These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Removing Local Forever - A Completely New Game Mechanic - Pls consider CCP

First post
Author
Lord Zim
Gallente Federation
#41 - 2012-11-03 23:14:46 UTC
Gussarde en Welle wrote:
Don't understand. You guys hate local because it provides early warning for targets, but don't want to remove it because PvP becomes too hard? It just sounds like you want scads and scads of helpless prey.

See, this one post shows very eloquently that you're either very misinformed, or you're just trolling.

First of all, the phrase "many nullbears have been saying they want to end local" is incorrect, at best it's a very small subset of players in nullsec (mainly those who are utterly terrible at PVP and needs all the crutches they can get), or they're people who've been touched in the no-no place by people in nullsec, and they want revenge. Either way, removing local makes little sense without either providing the players with a replacement which is equally as good, alternatively CCP can nerf hisec by f.ex removing L4s to make the gap between hisec and nullsec income generation actually worth the extra effort not having local would necessitate. Alternatively, the few people who are still running anoms etc in nullsec would just either go to hisec to run L4s, or they would go to wormholes where the rewards actually match the added effort required.

Val'Dore wrote:
It works great in W-space. Yet somehow it can't work in N-space? That is unsubstantiated nonsense.

You have to use probes to find anything in WHs, whereas in nullsec you just use the onboard scanner. In WHs you do not have the ability to hotdrop anyone, you have mass limits, you have tons of limitations which nullsec does not have which have a dramatic impact on the effects removing local would have.

This has all been explained to you guys before, multiple times.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Andski
Science and Trade Institute
Caldari State
#42 - 2012-11-04 03:54:53 UTC
Val'Dore wrote:
Lord Zim wrote:
Val'Dore wrote:
No Local would be a buff to null sec.

Unsubstantiated nonsense.


It works great in W-space. Yet somehow it can't work in N-space? That is unsubstantiated nonsense.


Everything about k-space and w-space is identical except for local c/d

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Gussarde en Welle
Aliastra
Gallente Federation
#43 - 2012-11-04 04:26:08 UTC
Lord Zim wrote:

Val'Dore wrote:
It works great in W-space. Yet somehow it can't work in N-space? That is unsubstantiated nonsense.

You have to use probes to find anything in WHs, whereas in nullsec you just use the onboard scanner. In WHs you do not have the ability to hotdrop anyone, you have mass limits, you have tons of limitations which nullsec does not have which have a dramatic impact on the effects removing local would have.

This has all been explained to you guys before, multiple times.


Hot air. Read the thread again, no one wants all those other things. Make Local like it is in WH, nothing else. If you talk, you get seen, otherwise, it's empty. Add radar. Boom.
Val'Dore
PlanetCorp InterStellar
#44 - 2012-11-04 04:39:14 UTC
Lord Zim wrote:
You have to use probes to find anything in WHs, whereas in nullsec you just use the onboard scanner. In WHs you do not have the ability to hotdrop anyone, you have mass limits, you have tons of limitations which nullsec does not have which have a dramatic impact on the effects removing local would have.

This has all been explained to you guys before, multiple times.


And it works both ways. Absolute Local removes all doubt, which is always bad for PvP.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Gussarde en Welle
Aliastra
Gallente Federation
#45 - 2012-11-04 04:44:19 UTC
Remiel Pollard wrote:
On one level, I approve of this - but I would add one little compromise

Don't remove local outright, just don't put pilots in it straight away unless they start talking - there is one reason for local chat that is still legitimate, and that's socialising. Some people still want that. It's also an advertising system - some people still want that (even though many abuse it for that). Local chat is good for letting everyone in the system know that you've got a corp that is recruiting without expecting them to come across or even bother to check on of the random ad cans you've got lying around.

So I would say you've got a good idea, but I would disagree with nerfing local completely. It shouldn't list who's in the system, it should only list people USING the chat.


Agreed and Changed. But I still advocate making the radar/pulsing long range/DRADIS idea. Pick one of the many on here.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#46 - 2012-11-04 04:55:31 UTC
We fly ships in space. It would make sense that chat be a form of communications within the game.

I kinda like the idea but if I could just expand on it....


Each system should have one of those satellite dishes that can often be seen, especially in missions. These are destructible but attempting to do so in high sec will bring down the wrath of Concord. In low, they can be replaced by player owned ones (a lot like the orbiting customs offices around planets). They are linked together to form a network. Whether or not they continue to just show local or they work together to make up one EVE wide general chat is yet to be determined. Which ever way is best. Perhaps they can keep the local chat and introduce a new universe wide general chat.

Null may have npc ones or those systems could just have an empty slot (in a manner of speaking) that can be use to place a pc one.

What do these do and why would you want to replace an NPC one with one of your own?

They are responsible for local chat. If you take one within a system down, that system has no local chat. If you replace it with one that is owned by a player/corp/alliance, a small fee can be charged per message sent with filtering options on who will be charged.

Then there are ones for POS's. These are for the corp chat. Only one is needed but having more than one means that you won't have a corp chat black out from losing just one POS.

Alliance chat works by upgrading the Corporation Communications Array to an Alliance Communications Array which would have a higher PWG and CPU drain on the control tower. You can upgrade without being in an alliance but until you are in an alliance with another corp who also has one of these active, you only have corp chat.

Individual ships. Individual ships have an onboard comms system. This system is used to connect to the arrays but can also connect directly to other ships within the same system. It is this direct link between ships that makes up fleet chat. The exception being capital ships. Cap ships, because of their need to use a jump drives, have a special onboard comms system that will connect to other ships in fleet directly up to their maximum jump distance away.

