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Decline in numbers... starting to turn into RAPID!!!

First post
Author
Cidanel Afuran
Grant Village
#1101 - 2015-09-03 15:12:04 UTC
how on earth did an EVE is dying thread make 50+ pages without being locked?
xxxTRUSTxxx
Galactic Rangers
#1102 - 2015-09-03 15:17:34 UTC
Cidanel Afuran wrote:
how on earth did an EVE is dying thread make 50+ pages without being locked?


should have been locked at page 1
Jenn aSide
Soul Machines
The Initiative.
#1103 - 2015-09-03 15:32:06 UTC  |  Edited by: Jenn aSide
Berreta Hinken wrote:
I think it's simple. The PVP needs to be better. A LOT better. I don't have a good suggestion on how to make that happen, but I think that's the core problem. They need to seriously start focusing on this. Make the PVP FUN and rewarding and dangerous.

There needs to be some rewards for pvping. And I'm not talking isk or LP. There isn't any real rewards in pvp besides posting km for bragging rights and having a green killboard.

I think if you're a pirate it should be more "official" than a -10 security rating. You should be the one who gets the pirate bpc's and gets certain benefits others don't get, at a cost. Something like that.

The game mechanic of CONCORD showing up in seconds and being immortal and insta blowing you up takes something away from the game. So does having to play a stupid mini game to take over space. Why does someone have to read an article on how to steal someones space in a "hardcore sandbox mmo"? You shoot the infastructure, it blows up. Simple. I personally like the 4 hour window. It would ensure you can't get taken over at 4am, but just take away everything else.

PVE could do with some work too. PVE is too easy and boring. You kill 10 BS in 5 mins in a cruiser hull, and whooptydoo. This is while afk. It should be much more of a "thing" to solo even a PVE BS. Hopefully they make something happen with this drifter thing.


This kind of thinking seems sound and reasonable at 1st. It just 'makes sense'.

Until you put it in action. Back when faction warfare started, there was no 'reward' for it beyond some useless ranks and medals. We (FW participants, including myself) begged and berated CCP into giving us 'rewards' for pvping and better rewards for PVE so we didn't have to leave FW to isk up doing lvl 4 missions and later incursions. Wiser players said this would be a bad idea, and we ignored them.

And because of us and our shortsightedness, CCP ruined FW, stuff ti with rewards and watched those rewards skew EVERYTHING. People started having alts on all sides of FW to 'manage' conflict, FW missions turned into one of the historically most unbalanced things ever and destroyed several markets that other missions runners across New Eden relied on. The spirit of FW died a long time ago.

The reason for this is that PVP is it's own reward, and introducing 'rewards' introduces reasons to NOT PVP but rather to scheme and manipulate (and not in the good 'EVE way" either). Rewards changed the entire focus of FW. I've been back into FW 6 times over the last 5 years and it just makes me actually sad (as much as a video game can), because the 'metagaming' isn't about beating the other side and winning the field, it's about putting isk in your pockets so you can actually do non-fw things that are actually fun.



TL;DR, while your idea is a well meaning and even sensible one, history shows that following it would actually be a disaster where PVP is concerned. The rewards for PVP in EVE are the ability to stroke one's ego, and sometimes territory, and that's enough, pvp rewards just brings in non-PVPrs to game the system.

For PVE, CCP may be on the right track with Drifters, we can agree on that.
Markus Reese
Deep Core Mining Inc.
Caldari State
#1104 - 2015-09-03 15:40:43 UTC  |  Edited by: Markus Reese
Cidanel Afuran wrote:
how on earth did an EVE is dying thread make 50+ pages without being locked?


by having civil and constructive conversations that are not violating forum or EULA rules. It has been a quite refreshing debate I have found.

Ima Wreckyou wrote:

Or you could just ramble on, ignoring what everyone else says..


How is it ignoring? You presented science supporting random. I countered with core scienctific principles that is only random because it is beyond our understanding. How is it ignoring? Course we can just assume that the theorem is in fact more than theorem and the be all/end all. World is flat as well.

Berreta Hinken wrote:
I think it's simple. The PVP needs to be better. A LOT better. I don't have a good suggestion on how to make that happen, but I think that's the core problem. They need to seriously start focusing on this. Make the PVP FUN and rewarding and dangerous.

