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Why Eve Can't attract new players, and has lost 20,000 so far.

First post
Author
TOR Protocol
State War Academy
Caldari State
#101 - 2016-07-12 10:36:06 UTC
Bugsy Nardieu wrote:
The CCP Auxiliary is used to recruit new and old players to establish Law Enforcement /Industry/Mining and shipping to police High Sec. If bad boys and girls in low and nullsec desire to repent of their way there has to ways to permit their enlistment into CCP Auxiliary.


If I'm hearing you correctly, it sounds like you're asking CCP to cross a line which they, themselves, had drawn in the sand. As a rule, CCP does not play in the sandbox alongside players on their official/admin accounts except to provide occasional backdrop, storyline events, and sometimes to just chat in trade hubs for a few minutes to promote something related to the game. What CCP does do is to hand out the buckets and shovels for others to decide how they want to play in the sandbox.

There's nobody stopping you from operating your own vision of the Auxiliary Force in your own name. Send out your recruiters, get a lot of new/old guys, and start waging the holy war on ignorance of the vision of what high security space should be. Police the hell out of it and reshape it ... but ... don't ask CCP to do that in the same style. They're much more likely to make adjustments to the environment itself in order to incentivize play styles.


Teckos Pech wrote:
The only way to wage war now is to camp pipes and trade hubs.

We're just going to have to agree to disagree on that point.
morion
Lighting Build
#102 - 2016-07-13 19:32:33 UTC
alts
Teckos Pech
Hogyoku
Goonswarm Federation
#103 - 2016-07-13 21:20:31 UTC
TOR Protocol wrote:


Teckos Pech wrote:
The only way to wage war now is to camp pipes and trade hubs.

We're just going to have to agree to disagree on that point.


Have you actually read what the war dec guys have written? I have and I find their arguments compelling. Unless you are going to do infiltration, and even that is now harder thanks to the change in the watchlist, camping is pretty much it. Have lots of wars and camp pipes and hubs and let the prey come to you. Much easier than trying to find somebody that is now damn hard to find.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#104 - 2016-07-13 22:17:15 UTC
TOR Protocol wrote:
The biggest problem in EVE right now is the war system being basically unlimited. To cherry-pick an ideal example, the Marmite Collective has, at the time of this posting, 128 active wars and 37 pending wars ... which adds up to them spending a total of around $8.2 billion isk on declaring wars this week. The cost is clearly not the problem.


What a nice pile of bogus assumptions. The war dec cost formula supposedly peaks out at 500 million ISK when you dec a corp/alliance with 2,000 pilots. For your 8.2 billion ISK to be true, they have to have wars against corporation with 330,000 pilots. Calling Bravo Sierra on that number.

In fact, if they decced corps with 50 pilots of less then the cost is actually an order of magnitude less.

Might help to know the mechanic you are talking about.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

TOR Protocol
State War Academy
Caldari State
#105 - 2016-07-13 22:25:55 UTC  |  Edited by: TOR Protocol
Teckos Pech wrote:
Might help to know the mechanic you are talking about.


I'm aware of the cost scaling of war declarations, and most wars are declared against small organizations at the base cost of 50 million per war. I posted roughly the minimum cost for that many wars and your argument on how it should cost more isn't helping your case.
Teckos Pech
Hogyoku
Goonswarm Federation
#106 - 2016-07-13 23:03:06 UTC
TOR Protocol wrote:
Teckos Pech wrote:
Might help to know the mechanic you are talking about.


I'm aware of the cost scaling of war declarations, and most wars are declared against small organizations at the base cost of 50 million per war. I posted roughly the minimum cost for that many wars and your argument on how it should cost more isn't helping your case.


Okay, you are correct, I am the one who was off.

However, why do you think they are declaring that many wars?

Are they stupid and just wasting ISK?

Are they doing it just to be dicks?

Are they doing it to try and get fights and kills?

Some other reason?

If you were a merc and you had your own corp of mercs and somebody came and wanted you to take out another corporation please detail how you'd get information on your potential target?

Tell me how you'd know which system(s) they are/were in, when they are online, and so forth?

