly"

And activity metrics... nice... where is no NPC sov... no free actual data...
maybe data from last month so that botts cant stay hidden always...
Jodis Talvanen
State War Academy
Caldari State
#14 - 2011-11-28 22:12:37 UTC
Mors Sanctitatis wrote:
As the title says-

1. Put Local in “delayed mode” for *all* systems, regardless of security status. Constellation chat would provide enough precision with respect to who is located in what general areas as far as “finding a fight” goes, without providing information with extreme precision (“there is exactly X many players from Y group in this system).

2. Remove activity metrics from the stellar map. Space should be big and empty. There is no terrain in which to hide in. The emptiness needs to be the small group’s ‘cover’. The ability to hide from larger groups is what will make smaller groups capable of surviving in deep 0.0.

3. Remove “mining with guns”. Get rid of mineral drops from Drones. One of the worst game design choices ever.

4. Remove all Meta 1 drops from the game. In general, push as much into the hands of the players as possible with respect to creating items.

5. Mineral sinks- reduce the recycling efficiency of items. Recycling should be 50-80% efficient at the most, with all skills maxed. There should be value in repairing items.

6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).

7. Build in diversity in space: make particular items available on markets only in high sec, low sec and 0.0 space. Boosters and drugs in general (and the materials to make them) available exclusively in low sec markets would be a good example/start.

Note that the above points improve the life for all aspects of play. There is something of benefit there for everyone: PVPers, industrialists, PVEers, 0.0 players, low sec dwellers and high sec beginners. These are changes that will require a minimum of man-hours to implement. It changes the game design, it’s not about adding content.

CCP traditionally has benefited from the long term player- the type of player that quits after 3-4 months isn’t what CCP should be focused on. Their main focus should be on developing and retaining a player base that is in it for the long view. It’s the consistent growth of this core player structure that is going to continue to support and grow the game.

Discuss.

Added content:

Dynamically distributed missions from agents/agent quality: the more used an agent is, the lower the quality becomes, thereby spreading the load across more agents/locations and providing more reward from little used/remotely located agents.


1. I disagree. But I too think it needs to change. It actually should be the same kind of local like w-space. Because a CHAT channel is not an overview. It's a communication channel, leave it as that and don't make it a tactical tool which doesn't make sense.
Imagine you're fighting in an atomic sub. You don't automatically get DETECTED by some kind of magical chat room which lists EVERY SINGLE PERSON that EXISTS nearby. Even God doesn't do that.

2. Agree. Statistics should not be visible. Space is space, it's not a chess game.

3. I think there should be a redesign of the mining process. The key is make it interactive. That's it.

4. I think they are fine.

5. no comment.

6. Maybe CCP should make PvP and PvE less distinct first. So people fitted for PvE can have less of a disadvantage against people in PvP ships. How - I do not know.

7. Diversity is the key. Totally agree.


Nice ideas overall, but they need to be reviewed more throughly. But CCP should take this thread seriously. And actually make some plan for the changes that are inevitable and are overdue.
SilentSkills
The Scope
Gallente Federation
#15 - 2011-11-28 22:13:43 UTC
Lets see..

I agree with number 1, but keep highsec/lowsec as they currently are.
2 - agree, the level of information that can be obtained from outside the game in regards to player locations/movement is ridiculous, this should be a high priority for CCP.
3- I don't see why they should remove them. While I personally would not do it even if I got paid, some people do it, plus keeps things different in 0.0
4- Yes. Training most items to lvl5 in EVE takes a relatively short amount of time. Save for guns, ships, or highly specialized items (most of which don't have meta 2,3 and 4 items)
5- I agree with this. Recycling is recycling, you should not be able to get an entire item back in minerals, at least not without paying for extensive separation techniques (mirror this from real life ffs)
6- I agree with having quality of agents variable with respect to demand. However lvl4s should stay in highsec/lowsec.
Move incursions to lowsec - only.
7- I rather not comment on this, because I haven't thought of the impact contraband will have on EVE (probable future content)
Elanor Vega
Native Freshfood
Minmatar Republic
#16 - 2011-11-28 22:14:11 UTC
only yea... market...
eve have free market... you cant say this can be sold here...
only you cant say this isnt legal here but that needs to have logic...

I was thinking about distribution like this...
80% of all gas clouds in WH and 20% low sec
90% of ice low sec and no ICE in WH...

that would make activity there...
Mors Sanctitatis
Death of Virtue
#17 - 2011-11-28 22:18:22 UTC
Shad0wsFury wrote:
I liked where you started, then I kept reading and AM DISAPPOINT.

