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

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Author
Frostys Virpio
State War Academy
Caldari State
#3541 - 2016-01-06 16:37:17 UTC
Vic Jefferson wrote:
Admiral Bill Adama wrote:
I remember logging in years ago and seeing 90k plus players on at any given time... The massive decline in numbers started when C.O.D.E came into play, you want more people playing and new blood coming in kick the new order aka code out of high sec end their clear violation of the tos.

And then you can make new content as in, new career opportunities more ships more stations, more zones for high,low, null etc.. Or you an ignore reality and continue to not produce new content and let harassment go on and watch the population drop even lower. I figure at about 5-10k you'll realize the problem and then it'll be too late. oh well.



Echoing others, this is complete and utter nonsense.

If you want to actually deal with CODE., you have to deal with it at the source, and that means actually enabling good antagonist game play outside of Hi Sec. The kids have no where to play thanks to the extreme safety of nullsec, so of course they will come to the last place you can actually get on the same grid with something to shoot before it docks up. That being said, they generally are not doing anything wrong, it is within game mechanics to operate as they do, but if you find their behaviors excessive, the real thing to blame is null mechanics. The highest Isk killed/hour is available in High Sec; this is a problem with the game.

In Hi Sec, the hulk doesn't warp out. In null sec, the hulk warps out when you are 5 jumps away.



The only reason people don't dock up as soon as CODE enter system is they wrongly believe they are safe. They all think it not gonna be them until their number is randomly drawn and they get to be "it". Everywhere else, if you are not prepared for combat, you GTFO because you fully expect to be "it" if you don't.

It's all a giant game of tag in space at the end of the day.
Jenn aSide
Soul Machines
The Initiative.
#3542 - 2016-01-06 16:52:14 UTC
Vic Jefferson wrote:
Admiral Bill Adama wrote:
I remember logging in years ago and seeing 90k plus players on at any given time... The massive decline in numbers started when C.O.D.E came into play, you want more people playing and new blood coming in kick the new order aka code out of high sec end their clear violation of the tos.

And then you can make new content as in, new career opportunities more ships more stations, more zones for high,low, null etc.. Or you an ignore reality and continue to not produce new content and let harassment go on and watch the population drop even lower. I figure at about 5-10k you'll realize the problem and then it'll be too late. oh well.



Echoing others, this is complete and utter nonsense.

If you want to actually deal with CODE., you have to deal with it at the source, and that means actually enabling good antagonist game play outside of Hi Sec. The kids have no where to play thanks to the extreme safety of nullsec, so of course they will come to the last place you can actually get on the same grid with something to shoot before it docks up. That being said, they generally are not doing anything wrong, it is within game mechanics to operate as they do, but if you find their behaviors excessive, the real thing to blame is null mechanics. The highest Isk killed/hour is available in High Sec; this is a problem with the game.

In Hi Sec, the hulk doesn't warp out. In null sec, the hulk warps out when you are 5 jumps away.



This is wrong headed thinking. The idea that any change to anything will affect people like CODE isn't just false, it misleading.

People like CODE don't exist because "null sec is too safe and boring". You could make null (and low, and WH space) the most dynamic places in human history and CODE (and it's ilk) would still exist. CODE is in high sec not because other places are boring, but because High Sec provides the one resource most players like the CODE guys need:

Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up. In other words, High Sec is the place where the "average gamer personality" people tend to play (side note, this in now way is meant to suggest that all high sec players are like that, I know many that stick to high sec because of their limited play time, but they are still tough minded "hard targets" that CODE doesn't screw with because they can't get tears from them).

Folks like CODE (and others, like Goons/high sec wardeccers etc etc) love to watch people like that explode, both in terms of ships but also in terms of their tears. CCP can spend time changing game mechanics but it will be to no avail, because game mechanics will never fix the real issue. The issue is people (who let themselves be prey and then over-react to the post ship death taunting they get afterwords, the over-reaction being the entire goal of the ganker) being mentally unsuited and unprepared for a game like EVE, not null sec.


In other words, the people who have a problem with CODE would be better served in their desire to see CODE diminished if they helped to train new players on how to mentally and emotionally deal with them (which is the WORST thing you can do to CODE, they don't like smart , well trained space pilots) rather than doing what they usually do, which is run to CCP for more nerfs to game mechanics that just Obi-Wans the CODE types into stronger/Smarter ganking.
Vic Jefferson
Stimulus
Rote Kapelle
#3543 - 2016-01-06 16:53:34 UTC
Frostys Virpio wrote:
It's all a giant game of tag in space at the end of the day.