Even CCP admits that the change in the watchlist has had an adverse impact on focused war decs. And you wonder why there has been an increase in blanket war decs...trying to ensure you have enough potential targets while you run through the pipes between hubs and when camping said trade hubs.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

TOR Protocol
State War Academy
Caldari State
#107 - 2016-07-13 23:38:56 UTC
I'm not saying you're wrong about the reasons for people blanketing entire regions with wardecs. It's certainly easier to throw cheap wars everywhere and see what sticks ... but it's also counterproductive in the longer term for the game as a whole. So, yeah, maybe some additional changes and/or rollbacks would help the problem as it stands. That said, I still believe there needs to be a hard cap on the number of wars to keep something like this from getting out of hand again if such improvements fail to live up to expectations.
Teckos Pech
Hogyoku
Goonswarm Federation
#108 - 2016-07-13 23:59:45 UTC
TOR Protocol wrote:
I'm not saying you're wrong about the reasons for people blanketing entire regions with wardecs. It's certainly easier to throw cheap wars everywhere and see what sticks ... but it's also counterproductive in the longer term for the game as a whole.


That is a CCP problem. One they created. Blaming it on corps that respond to the change in mechanics is like blaming water for flowing down hill.

Quote:
So, yeah, maybe some additional changes and/or rollbacks would help the problem as it stands. That said, I still believe there needs to be a hard cap on the number of wars to keep something like this from getting out of hand again if such improvements fail to live up to expectations.


Rolling thing back may not work. Ever hear the phrase of Pandora's box? I think this might a similar situation. These groups have been playing together for awhile now. They are not suddenly going to break apart because the change in mechanics that drove them together has been undone. It may take entirely new mechanics to achieve that goal.

Hard caps are stupid and lazy and counter to the very core of this game. This game is not about hard and fast rules like in most other MMOs but is entirely open ended. It is about letting players do stuff that nobody anticipated.

Personally I find this all totally hilarious. I find it hilarious because people whined...war decs are too cheap make them more expensive. So CCP did and those players using the war dec mechanic adapted and changed and banded together and now run ISK making operations to fund the increased war costs. Next players whined about the watchlist and the war dec players said, "if you do this there will be more balnket war decs" so CCP did it and....we got more blanket war decs.

Tell me, exactly how many more nerfs does this game need before it is "fixed"?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Elenahina
Federal Navy Academy
Gallente Federation
#109 - 2016-07-14 11:23:24 UTC
Black Pedro wrote:

--snipped a bunch of well written stuff that makes a lot of sense--

There is nothing wrong with Eve. It clearly just not a fit for you. Spend your energies finding a game that suits you better rather then whining plaintively for CCP to change their successful product to suit your tastes.

You will be much happier.


Your post was too long to quote all of it, but I would give you all of my space likes if I could. Well said.

I kept the most important part. If you dislike the game they way it is, then go find a game you enjoy, instead of trying to change this one to be the game you were looking for in the first place.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Aischa Montagne
Blut-Klauen-Clan
#110 - 2016-07-14 12:46:59 UTC  |  Edited by: Aischa Montagne
Teckos Pech wrote:
TOR Protocol wrote:
I'm not saying you're wrong about the reasons for people blanketing entire regions with wardecs. It's certainly easier to throw cheap wars everywhere and see what sticks ... but it's also counterproductive in the longer term for the game as a whole.


That is a CCP problem. One they created. Blaming it on corps that respond to the change in mechanics is like blaming water for flowing down hill.

I think Teckos Pech does not understand the Killboard as a meaning for WarDec Pilots. He thinks in ISK and expects that others think the same. Of course there is an ISK boarder where people just will not use WarDecs anymore, but the Idea of higher Price leads to less Wardecs is not true, due to the different pilot goals.

I think if a change is needed (I do not think so for WarDecs) it is that War Decs should get a Winning and loosing Condition. Currently the War Decced parties goal is loose as little as possible in a certain amount of time.