There needs to be some rewards for pvping. And I'm not talking isk or LP. There isn't any real rewards in pvp besides posting km for bragging rights and having a green killboard.


Yes, the PvP, while grand, and with consequence is lacking in mechanics. Like PvE, a combat situation is easily read with the basic rock paper scissors and all press F1 once out of small gang warfare. Best solution for this would be for tweaks of both modules and damage projection to offer advantage to squad on squad combat, but not neglect that sometimes, pure alpha fighting is needed. This way, even if two fleets face off, it is not possible to tell outcome for sure. It needs to be plausible that a smaller fleet can take out a larger fleet if they are more skilled as players. Without negating numbers.

Piracy as well. I would love to be full time pirate in eve. Problem is that for me to be a pirate, it would mean I have to do more of the stuff I don't like. Ergo, I dont. Piracy in eve needs to allow a completely different lifestyle and really needs its own infrastructure with stuff like pirate gates, etc.

Jenn aSide wrote:


This kind of thinking seems sound and reasonable at 1st. It just 'makes sense'.

Until you put it in action. Back when faction warfare started, there was no 'reward' for it beyond some useless ranks and medals. We (FW participants, including myself) begged and berated CCP into giving us 'rewards' for pvping and better rewards for PVE so we didn't have to leave FW to isk up doing lvl 4 missions and later incursions. Wiser players said this would be a bad idea, and we ignored them.

And because of us and our shortsightedness, CCP ruined FW, stuff ti with rewards and watched those rewards skew EVERYTHING. People started having alts on all sides of FW to 'manage' conflict, FW missions turned into one of the historically most unbalanced things ever and destroyed several markets that other missions runners across New Eden relied on. The spirit of FW died a long time ago.

For PVE, CCP may be on the right track with Drifters, we can agree on that.


The faction warfare thing. Problem is that it isn't zero sum mechanic. The reward was added to the pve side and not so much the pvp. The reward system is over simplistic. It does need another round of overhauls for sure. The LP should come from destruction of players. The more control the enemy has, the better the target's standing and the value of their character should determine LP. Not the sites. Reasoning? If somebody is losing the war, they will reward loyalty more bring people to that faction. Because is standings based, side flipping is less.

PvP for fw still the main since harder to exploit. The LP is paying out, but only if somebody else is losing. That results in a negative income so there does need deeper considerations in means to make some earnings with faction warfare and make it more self sustaining. Possibilities could include having special "Faction warfare" Rookie ships? Essentially a rookie ship for FW people on par with a standard faction frigate? This means that if in a tough spot, still have a fairly effective ship to get some kills and get back?

Overall though, is a tough one compared to piracy. Piracy at least is counter to people living an empire earnings. Since both sides of faction warfare are essentially equal footing, one side is always going to die out on a balanced system. That or seriously exploitable.

It does end up becoming like you said at the end there. Drifters in concept are the right track. A combat that can integrate with pvp and offer serious challenges that promote more complex gameplay. If faction warfare sites started using an AI and dynamic that makes them tough and requiring organization, it can boost pvp. Tough npc navy ships will act as that buffer in FW to offset the continual loss.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Salvos Rhoska
#1105 - 2015-09-03 16:10:15 UTC  |  Edited by: Salvos Rhoska
Jenn aSide wrote:
TL;DR, while your idea is a well meaning and even sensible one, history shows that following it would actually be a disaster where PVP is concerned. The rewards for PVP in EVE are the ability to stroke one's ego, and sometimes territory, and that's enough, pvp rewards just brings in non-PVPrs to game the system

Reading your post, and the post it addressed, I was struck with a thought.

Ill try to articulate it.

EVE is a PvP game.
All player action has repercussions on all other players, whether near or far, immediate or delayed, big or small.
Having said that, ship destruction, in particular, constitutes only a small part of that entirety, of said PvP, and of interaction in EVE.

My thought, was that perhaps, as you point out, ship destruction in and of itself, as something which results in relatively little reward, has become overstated. Attempting to systemize its occurance, problematic.