Perhaps, but it doesn't change the fact that it is a little derpy that the best place to be a pirate in the game is...in high sec.

I've done a ton of hunting in null, and a ton of ganking in High Sec. You wouldn't attract so many people to be CODE. enthusiasts if other forms of antagonism weren't comparatively uphill. If you want to see CODE. do more than gank people in HS, and the occasional insta-lock camp picking on FW people, you have to let those players be the bad guys. Pretty hard to do when literally every mechanic is against them in null and low, and where every mechanic is basically for them in creating said false sense of security in high.

Vote Vic Jefferson for CSM X.....XI.....XII?

Vic Jefferson
Stimulus
Rote Kapelle
#3544 - 2016-01-06 17:05:24 UTC
Jenn aSide wrote:
Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up.


This applies to lots of nullbears too you know. It just takes more effort to get the tears/kerfuffles/angst out of them, whereas they literally beg you do to so in High Sec. You get not only the best Isk killed/hour ratio, but the most Cry/hour as well. High Sec is thus disproportionately favored by content creators, when intuitively, more dangerous space would seem the better place to stir things up.

So long as mechanics allow it, there will be ganking in HS; this is a great and fantastic thing! However, the draw of it, given how boring the rest of the game has been made by players, i feel is very increased. You can fill Uedama with hundreds of red-blinky people (again, kudos to them for being organized) but no one in their right mind wants to run around with sov lasers, and local pretty much keeps the majority of null 100% safe with no effort.

Vote Vic Jefferson for CSM X.....XI.....XII?

Jenn aSide
Soul Machines
The Initiative.
#3545 - 2016-01-06 17:27:31 UTC
Vic Jefferson wrote:
Jenn aSide wrote:
Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up.


This applies to lots of nullbears too you know. It just takes more effort to get the tears/kerfuffles/angst out of them, whereas they literally beg you do to so in High Sec. You get not only the best Isk killed/hour ratio, but the most Cry/hour as well. High Sec is thus disproportionately favored by content creators, when intuitively, more dangerous space would seem the better place to stir things up.

So long as mechanics allow it, there will be ganking in HS; this is a great and fantastic thing! However, the draw of it, given how boring the rest of the game has been made by players, i feel is very increased. You can fill Uedama with hundreds of red-blinky people (again, kudos to them for being organized) but no one in their right mind wants to run around with sov lasers, and local pretty much keeps the majority of null 100% safe with no effort.


"Hunters" tend to feel that way , but it's mainly because they don't understand the other side of the coin. As a mainly PVE type, my entire game experience has been learning how to not get got. PVP type players generally get there things wrong.

The same people frustrating "hunters" in null (by watching local, having intel channels and watcing them, fitting ships appropriately with things like ecm bursts, mjds, neuts and ecm drones) do the same kinds things when they fly in high sec. You're blaming it on the wrong thing (mechanics) but its the TYPE of people who leave high sec that you are really complaining about. The type that prepare.

If there were no local, people in null would just do what smart people in WH space do: rat in ships that didn't rely on evasion, do remote repping mining or ratting fleets, rat/mine in cheap ships no one minds losing etc etc. Changing the mechanics would not make your null hunting less uphill, but MORE uphill (as people just adjust by doing the things i describe, or by going back to high sec in droves like we did after the 1st icnursion nerf), in the exact same way that CCPs strengthening of several mechanics in high sec made ganking explode in popularity.

You're views are directly backwards of the reality here.
Frostys Virpio
State War Academy
Caldari State
#3546 - 2016-01-06 17:45:13 UTC
Jenn aSide wrote:
Vic Jefferson wrote:
Jenn aSide wrote:
Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up.


This applies to lots of nullbears too you know. It just takes more effort to get the tears/kerfuffles/angst out of them, whereas they literally beg you do to so in High Sec. You get not only the best Isk killed/hour ratio, but the most Cry/hour as well. High Sec is thus disproportionately favored by content creators, when intuitively, more dangerous space would seem the better place to stir things up.