Better would be in my Eyes if the War Dec can be forced to an end by a Condition of sorts plus a peace Cool down timer in order to give the attacked Party time to breath.

lol just found -> https://www.fuzzwork.co.uk/2015/10/11/solving-the-wardec-problem/
Teckos Pech
Hogyoku
Goonswarm Federation
#111 - 2016-07-14 22:27:36 UTC
Aischa Montagne wrote:
Teckos Pech wrote:
TOR Protocol wrote:
I'm not saying you're wrong about the reasons for people blanketing entire regions with wardecs. It's certainly easier to throw cheap wars everywhere and see what sticks ... but it's also counterproductive in the longer term for the game as a whole.


That is a CCP problem. One they created. Blaming it on corps that respond to the change in mechanics is like blaming water for flowing down hill.

I think Teckos Pech does not understand the Killboard as a meaning for WarDec Pilots. He thinks in ISK and expects that others think the same. Of course there is an ISK boarder where people just will not use WarDecs anymore, but the Idea of higher Price leads to less Wardecs is not true, due to the different pilot goals.

I think if a change is needed (I do not think so for WarDecs) it is that War Decs should get a Winning and loosing Condition. Currently the War Decced parties goal is loose as little as possible in a certain amount of time.

Better would be in my Eyes if the War Dec can be forced to an end by a Condition of sorts plus a peace Cool down timer in order to give the attacked Party time to breath.

lol just found -> https://www.fuzzwork.co.uk/2015/10/11/solving-the-wardec-problem/


I do not think in terms of just ISK. I don't know what gave you that idea, but that is quite simply wrong.

However, higher ISK cost would lead to less wars....all other factors held constant. But those other factors are not constant and many of those factors are something players can control such as banding together into a larger group. This would open up new opportunities for making ISK as a larger group can now field more pilots if needed to defend things like a reaction farm.

As for the link he goes rather badly off the rails right away:

I don't think that will do anything, to be quite honest. The reason why wars are lopsided is that one side, generally speaking, has chosen not to learn PvP mechanics. As such unless this structure is vulnerable 24/7 I doubt anyone will undock to shoot it. And if it is vulnerable 24/7 then war dec corps are going to get screwed again. They'll anchor the structure and then it will get blown up while they are in bed. And even the war dec corps and alliances get even bigger to have 24/7 coverage of the structure we are back to no defenders undocking.

The "problem" with wars is one of attitude. One group of players like PvP and they know the mechanics. The other group does not like PvP pretty much at all and they do not know the PvP mechanics. Thus, one side is just NOT going to fight. They are not going to fight now, nor are they likely to fight over a structure.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Aischa Montagne
Blut-Klauen-Clan
#112 - 2016-07-15 21:17:48 UTC
Teckos Pech wrote:


I do not think in terms of just ISK. I don't know what gave you that idea, but that is quite simply wrong.

Your argumentation is sole based on ISK. So I came to the assumtion that you messure success in ISK like a lot of people do.
I do not mean to disrespect. It is just my experience when I deal with fellow miners that they think in sole ISK terms.
Teckos Pech wrote:

However, higher ISK cost would lead to less wars....all other factors held constant. But those other factors are not constant and many of those factors are something players can control such as banding together into a larger group. This would open up new opportunities for making ISK as a larger group can now field more pilots if needed to defend things like a reaction farm.

So instead of 2 Corps individually warDecing 15 Corps ( in total 30) you want them both to focus on 10 corps with doubled crew?
I could also imagine that certain individuals will attract even more wars.

I could imagine that on global range it would reduce the feeling for people to be in a war, but worse the situation for people who are in one.

Also I do believe it is hard to determine the right amount for a cost of a WarDec. Because for Groups that can finance themself through other means it might be easier to compensate, while others will stop useing WarDecs at all because they simply do not have the ressources.

I assume that richer WarDeccers will stay longer in that Biz, then youngsters or corps with simpler financial structures.
In total I see the risk, that raise of WarDec Prise as a lone meassure would lead to:
# Professionalism of War Deccers (Only those with higher income or savings will go for this)
# Increase / Focus of the unwilling and frustraded pilots that want to Mine at all costs.

Imho this is the wrong focus. If Wardecs are a Problem to individual groups they should be dealt with individually. So a raise of WarDec Price is in my eyes not goal leading.
The Price currently effects only the duration of a War. A not good running war will end quickly, while good running wars will be extended. To find the right war Partner a WarDeccing Corp will start of with a wide spread, and then find the right targets.