Is it not reasonable, that PvP (as ship destruction), should be incentivised as a means to support other concurrent forms of PvP and interaction from which greater net benefits are gained? That the violence is a necessary (though itself unprofitable) as a means inorder to clear the way of opposition, so that other forms of PvP can generate the actual benefit?

I think this has always been the premise and underlying purpose, but maybe CCP and we, have forgotten that for what it entails and how it could direct design decisions.

Im trying to formulate that though combat PvP is and will remain a means to an end, its incidence of combat PvP simply for combat PvPs sake, is and should remain essentially unprofitable, unless it is attached to and commensurate to some other form of PvP from which greater benefit can be gained.

Am I making any sense?

This is happening right now, ofc, to a degree.
In HS with wardecs and CODE like entities (unfortunately with no recourse to trade hubs), LS with intense territorial aggression, WHs with various mechanics, Null through Sov, FW nominally through node control (Poorly, crap farm mechanic).

But perhaps more can be done to incentivize the other, non-combat forms of PvP, so that violent aggression becomes more of a means to an end, rather than a means onto itself. In terms of player retention, meaning providing more incentive for entitites to want to include players engaged in other non-combat forms of PvP, as the source that provide the profit/benefit to the actual combat PvP players, once those combat PvP players have cleared the way of the opposing violently aggressive players. Combat is its own reward for excitement and action, but the fiscal/opportunity payout comes from other forms of non-combat PvP therafter.

Something more akin to a real world model, where a military arm defends when necessary, and aggresses when expedient, so as to secure the opportunities of non-combat PvP arms to provide benefit to them, and themselves.

Yes, EVE is a PvP game, through and through.
But as is shown, violence in and of itself, as one facet of PvP, is essentially unprofitable.
So the motivation (aside from excitement, killboard and glory) has to come from some other resultant net benefit.
So that when you go to war, its not the war itself that pays you, you are paid when players move in and develop the space you have cleared, to commensurate benefit. This provides more motivation and impetus for ship violence, to the result of more fights. This provides more motivation and impetus for non-violent PvP, to the result of more player activity not only for these players to move in and capitalise, but the also combat capsuleers that cleared the territory.
Markus Reese
Deep Core Mining Inc.
Caldari State
#1106 - 2015-09-03 16:21:44 UTC  |  Edited by: Markus Reese
Salvos Rhoska wrote:

Am I making any sense?


Absolute sense! I kinda struck on it during my edited post above, but it is something I say often. PvP just means you usually need to be more hardcore pve to pay for it. Exception is small ship/small gang combat which can be paid for very quickly.

I have a rl friend who was in eve early. Before all the jump freighters and fast travel, a person could take out a ship and find loot. But this still meant being a pirate going to a major shopping center to sell it. Now, not so much aside from ganks (I still say is fair play) or a foolish pve ship taking the wrong turn. Combat evasion (which I also say is fair play) makes a profitable fight few and far between.

Combat for combat's sake should be unprofitable. In the highsec vs lowsec vs nullsec, there HAS to be an intermediatary for that lifestyle. That is in lowsec.

Lowsec means no sov. Players should be able to align themselves with npcs to gain access and beacons to hidden sites that are mobile (move during downtime). In Pirate sov, there needs to be (yay drifter AI) the equal of pirate navies and customs. So those that like to rat in null, well they are cutting themselves off from pirate sov same way FW loses empire sov.

If the pirate supporting players earn pirate LP direct from killing people in negative standings, that will change warfare. Imagine if a group of players took out a sov alliance ratting carrier and as such, got the LP to get pirate cruisers? People in lowsec would now have the tools and income to live in lowsec. Piracy will earn you lp for pvp, and the isk side if needed can be a procedural mission systems suited for pvp ships making use of non static agents. Those missions should pay out in LP more than isk, but on par with empire with a bit more. Idea being that then pirates are using the pie ships, equipment and implants but without causing a market flood crashing the lp value.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

babyblue
Ascendance
Goonswarm Federation
#1107 - 2015-09-03 16:51:17 UTC
Markus Reese wrote:


...or ask the question why and answer that.

Is basis of science! They have properties. We just cannot measure it. Science isnt about getting answers, it is about asking questions. A scientist who finds answers has failed. A scientist who finds something to bring about more questions....