Delayed mode local is something I'm fairly sure will happen in 0.0 eventually. This will help differentiate lowsec more and keep it more "noobie friendly", while providing more opportunity for PvP in 0.0 and more danger for people PvEing in 0.0.

I'm also convinced that at some point isk making in highsec is going to be nerfed *somehow*. I have a suspicion too that incursions are going to be the main cause of this, and that they're also going to be the vehicle for change. But before any of that can happen, CCP has to make people WANT to go to lowsec and 0.0 to make isk, and while there are huge isk faucets in 0.0 and lowsec currently, they are generally single, high value items like moons, which can easily be horded by powerful entities, and there needs to be more and better ways of dispersing wealth among players, without bottlenecking that money through *someone* who may or may not keep it for themselves.

Lastly, while restricting the market might seem like a good idea, it's PROBABLY not. EVE's market works like every other economy on supply and demand, and restricting certain items to certain areas is going to decidedly change demand for them. I'm sure there are people who currently buy boosters in Jita that wouldn't any longer buy them if they were only available in some remote or possibly camped lowsec or 0.0 system.



To address your last two points (and thank you for making a coherent and well written response by the way):

1. I think that dynamic agent quality will work well enough to motivate players at a gradual rate into more remote locations. Wealth needs to be dynamic and hard to "camp". See: exploration, hacking, arch etc.

2. Restricting items to low security systems (for example) will create opportunity where there currently isn't any. Imagine all the remote/empty/unused systems there are that could be potential market hubs for items. If one area is too heavily "camped" then other markets will spring up to provide the goods/services at a better price/easier availability than what is currently available. Sure, some of the players who buy them in Jita might not see the risk equal with the reward, but others will, and those will be the players that dominate the battlefield- the one's willing to take greater risk to achieve greater rewards.
Callic Veratar
#18 - 2011-11-28 22:20:43 UTC
Mors Sanctitatis wrote:
6. Risk vs. reward: Eve is the only game I know of where high level PVE content is available in “safe areas”. WoW’s high level content is restricted to “dangerous” areas of the game, Eve should be similar- move the best/most lucrative PVE content to 0.0 and low security space (I’m looking at you, Level 4 missions).


Sure Level 4 missions are the best PVE if you ignore Level 5 missions, Anomalies, Deadspace Complexes, Low/Null Incursions, Wormholes, and Nullsec Ratting.
Elanor Vega
Native Freshfood
Minmatar Republic
#19 - 2011-11-28 22:21:46 UTC
SilentSkills wrote:
Lets see..

I agree with number 1, but keep highsec/lowsec as they currently are.
2 - agree, the level of information that can be obtained from outside the game in regards to player locations/movement is ridiculous, this should be a high priority for CCP.
3- I don't see why they should remove them. While I personally would not do it even if I got paid, some people do it, plus keeps things different in 0.0
4- Yes. Training most items to lvl5 in EVE takes a relatively short amount of time. Save for guns, ships, or highly specialized items (most of which don't have meta 2,3 and 4 items)
5- I agree with this. Recycling is recycling, you should not be able to get an entire item back in minerals, at least not without paying for extensive separation techniques (mirror this from real life ffs)
6- I agree with having quality of agents variable with respect to demand. However lvl4s should stay in highsec/lowsec.
Move incursions to lowsec - only.
7- I rather not comment on this, because I haven't thought of the impact contraband will have on EVE (probable future content)



about drones and minerals...
that drop is killing mineral market and noone is happy...
ppl from drone regions saying they earn to little isk...
miners are earning so little that its no human...
and if you increase yield for any of them prices will go down more and you are nowhere...

Thats why minerals have to go back to miners and in drones put something else...
miners are ppl that cant use their skills for nothing only for mining... and ccp took that isk away from them too when introduced drone poo... you cant train for killing and with that skills mine... what you skill that you got...
you see with pew pew skills you can do many things and with mining/indy skills only mine... so you cant take that from miners...
Gerrick Palivorn
Caldari Provisions
Caldari State
#20 - 2011-11-28 22:24:27 UTC
1 Yes!!
2 It'll just migrate to 3rd party software, so eh...
3 Suggest something good to replace it with, then I'll support
4 I agree
5 Also agree
6 Hisec incursions need to be reevaluated, as do level 4 missions, sov should be something to strive for, not a novelty
7 No there is no efficient way to regulate this

MMOs come and go, but Eve remains.  -Garresh-

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