Teckos Pech wrote:

As for the link he goes rather badly off the rails right away:

I don't think that will do anything, to be quite honest. The reason why wars are lopsided is that one side, generally speaking, has chosen not to learn PvP mechanics. As such unless this structure is vulnerable 24/7 I doubt anyone will undock to shoot it. And if it is vulnerable 24/7 then war dec corps are going to get screwed again. They'll anchor the structure and then it will get blown up while they are in bed. And even the war dec corps and alliances get even bigger to have 24/7 coverage of the structure we are back to no defenders undocking.

The "problem" with wars is one of attitude. One group of players like PvP and they know the mechanics. The other group does not like PvP pretty much at all and they do not know the PvP mechanics. Thus, one side is just NOT going to fight. They are not going to fight now, nor are they likely to fight over a structure.

I think the ":" should be a ".". The following is not a quote.
I do not believe that a structure is a solution either, since the defender is the one who has to be online not the attacker.
However intersting is the Idea that the WarDec is bound to a Winning Condition. The War ends when the winning condition is reached. So the defender as a reason to fight.
Current War Decs there is no benefit for the defender to search the fight. Some do out of fun, but you could also choose not to undock during wars.

That is the potential in this idea. While the Idea as such is imperfect the Idea is IMHO the right one.
Teckos Pech
Hogyoku
Goonswarm Federation
#113 - 2016-07-15 22:59:12 UTC
Aischa Montagne wrote:
So instead of 2 Corps individually warDecing 15 Corps ( in total 30) you want them both to focus on 10 corps with doubled crew? I could also imagine that certain individuals will attract even more wars.


No prior to the nerf each corp might have 15 wars. After the nerf, they might be able to have 7-8 each. They band together and can have 15 or 16 or more.

The question is, are there economies of scale in ISK making? If the answer is yes, then they might be able to have even more wars. Maybe even 20 or possibly 30.

Aischa Montagne wrote:
I do not believe that a structure is a solution either, since the defender is the one who has to be online not the attacker.
However intersting is the Idea that the WarDec is bound to a Winning Condition. The War ends when the winning condition is reached. So the defender as a reason to fight.
Current War Decs there is no benefit for the defender to search the fight. Some do out of fun, but you could also choose not to undock during wars.

That is the potential in this idea. While the Idea as such is imperfect the Idea is IMHO the right one.


I disagree. As I noted I think the issue is one of attitude. What Winning Condition will induce people not interested in PvP to undock and face PvP?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Freelancer117
So you want to be a Hero
#114 - 2016-07-26 18:51:10 UTC
CCP thinks VR is the future, RIP eve online since the Compnay can not compete in the near future with new space mmo's Pirate
source: https://www.ccpgames.com/news/2015/ccp-games-raises-30-million-to-bolster-virtual-reality-development-efforts/

Regards, a Freelancer

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Malcanis
Vanishing Point.
The Initiative.
#115 - 2016-07-27 06:58:16 UTC  |  Edited by: Malcanis
Teckos Pech wrote:


I disagree. As I noted I think the issue is one of attitude. What Winning Condition will induce people not interested in PvP to undock and face PvP?


Exactly. I've been reading this thread, in various stages, for almost 10 years now, and no one has yet even managed to come close to reconciling the irreconcilable.

As long as people with no interest in learning how to defend themselves and no interest in paying others to do so keep forming corps which can be wardecced, this "discussion" will continue.

It's not really a discussion though, because there simply isn't enough common ground for it to really be a discussion. It's just squirrels and sharks yelling past each other about which would be the best place for them both to look for food. The squirrels want to look for nuts in the trees; the sharks want to chase fish in the seas. There is no option to satisfy one that doesn't kill the other.

I alluded to part of the root problem in another thread;

Quote:
The reason hi-sec is "dangerous" is that it is so safe that it is literally not worth taking precautions


People in this very thread have, with all sincerity, advised those troubled by wardecs to "go rat or mine in null" because it's safer there. Of course nullsec isn't intrinsically safer! It's riskier in 50 ways! Such safety as exists in null exists purely because the level of risk is such that the inhabitants have no other option than to work together and put effort into measures to make it be safer. The better organised and better led ones are more successful, and their miners, ratters and builders operate in a measure of safety.