I understand but remember, when it comes to quantum systems your intuition is cheating you. You have to throw out everything you think you know about reality. Delayed choice quantum eraser experiments are even more nuts.

Btw: Feynman was quite entertaining on `why' questions. But I don't think it's possible to understand 20th century physics without first reading Plato's Allegory of the Cave. His insight is deep for someone who lived 2,500 years ago.
Seven Koskanaiken
Shadow Legions.
Insidious.
#1108 - 2015-09-03 16:59:36 UTC
Jeremiah Saken wrote:
Webvan wrote:
This is what happens when you run TV ads to draw in players, you get a bunch of lazy couch potatoes expecting entitlement to their way of gaming or they throw tantrums before going back to the couch. So, PCU down? Like for reals? May be a good thing.

What about those who came to EvE after "This is EvE trailer"? They bringed money needed to fuel EvE and other CCPs projects. Good or bad thing?


Only works if they actually stay around.

Old EVE

New EVE
Jill Xelitras
Xeltec services
#1109 - 2015-09-03 17:00:31 UTC
Salvos Rhoska wrote:
Jenn aSide wrote:
TL;DR, while your idea is a well meaning and even sensible one, history shows that following it would actually be a disaster where PVP is concerned. The rewards for PVP in EVE are the ability to stroke one's ego, and sometimes territory, and that's enough, pvp rewards just brings in non-PVPrs to game the system

Reading your post, and the post it addressed, I was struck with a thought.

Ill try to articulate it.

EVE is a PvP game.
All player action has repercussions on all other players, whether near or far, immediate or delayed, big or small.
Having said that, ship destruction, in particular, constitutes only a small part of that entirety, of said PvP, and of interaction in EVE.

My thought, was that perhaps, as you point out, ship destruction in and of itself, as something which results in relatively little reward, has become overstated. Attempting to systemize its occurance, problematic.

Is it not reasonable, that PvP (as ship destruction), should be incentivised as a means to support other concurrent forms of PvP and interaction from which greater net benefits are gained? That the violence is a necessary (though itself unprofitable) as a means inorder to clear the way of opposition, so that other forms of PvP can generate the actual benefit?


please explain or detail what other forms of PvP you've been thinking of.

Quote:

I think this has always been the premise and underlying purpose, but maybe CCP and we, have forgotten that for what it entails and how it could direct design decisions.

Im trying to formulate that though combat PvP is and will remain a means to an end, its incidence of combat PvP simply for combat PvPs sake, is and should remain essentially unprofitable, unless it is attached to and commensurate to some other form of PvP from which greater benefit can be gained.

Am I making any sense?

This is happening right now, ofc, to a degree.
In HS with wardecs and CODE like entities (unfortunately with no recourse to trade hubs), LS with intense territorial aggression, WHs with various mechanics, Null through Sov, FW nominally through node control (Poorly, crap farm mechanic).


In FW we lose the ability to dock in stations that are not controlled by our faction ... is that something you'd see as a good example of what you propose ?

Quote:

But perhaps more can be done to incentivize the other, non-combat forms of PvP, so that violent aggression becomes more of a means to an end, rather than a means onto itself. In terms of player retention, meaning providing more incentive for entitites to want to include players engaged in other non-combat forms of PvP, as the source that provide the profit/benefit to the actual combat PvP players, once those combat PvP players have cleared the way of the opposing violently aggressive players. Combat is its own reward for excitement and action, but the fiscal/opportunity payout comes from other forms of non-combat PvP therafter.

Something more akin to a real world model, where a military arm defends when necessary, and aggresses when expedient, so as to secure the opportunities of non-combat PvP arms to provide benefit to them, and themselves.
(snip)
when you go to war, its not the war itself that pays you, you are paid when players move in and develop the space you have cleared, to commensurate benefit.


Isn't that what 0.0 was / used to be about ? You take space with rich moons and good ratting opportunities to fill the warchest. Then you spend your iskies on conquest or defense as appropriate.

Not sure I understand your post ...