So long as mechanics allow it, there will be ganking in HS; this is a great and fantastic thing! However, the draw of it, given how boring the rest of the game has been made by players, i feel is very increased. You can fill Uedama with hundreds of red-blinky people (again, kudos to them for being organized) but no one in their right mind wants to run around with sov lasers, and local pretty much keeps the majority of null 100% safe with no effort.


"Hunters" tend to feel that way , but it's mainly because they don't understand the other side of the coin. As a mainly PVE type, my entire game experience has been learning how to not get got. PVP type players generally get there things wrong.

The same people frustrating "hunters" in null (by watching local, having intel channels and watcing them, fitting ships appropriately with things like ecm bursts, mjds, neuts and ecm drones) do the same kinds things when they fly in high sec. You're blaming it on the wrong thing (mechanics) but its the TYPE of people who leave high sec that you are really complaining about. The type that prepare.

If there were no local, people in null would just do what smart people in WH space do: rat in ships that didn't rely on evasion, do remote repping mining or ratting fleets, rat/mine in cheap ships no one minds losing etc etc. Changing the mechanics would not make your null hunting less uphill, but MORE uphill (as people just adjust by doing the things i describe, or by going back to high sec in droves like we did after the 1st icnursion nerf), in the exact same way that CCPs strengthening of several mechanics in high sec made ganking explode in popularity.

You're views are directly backwards of the reality here.


Nobody really accept being on the losing side of "meaningful PvP". If the stakes are high, people will play it safe. Large engagement in this game, even if they end up in steamrolling victory always happened for 2 reasons, either both side had a real impression they were the side with the better odds of getting away with the win or just did something stupid. Null sec "train" the player to reduce his stupid moments so everybody adapt while HS don't really make you evolve because your loss are not constant even if you are always stupid.

Deadspace fitted dps vindicator flying gate to gate between incursions?

*raise hand*

I used to do this because it didn't really feel unsafe. What are the chance that at that exact point in time, people will have on the gate the necessary hardware to pin you down and kill you? It's pretty damn low if you are not right after a MOM got popped which mean there will be high traffic for the gankers to count on for a stream of targets. And even if they are there, overheating A type invuln gave me enough EHP to outlive a tornado gang who didn't choose the right target to shoot at. You don't learn to not do stupid **** in that place. Null sec? The play stupid game, win stupid prize rules is in full effect there so people stop playing those stupid games at some point.
Jenn aSide
Soul Machines
The Initiative.
#3547 - 2016-01-06 18:04:02 UTC
Frostys Virpio wrote:
Null sec "train" the player to reduce his stupid moments so everybody adapt while HS don't really make you evolve because your loss are not constant even if you are always stupid.


Exactly this. in Null/Low/WH space you can get away with occasional stupidity (God knows I have lol), but eventually someone stamps 'paid' on it for you. In high sec most people go along their merry ways with nary an itch to scratch.

Like you i've pushed a Deadpsace fit Incursion BS through gates on the way to the next focus without a care in the world, and only spending a small amount of time refitting for travel. I'd NEVER do that in null, never blind jump a Vindicator through a gate like that. In my 1st year of playing EVE i stayed in high sec and learned very little because I didn't need to, the 1st 2 WEEKS in low sec (when Faction Warfare was introduced) I learned more about the game than I had in a year of high sec. And I usually learned those lessons via the dying light of my exploding spacecraft...it was Illuminating, literally lol.
Solecist Project
#3548 - 2016-01-06 18:13:53 UTC
Jenn aSide wrote:

Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up. In other words, High Sec is the place where the "average gamer personality" people tend to play (side note, this in now way is meant to suggest that all high sec players are like that, I know many that stick to high sec because of their limited play time, but they are still tough minded "hard targets" that CODE doesn't screw with because they can't get tears from them).

I feel insulted. CODE aren't the only ones who take advantage of - and generally love being around - average citizens who lack even the most basic understanding of how reality really works...

Sadly most people I talk to don't understand that highsec really is the best place to be, simply because it's where all the random citizens live. Nullsec is boring, because every group is made of friends and joining any of them simply is no fun (can't shoot/steal from/scam/betray your own corp/alliancemates on a daily basis) and lowsec has a too low amount of dumb people.