Contrariwise, the situation in hi-sec is that hi-sec is statistically so safe that the overhead of providing safety to one another is so cripplingly high that virtually no-one bothers to do it. If you're making, I don't know, T2 Invulns for 2 mill*, and getting a 250k ISK margin on each one, then it is evidently foolish to 'spend' (whether in time, ISK, opportunity cost, higher mats costs, whatever) 150k ISK per unit on protecting your production and transport operation when there's only a 3% loss rate due to hostile action.

Doing nothing costs you 60k per unit, protecting yourself costs you 150k.

However, when that 3% is taken, it's not taken as just a lower overhead on each sale, it's taken all at once as a whole week's production gets ganked because you didn't warp your hauler to a Jita 4-4 instadock or whatever. And when the situation arises, there's absolutely nothing you can do about it.

It's an "unfair" situation to the gankee in the sense that it's "unfair" that a pair of 3s will always lose to 4 Jacks, even if the dude with the pair decided to bet a GSC full of T2 mods on his hand on the basis that the other guy folded on the previous 48 rounds.

Despite having watched CCP repeatedly nerf non-consensual PvP in hi-sec since almost the day I started, I have not seen any drop in the number of complaints about non-consensual PvP in hi-sec. That's because reducing the incidence doesn't make the occurrence any more acceptable to the guy it happens to. In fact it makes it less acceptable, because every such nerf makes it less worth taking any precautions, inevitably meaning that the actual encounter is perceived as even more unfair, provoking even more passionate complaints.

That's why "one more nerf" will never fix the problem. Each nerf makes the problem worse.


*I can't remember what T2 invulns actually cost right this second, and cba looking it up. Figures are for illustrative purposes only.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Teckos Pech
Hogyoku
Goonswarm Federation
#116 - 2016-07-27 17:22:11 UTC
Malcanis wrote:
Teckos Pech wrote:


I disagree. As I noted I think the issue is one of attitude. What Winning Condition will induce people not interested in PvP to undock and face PvP?


Exactly. I've been reading this thread, in various stages, for almost 10 years now, and no one has yet even managed to come close to reconciling the irreconcilable.

As long as people with no interest in learning how to defend themselves and no interest in paying others to do so keep forming corps which can be wardecced, this "discussion" will continue.

It's not really a discussion though, because there simply isn't enough common ground for it to really be a discussion. It's just squirrels and sharks yelling past each other about which would be the best place for them both to look for food. The squirrels want to look for nuts in the trees; the sharks want to chase fish in the seas. There is no option to satisfy one that doesn't kill the other.

I alluded to part of the root problem in another thread;

Quote:
The reason hi-sec is "dangerous" is that it is so safe that it is literally not worth taking precautions


People in this very thread have, with all sincerity, advised those troubled by wardecs to "go rat or mine in null" because it's safer there. Of course nullsec isn't intrinsically safer! It's riskier in 50 ways! Such safety as exists in null exists purely because the level of risk is such that the inhabitants have no other option than to work together and put effort into measures to make it be safer. The better organised and better led ones are more successful, and their miners, ratters and builders operate in a measure of safety.

Contrariwise, the situation in hi-sec is that hi-sec is statistically so safe that the overhead of providing safety to one another is so cripplingly high that virtually no-one bothers to do it. If you're making, I don't know, T2 Invulns for 2 mill*, and getting a 250k ISK margin on each one, then it is evidently foolish to 'spend' (whether in time, ISK, opportunity cost, higher mats costs, whatever) 150k ISK per unit on protecting your production and transport operation when there's only a 3% loss rate due to hostile action.

Doing nothing costs you 60k per unit, protecting yourself costs you 150k.

However, when that 3% is taken, it's not taken as just a lower overhead on each sale, it's taken all at once as a whole week's production gets ganked because you didn't warp your hauler to a Jita 4-4 instadock or whatever. And when the situation arises, there's absolutely nothing you can do about it.