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Webvan
All Kill No Skill
#1110 - 2015-09-03 17:09:40 UTC
Markus Reese wrote:
Cidanel Afuran wrote:
how on earth did an EVE is dying thread make 50+ pages without being locked?


by having civil and constructive conversations that are not violating forum or EULA rules. It has been a quite refreshing debate I have found.
More like same dumb thread like last month, and the month before, and the month before that, and before that. And likely next month, and the month after that, and will happen again and again until CCP gives into the list of demands and restores flying mounts to Azeroth P

I'm in it for the money

Ctrl+Alt+Shift+F12

Markus Reese
Deep Core Mining Inc.
Caldari State
#1111 - 2015-09-03 17:13:12 UTC
Webvan wrote:
More like same dumb thread like last month, and the month before, and the month before that, and before that. And likely next month, and the month after that, and will happen again and again until CCP gives into the list of demands and restores flying mounts to Azeroth P


...where is that vid of eve vs wow....

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Alavaria Fera
GoonWaffe
#1112 - 2015-09-03 17:19:19 UTC
Seven Koskanaiken wrote:
Jeremiah Saken wrote:

What about those who came to EvE after "This is EvE trailer"? They bringed money needed to fuel EvE and other CCPs projects. Good or bad thing?

Only works if they actually stay around.

Old EVE

New EVE

You're saying the numbers ... declined?

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

Tippia
Sunshine and Lollipops
#1113 - 2015-09-03 17:35:19 UTC
Salvos Rhoska wrote:
Im trying to formulate that though combat PvP is and will remain a means to an end, its incidence of combat PvP simply for combat PvPs sake, is and should remain essentially unprofitable, unless it is attached to and commensurate to some other form of PvP from which greater benefit can be gained.

Am I making any sense?

Some, although the punctuation arguably makes it less so. Blink

There are two issues at hand with PvP profitability. One is what forms “profit” comes in; the other is what players will do for profit.

The second point is probably the easiest one to make: any system for profit will be pushed to its breaking point, and any system ostensibly revolving around PvP can be inherently abused by the removal of the “versus” part; i.e. if both parties in what is supposed to be a conflict between opposites instead becomes willing and cooperating participants. It's basic prisoner's dilemma game theory, but without the information gap that creates the dilemma. Such a system will most likely be set up on the premise that two players will want to fight over a prize, but the system breaks down if both players are aware of the rules and just game the system to share the prize instead. If you get reward of 1,000 points of X for spending 1,000 points of “effort” (in whatever form it comes) to kill the other guy, that's an awful lot to go through compared to if you and the other guy can just decide to alternate in getting 1,000 X while expending 1 “effort point”. No chasing, no outsmarting, no breaking the defences of the target; just a free “win” to cash in the rewards. And then you swap sides and do it again. Much of the FW manipulation that has happened after they fixed the loot pricing loopholes has followed this pattern.

The immediately obvious way of solving that is to make bypassing the competition not worth it, but that immediately runs the risk of making the whole thing worthless. The alternative is to ensure that there is some unavoidable connection between the “effort” and the reward, but such a system is an absolute ***** to design.

The first point, in a way, is a third answer to that problem: shift the rewards to a form that somehow penalises those wilful losses. The question then becomes what on earth such a reward would be, but more than that, it also becomes a question of for whom is it an actual reward. Different prizes are valued differently by different (potential) competitors. Killboard stats may be enough for one guy, but not the next; gross loot value — i.e. hitting “the big one” — may be the one true measure for one, but not the next; net ISK influx may be all that matters for one guy, but not the next. And that's just for combat. Now multiply it with all the kinds of PvP that can happen at the same time, and you've got a real headache. So how do you choose a reward that actually incentivises the type of conflict you want to see?

Maybe that's where the answer really needs to be found: with the question of what the preferred outcome is — only then can a suitable type of reward be picked, as well as the means of getting to that reward.
Lucas Kell
Solitude Trading
S.N.O.T.
#1114 - 2015-09-03 17:58:29 UTC
Cidanel Afuran wrote:
how on earth did an EVE is dying thread make 50+ pages without being locked?
Proof that it's actually true this time! Shocked

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dersen Lowery
The Scope
#1115 - 2015-09-03 18:02:50 UTC
Tippia wrote:
Maybe that's where the answer really needs to be found: with the question of what the preferred outcome is — only then can a suitable type of reward be picked, as well as the means of getting to that reward.