When it comes to content creation, highsec is the best place to be.
And roaming around looking for people to fight is in no way or form *creation* of content.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Frostys Virpio
State War Academy
Caldari State
#3549 - 2016-01-06 18:28:50 UTC
Solecist Project wrote:
Jenn aSide wrote:

Gullible, oblivious, entitled type players who are generally over-sensitive , emotionally unstable and easy to rile up. In other words, High Sec is the place where the "average gamer personality" people tend to play (side note, this in now way is meant to suggest that all high sec players are like that, I know many that stick to high sec because of their limited play time, but they are still tough minded "hard targets" that CODE doesn't screw with because they can't get tears from them).

I feel insulted. CODE aren't the only ones who take advantage of - and generally love being around - average citizens who lack even the most basic understanding of how reality really works...

Sadly most people I talk to don't understand that highsec really is the best place to be, simply because it's where all the random citizens live. Nullsec is boring, because every group is made of friends and joining any of them simply is no fun (can't shoot/steal from/scam/betray your own corp/alliancemates on a daily basis) and lowsec has a too low amount of dumb people.

When it comes to content creation, highsec is the best place to be.
And roaming around looking for people to fight is in no way or form *creation* of content.


People mention CODE because they are the most seen. Unless I know you, you are just a random member of a NPC corp. There could be 20 of you in a system and it does not feel like a presence because there are no affiliation to be noted. CODE always have those tags on. It's like "full patches" bikers. You notice any one of them as representing their presence while not noticing the "no label" killer because he just look like yet another random person.

This also show that CODE is doing all of this for the secondary effects since they are technically easyer to avoid with a corp/alliance tag than random NPC corp members. You can set CODE. to red and they all appear red to you all the time. Setting Solecist Project to red only makes you red. Every other content creator is still "hidden". They want to be seen because it can generate another payout.
Jill Xelitras
Xeltec services
#3550 - 2016-01-06 19:33:22 UTC
Jenn aSide wrote:
The issue is people (who let themselves be prey and then over-react to the post ship death taunting they get afterwords, the over-reaction being the entire goal of the ganker) being mentally unsuited and unprepared for a game like EVE, not null sec.


Very well said. Long before CODE there was a corp which brought it to the point: tear extraction and reclamation services [TEARS].

Don't anger the forum gods.

ISD Buldath:

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

Jill Xelitras
Xeltec services
#3551 - 2016-01-06 20:18:50 UTC
Frostys Virpio wrote:
Every other content creator ...


Upon reading this, I imagined a guided tour through CCP's offices:

"Here we have our art department continously building and improving on game content ... and behind those doors with the skull & cross-bones logo we have our ... uh ... other content creators. Unfortunately we can't go in there ... since the ... incident. Anyone want a coffee ? The cafeteria is our next stop."

Don't anger the forum gods.

ISD Buldath:

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

sero Hita
Science and Trade Institute
Caldari State
#3552 - 2016-01-06 21:13:14 UTC
Solecist Project wrote:
and lowsec has a too low amount of dumb people.


Lol, this must be a first. You complaining about people being too clever Big smile usually it is the other way around.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Solecist Project
#3553 - 2016-01-06 21:29:04 UTC  |  Edited by: Solecist Project
sero Hita wrote:
Solecist Project wrote:
and lowsec has a too low amount of dumb people.


Lol, this must be a first. You complaining about people being too clever Big smile usually it is the other way around.

Well observed! :)
Though it's only, because ... well, did you ever notice that lowsec is almost never a topic in GD?

I consider lowsec and wormhole space to inhabit the smartest ...
... and high- and nullsec the ... well... the rest.

Talking about the broad masses here of course.


I'd be a horrible leader IRL, I'd force education onto people, next to other things.
Psychology, Neurolinguistic programming, philosophy, evolution, laws of nature ... from early ages.

I'd force them to be honest, until dishonesty ceases to exist. I'd force them to do yoga and i'd ban
artificial sweeteners. I'd ban capitalistic pigs and ceos with horrendous wages compared to
regular workesrs and I'd outlaw *interest*, punishable with death by hanging in public.......

Imagine a world where people have to take responsibility for their actions instead of being protected from,
and thus worsening - over generations, btw - , their stupidity.


Sheesh, that's too offtopic even by my standards.


*noms marblecake*

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Gregor Parud
Imperial Academy
#3554 - 2016-01-07 05:41:37 UTC
On their own low sec pvpers tend to be better than nullseccers.
Ibutho Inkosi
Doomheim
#3555 - 2016-01-07 08:03:11 UTC
If there's such a precipitous decline, how come this thread has 3553 posts...oops, 3554?