It's an "unfair" situation to the gankee in the sense that it's "unfair" that a pair of 3s will always lose to 4 Jacks, even if the dude with the pair decided to bet a GSC full of T2 mods on his hand on the basis that the other guy folded on the previous 48 rounds.

Despite having watched CCP repeatedly nerf non-consensual PvP in hi-sec since almost the day I started, I have not seen any drop in the number of complaints about non-consensual PvP in hi-sec. That's because reducing the incidence doesn't make the occurrence any more acceptable to the guy it happens to. In fact it makes it less acceptable, because every such nerf makes it less worth taking any precautions, inevitably meaning that the actual encounter is perceived as even more unfair, provoking even more passionate complaints.

That's why "one more nerf" will never fix the problem. Each nerf makes the problem worse.


*I can't remember what T2 invulns actually cost right this second, and cba looking it up. Figures are for illustrative purposes only.


Yup.

It is really an issue of incentives. People who do not want to PvP present a serious challenge to anyone who wants to "fix" the war dec system. How do you create an incentive for people to do something they do not want to do and have at least one avenue to select to let them avoid what they do not want to do?

Regarding the rate of incidence and nerfing there may be yet another effect as well. By making ganking less frequent it also becomes more shocking to those it happens too, especially if they have joined after a round of nerfs. This shock may lead them to the forums to clamor for yet more nerfs.

People who do not face these aspects of the problem are doomed to failure.

This is why I say that trying to "fix" war decs is a fools errand. You cannot fix it with a structure or some other nonsense until you address the underlying incentive problem.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Malcanis
Vanishing Point.
The Initiative.
#117 - 2016-07-28 07:11:24 UTC  |  Edited by: Malcanis
They certainly can't be "fixed" with stuff like tinkering with how many simultaneous wardecs a corp can have. That's a silly nerf that entirely misses the point. The only number of allowable wardecs that the Squirrels will accept is zero.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Erebus 'TheChin' Sundance
Center for Advanced Studies
Gallente Federation
#118 - 2016-07-28 12:22:22 UTC
I joined EVE just over two years ago, I can still clearly remember the first couple of weeks trying to grasp what EVE is about and what I wanted to do in it...

...but: In regards the the original post on attracting new players and then retaining them I think one major point is constantly overlooked and is probably a more important deciding factor in both cases. Cost!

I am in my 40's and financially very comfortable, perhaps that's why I appreciate the cost v reward. EVE seems to have a core player base that can easily justify wasting large amounts of real life monies disproportional to what most people would consider a acceptable amount to pay for what is after all just a game.

Not even comparing EVE to its competitors,, looking at it as a single entity, what do you get for your money...

For 1 subscription you get 1 character, with a possibility to increase this to 3 with either more real life cash or from successful in game isk making (this costs your time, and I can assure you this is priceless and non refundable)

This character can do bugger all until you have played and payed for the game long enough to have learned some basic skills, with the constant pressure to get more so you can fly/use better. All the while you can get attacked at any point and loose everything in and equipped to your ship. To top that, you find out quickly that this is the accepted EVE ethos, like it or p**s off!

All this is set within a backdrop of a false sandbox concept full of walls and rules that favors mob rule and loss over gain.

Not only do you pay CCP for your time in game, you need to pay them consistently to keep the skills points flowing and pay them more to have more than one character doing the same.

For this you the right to slowly learn skills while under constant and actively endorsed threat of aggression.

So in essence, you have to pay to play, pay to keep playing, pay to play more and pay to loose your stuff you payed to get! ...but that's ok, you can pay more for a plex to sell to get some more in game monies to loose more stuff.

No sensible right minded person would accept this, those of us that play EVE are simply mental, and this cesspool of over privileged and unpleasantly aggressive nutters will never be attractive to a mainstream audience. I for one would be very concerned if it was.
TOR Protocol
State War Academy
Caldari State
#119 - 2016-07-28 16:02:31 UTC
Erebus 'TheChin' Sundance wrote:
... this cesspool of over privileged and unpleasantly aggressive nutters will never be attractive to a mainstream audience.


Generally agreed. Additionally, with the tightening of areas where the "mainstream" player types had traditionally found their homes in EVE ... there's simply less room for them to have their play style. Say what you want about what the sandbox is, how it should operate, and where the rules and the players must adjust to one another ... the bottom line of the conversation is still: How badly has EVE been hemorraging players over the last handful of years and can it regrow the playerbase if the current environment is maintained?