One way out is to make the gameplay itself the reward. To pick something out of Guild Wars 2, if you climb all the way to the top of a mountain, and then all the way out to the edge of some precipice, you might get... an achievement. Something with absolutely no in-game value. And yet, I know someone who was so obsessed with collecting them that she scoured the entire game world in search of them, stopping only when she had them all--and of course, by then ArenaNet had expanded the world and introduced more, so off she went, leveling her character as needed.

I'm increasingly of the opinion that one of the things that has made EVE so intractable as a design problem is the insistence that rewards have an in-game material value. Many of them necessarily must or the economy collapses, but there's no reason to be restricted to it.

One recent example: TCUs now do nothing but put your alliance on the map, in the most literal sense. Is that enough to get people to online TCUs? Of course.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Markus Reese
Deep Core Mining Inc.
Caldari State
#1116 - 2015-09-03 18:07:34 UTC  |  Edited by: Markus Reese
Tippia wrote:


The second point is probably the easiest one to make: any system for profit will be pushed to its breaking point


Which is why I love zero sum systems. It cycles back to other parts of this talk. The biggest issue with the faction warfare is that PvP doesn't provide the profit. PvP only prevents the other person from profiting.

For faction warfare, the pve side with capturing locations should be more combat oriented and make use of tactics as close to pvp as possible. New AI requiring tackle, them warping out and stuff could lead to this. Here is how I would set up FW where you have two equal competitions.

The beacon captures need to be replaces with warzones based off drifter AIs. The NPCs will fight, but be at a draw and players essentially shift the balance. The Entosis is kind of nice here if the NPCs can counter it. No real viable LP from this. Some isk from navy paying out bounty, and a bit of LP if get the site. Overall value and earning though would work out to less than a revamped highsec L4.

The PvP side, make that where the isk and LP is. By forcing into combat sites, el cheapo frigates alone wont cut it for heavier defended FW systems. This brings some value to the combat. Kills of other players on opposing militia paying out similar to how bounties pay out. That is the sweet spot. Pay out in LP though. So much like we have L1 to L4 missions, we can have L1 to L4 FW sites so to speak. Combine in a system like the incursion control for system bonus/penalties, and we are getting interesting.

This means that FW is now a diverse bit of sites from new player to hardcore veterans. If you want big earnings, you blow up high profile targets. If want faction warfare, but more leary of the pvp side, can play that way too by going after less valuable targets. Difficult thing is to ensure proper value for payouts to prevent market manipulation. Hard set values for T2, T3 and faction ships might be required since minerals won't cut it.


The bit for pies vs empires, that was above. The PvE side of a PvP system should be a buffer with the pvp being the isk.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Syn Shi
School of Applied Knowledge
Caldari State
#1117 - 2015-09-03 22:03:37 UTC
Salvos Rhoska wrote:
Jenn aSide wrote:
TL;DR, while your idea is a well meaning and even sensible one, history shows that following it would actually be a disaster where PVP is concerned. The rewards for PVP in EVE are the ability to stroke one's ego, and sometimes territory, and that's enough, pvp rewards just brings in non-PVPrs to game the system

Reading your post, and the post it addressed, I was struck with a thought.

Ill try to articulate it.

EVE is a PvP game.
All player action has repercussions on all other players, whether near or far, immediate or delayed, big or small.
Having said that, ship destruction, in particular, constitutes only a small part of that entirety, of said PvP, and of interaction in EVE.

My thought, was that perhaps, as you point out, ship destruction in and of itself, as something which results in relatively little reward, has become overstated. Attempting to systemize its occurance, problematic.

Is it not reasonable, that PvP (as ship destruction), should be incentivised as a means to support other concurrent forms of PvP and interaction from which greater net benefits are gained? That the violence is a necessary (though itself unprofitable) as a means inorder to clear the way of opposition, so that other forms of PvP can generate the actual benefit?

I think this has always been the premise and underlying purpose, but maybe CCP and we, have forgotten that for what it entails and how it could direct design decisions.