As long as the tale of the hunt is told by the hunter, and not the lion, it will favor the hunter.

Krevnos
Back Door Burglars
#3556 - 2016-01-07 08:41:34 UTC  |  Edited by: Krevnos
Ibutho Inkosi wrote:
If there's such a precipitous decline, how come this thread has 3553 posts...oops, 3554?



This is because the argument was that there is a decline, not that no-one is playing.

The argument carries weight in that Eve Offline reports a 25% decrease in player activity over the past year alone. This, of course, is assuming that Eve Offline is doing its job correctly.

To add further weight to the argument, we recently saw CCP Seagull beg players to log in to their accounts in an unprecedented Dev Blog.

Furthermore, the company have been brainstorming ways to encourage player activity, including the introduction of daily rewards for performing basic activities and have even investigated moving the entire platform to a free to play model.
Solecist Project
#3557 - 2016-01-07 09:09:52 UTC

No one notices that the decline as predicted isn't happening...

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

sero Hita
Science and Trade Institute
Caldari State
#3558 - 2016-01-07 11:48:55 UTC  |  Edited by: sero Hita
Solecist Project wrote:

No one notices that the decline as predicted isn't happening...


Sure, some people noticed. The last bit.

There was a drop in ACU over the last five years, but it is neither a steady linear or exponential decline over the period, as one would expect from the doom people. The decline is infact mostly due to the drop in jan -juli 2015. Meaning that what happened in this period (Aegis SOV+banning input broadcasting are possible reason, but ofc. could be other things) is probably the main reason behind the observed decline in ACU.

And probably not the state of PVE as some try to spin it.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Solecist Project
#3559 - 2016-01-07 12:06:04 UTC
sero Hita wrote:
Solecist Project wrote:

No one notices that the decline as predicted isn't happening...


Sure, some people noticed. The last bit.

There was a drop in ACU over the last five years, but it is neither a steady linear or exponential decline over the period, as one would expect from the doom people. The decline is infact mostly due to the drop in jan -juli 2015. Meaning that what happened in this period (Aegis SOV+banning input broadcasting are possible reason, but ofc. could be other things) is probably the main reason behind the observed decline in ACU.

And probably not the state of PVE as some try to spin it.

We should hang out ingame and have a private talk.
I even promise I'll keep my virtual clothes on will drop the usual act ...
... unless of course you don't want me to do that. Either/or/both. ;)

Okay?

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Vaerah Vahrokha
Vahrokh Consulting
#3560 - 2016-01-08 14:06:30 UTC  |  Edited by: Vaerah Vahrokha
Vic Jefferson wrote:

If you want to actually deal with CODE., you have to deal with it at the source, and that means actually enabling good antagonist game play outside of Hi Sec. The kids have no where to play thanks to the extreme safety of nullsec, so of course they will come to the last place you can actually get on the same grid with something to shoot before it docks up. That being said, they generally are not doing anything wrong, it is within game mechanics to operate as they do, but if you find their behaviors excessive, the real thing to blame is null mechanics. The highest Isk killed/hour is available in High Sec; this is a problem with the game.

In Hi Sec, the hulk doesn't warp out. In null sec, the hulk warps out when you are 5 jumps away.


I had the pleausure of dealing with CODE squads on my terms (I hire PvP corps and they wipe them away), but I think their true purpose to exist is, to "strongly entice" players to move to null sec.

A little nuisance with this is, as times goes on there are less and less players who follow the "advice" and more who just switch to another game. Here's a possible explanation:

One of the weakest spots I have ever experienced with EvE, is how incredibly weak is its "grip" on new players. The starter missions have been an improvement to involve new players a bit (much better than the 2011 motto: "Welcome to EVE Online, here's a rubik's cube, go fck yourself"). But they are still too little, too weak imo, to overcome the ever increasing appeal better "packaged" newer games propose to perspective new players.

I'd love to see a sort of "campaign" that takes the new player by the hand (they arrive in EvE with WoW canned progress mentality) and slowly the campaign makes the new player explore key EvE features and slowly "departs" from the canned progress and gradually teaches to adapt to a sandbox gameplay.
By doing so, EvE could "convert" modern era players to its model with an higher retention rate.