I would argue that, clearly, CCP has created a massivly successful new revenue stream in the form of skill injectors, but I would also argue that such additional revenue streams are commonly created out of necessity. If CCP didn't feel the squeeze of loss, then they wouldn't be inclined to allow this thing which they've shunned for so long (i.e., quick skill points for a price) because it's a form of power creep leading ever-closer to a pay-to-win game. So, even knowing they grudgingly shuffled a half-step closr to a pay-to-win environment, they bent to the demands of the playerbase because they knew the additional revenue would do them some good. Let them deny it if they want, but I'll still argue it's the truth.

Ultimately, CCP is, without possibility of debate, losing more customers than they're gaining because the game envornment is shifting based on rules changes. I would argue this is much worse than "catering" to "whiners" by not permitting highsec to become lowsec for a section of the players who tend to stick to highsec and generally not bother anybody because they want to run minnig lasers and just be chatty for a little while. Let war be in highsec as an intermittent kick in the pants to get people to wake up, but don't let it basically be there in the form of spamming wars without any reason other than the people spamming wars can't be bothered to go fight in low-/nullsec where there's a level of risk over which they have no control. The irony of this problem is the aggressors discussed in this topic are manipulating the Concord safety net which has historically been relied upon by those who just flat-out can't accept constantly being at war ... and that is how CCP has failed to enable a significant section of their customers' expectations to be fulfilled regardless of what highsec "should" be.

If CCP wants to increase their subscription numbers again, then they'll have to make another change which permits casual non-aggressive players to have some breathing room while also operating as player corporations ... at least in highsec. If not, well, then the game can be what CCP wants it to be, albeit with fewer whiners roaming the stars. There's the chance, however, that all of this is by design: If CCP wanted to filter out what generally amounted to non-PvP players from the game and knew they couldn't survive the economit hit unless they created a new form of income ... then this would fit that mold. Honestly, however, I see injectors as a reaction/accomodation rather than a part of a plan.

Many of us are painfully aware of the debacles of years-past where previous sets of management basically ignored problems players declared needed to be addressed. Incarna is a pretty strong example. On the other hand, CCP Seagull has made it her personal crusade to not only save EVE by seeing that features are complete when added, but that swaths of existing sicknesses are removed from the game and replaced with something better. For that, Seagull, I salute you. Keep kicking ass and don't ever stop pushing the Future Vision.

Highsec is PvP-restricted, but not enough to convince tens of thousands of players to continue playing ... and the rub is that, for years, CCP has been trying to push people to get out into nullsec and fight wars over space and resources, partly by making highsec less attractive by being less safe than it once was. This push has had very little success as measured by the number of players in various security levels of space.

In conclusion, one or two things are happening. Opton 1, CCP is actively promoting an environment whereby these players remove themselves from the game because these players are "ruining" what the game was designed to be: a system of rules which encourages lawlessness. Option 2, CCP has failed to comprehend the expectations they've set and are now denying any accommodation to the players who are leaving in droves because both sides are acting on their incomplete understandings. Both options are likely, and both would lead to what's going on. There is no third option ... but there is a chance of both options being true.
Teckos Pech
Hogyoku
Goonswarm Federation
#120 - 2016-07-28 17:51:08 UTC
Erebus 'TheChin' Sundance wrote:


For 1 subscription you get 1 character, with a possibility to increase this to 3 with either more real life cash or from successful in game isk making (this costs your time, and I can assure you this is priceless and non refundable)


Errr...no. You clearly have a job, so you clearly have a price for your time.

Quote:
So in essence, you have to pay to play, pay to keep playing, pay to play more and pay to loose your stuff you payed to get! ...but that's ok, you can pay more for a plex to sell to get some more in game monies to loose more stuff.

No sensible right minded person would accept this, those of us that play EVE are simply mental, and this cesspool of over privileged and unpleasantly aggressive nutters will never be attractive to a mainstream audience. I for one would be very concerned if it was.


Actually, it is not that hard to make ISK, IMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online