Im trying to formulate that though combat PvP is and will remain a means to an end, its incidence of combat PvP simply for combat PvPs sake, is and should remain essentially unprofitable, unless it is attached to and commensurate to some other form of PvP from which greater benefit can be gained.

Am I making any sense?

This is happening right now, ofc, to a degree.
In HS with wardecs and CODE like entities (unfortunately with no recourse to trade hubs), LS with intense territorial aggression, WHs with various mechanics, Null through Sov, FW nominally through node control (Poorly, crap farm mechanic).

But perhaps more can be done to incentivize the other, non-combat forms of PvP, so that violent aggression becomes more of a means to an end, rather than a means onto itself. In terms of player retention, meaning providing more incentive for entitites to want to include players engaged in other non-combat forms of PvP, as the source that provide the profit/benefit to the actual combat PvP players, once those combat PvP players have cleared the way of the opposing violently aggressive players. Combat is its own reward for excitement and action, but the fiscal/opportunity payout comes from other forms of non-combat PvP therafter.

Something more akin to a real world model, where a military arm defends when necessary, and aggresses when expedient, so as to secure the opportunities of non-combat PvP arms to provide benefit to them, and themselves.

Yes, EVE is a PvP game, through and through.
But as is shown, violence in and of itself, as one facet of PvP, is essentially unprofitable.
So the motivation (aside from excitement, killboard and glory) has to come from some other resultant net benefit.
So that when you go to war, its not the war itself that pays you, you are paid when players move in and develop the space you have cleared, to commensurate benefit. This provides more motivation and impetus for ship violence, to the result of more fights. This provides more motivation and impetus for non-violent PvP, to the result of more player activity not only for these players to move in and capitalise, but the also combat capsuleers that cleared the territory.


"EVE is a PvP game"


Eve is a sandbox where players create the content. This can include pvp, pve, and anything else in-between.

For you it may only be a pvp game as that is what you choose to do in the sandbox. There are players who only do pve and some that do both. And that is what they choose to do.



Kiandoshia
Pator Tech School
Minmatar Republic
#1118 - 2015-09-03 22:32:23 UTC
Cidanel Afuran wrote:
how on earth did an EVE is dying thread make 50+ pages without being locked?


I wouldn't say Eve is dying but Eve surely is boring this year around and looking at the amount of people who are online, it appears to me bleeding lots of activity.

I myself used to play Eve every day about 6-8 months ago. Now I can't be bothered to log in most days because there is just nothing interesting to log in for but I guess that is partly my own fault.
Alavaria Fera
GoonWaffe
#1119 - 2015-09-03 23:17:31 UTC
Dersen Lowery wrote:
One recent example: TCUs now do nothing but put your alliance on the map, in the most literal sense. Is that enough to get people to online TCUs? Of course.

Isn't large portions of delve empty?

Also, don't look down on pos fuel bonuses

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

Tippia
Sunshine and Lollipops
#1120 - 2015-09-04 02:10:07 UTC  |  Edited by: Tippia
Syn Shi wrote:
"EVE is a PvP game"

Eve is a sandbox where players create the content. This can include pvp, pve, and anything else in-between.
Weeeeell… no. Not quite.

EVE is a sandbox — specifically, it's a multiplayer sandbox. This pretty much inherently means that it is a PvP game, or most of the sandboxiness would instantly go away. The players can't really create any PvE because that's the nature of PvE: it is computer-controlled, and there are no tools available to the players to adjust it. Its sole purpose is to be consumed, not created (this is a good thing, btw — if players could control it, it would be abused to hell and back with disastrous consequences for the economy).

Quote:
There are players who only do pve and some that do both. And that is what they choose to do.
Again not quite. While there are players who only intend to consume the lack-lustre PvE portions of the game, they are still doing so in a full-PvP environment where [that consumption in and of itself is a form of PvP since it is done in competition with other players.

It's when that (pretty much unfeasible) intent comes into contact with, and clashes with, the reality of the game that we get the all-too-common “I was doing nothing/why was I ganked?”-pattern rage-quit thread. That unrealistic expectation is, by far, the biggest issue that EVE has to overcome in terms of attracting, appealing to, and keeping its customer base.