This brings me to cloaked ships. There should be a toggle for turning on and off onboard comms at will. To cloak completely, you have to turn off your onboard comms. Cloaking but leaving them on may make you invisible and non-targetable but you still show up on d-scan and combat probe scans as well as showing up in local. Only when you turn the onboard system off will you be truly invisible. This does not mean that uncloaked ships can go undetected by d-scan and combat probe scan by turning off their onboard system, it just means the person wont show on local. So for those that cloak, yes, if you cloak and turn off your onboard comms you will truly be hidden. You won't even show up on local.

But

Having your comms off (read 'running silent') also means that you don't have access to any comms at all. You can't use local, fleet, corp, alliance, etc. You don't even get to see who is in these chats just as they don't get to see you.

The unavoidable work around to all this being a third party program such as teamspeak.



http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Andski
Science and Trade Institute
Caldari State
#47 - 2012-11-04 05:08:02 UTC
Gussarde en Welle wrote:
Lord Zim wrote:

Val'Dore wrote:
It works great in W-space. Yet somehow it can't work in N-space? That is unsubstantiated nonsense.

You have to use probes to find anything in WHs, whereas in nullsec you just use the onboard scanner. In WHs you do not have the ability to hotdrop anyone, you have mass limits, you have tons of limitations which nullsec does not have which have a dramatic impact on the effects removing local would have.

This has all been explained to you guys before, multiple times.


Hot air. Read the thread again, no one wants all those other things. Make Local like it is in WH, nothing else. If you talk, you get seen, otherwise, it's empty. Add radar. Boom.


It isn't hot air, no matter how much you dismiss it.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Lord Zim
Gallente Federation
#48 - 2012-11-04 11:48:59 UTC  |  Edited by: Lord Zim
Gussarde en Welle wrote:
Hot air. Read the thread again, no one wants all those other things.

Well shucks, that's too bad, isn't it, since "those other things" are what makes WH local actually work. If nullsec local had worked like they had in WHs, given today's rewards, then nobody would bother ratting, mining etc, because it would be functionally ******** to bother. They'd be much, much better served with sticking to hisec L4s or moving to WHs proper.

Val'Dore wrote:
And it works both ways. Absolute Local removes all doubt, which is always bad for PvP.

It's "bad for PVP" in your head, whereas the removal of "absolute local" would mean nullsec would become more depopulated than it already is, and in the real world this means "less PVP", which I think anyone would classify as "bad for PVP".

Yes, yes, I know, people like you are just absolutely salivating at the idea of how easy it will be to get kills while you roam around cloaked, but that'll last for a few days at the most, and then it'll be worse. I.e. the classic **** your pants to keep warm syndrome.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Val'Dore
PlanetCorp InterStellar
#49 - 2012-11-04 13:28:15 UTC
Lord Zim wrote:
It's "bad for PVP" in your head, whereas the removal of "absolute local" would mean nullsec would become more depopulated than it already is, and in the real world this means "less PVP", which I think anyone would classify as "bad for PVP".

Yes, yes, I know, people like you are just absolutely salivating at the idea of how easy it will be to get kills while you roam around cloaked, but that'll last for a few days at the most, and then it'll be worse. I.e. the classic **** your pants to keep warm syndrome.


It's always been bad for pvp. When was the last time Local actually encouraged a pvp fight you were in?

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Lord Zim
Gallente Federation
#50 - 2012-11-04 13:40:11 UTC
Val'Dore wrote:
It's always been bad for pvp. When was the last time Local actually encouraged a pvp fight you were in?

Care to try to turn this from a slippery slope argument into something which even vaguely resembles a claim with actual arguments and well-founded reasoning behind it?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#51 - 2012-11-04 13:41:26 UTC
Lord Zim wrote:
Val'Dore wrote:
No Local would be a buff to null sec.

Unsubstantiated nonsense.

Here is what we DO know.

Local Chat used as intel spawned AFK Cloaking and Hot Dropping.

Legitimate ability to hunt cloaked vessels in this free intel environment is overpowered, so does not exist in a practical sense.

It is not possible to hunt anyone without local interfering;
* In high sec this is ignored based on the popular assumption they cannot attack.
* In other areas, attempts to duplicate this effect by AFK Cloaking are not as trusted by many.

There is NO evidence to suggest this would harm the game by removing local. The only existing example exists in an environment with other variables pointed out and claimed to stabilize it.
(Wormholes have effectively no capital or hot dropping activity, and cannot be claimed by sov mechanics)
That said, this environment is different. Local in delayed mode is working just fine for them.

TO be meaningful, it must be considered if the ways that WH space is different keeps it from being relevant. Lord Zim apparently makes this claim.
I point out, in many ways, the similarities cannot be so easily discarded. I believe the pilot attitude is the most significant difference.
Val'Dore
PlanetCorp InterStellar
#52 - 2012-11-04 14:27:30 UTC
Lord Zim wrote:
Val'Dore wrote:
It's always been bad for pvp. When was the last time Local actually encouraged a pvp fight you were in?

Care to try to turn this from a slippery slope argument into something which even vaguely resembles a claim with actual arguments and well-founded reasoning behind it?


Well, I could do that, but then you'd have no reason to bump this thread any more.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Lord Zim
Gallente Federation
#53 - 2012-11-04 14:28:47 UTC
Nikk Narrel wrote:
Local Chat used as intel spawned AFK Cloaking and Hot Dropping.

Without local you would have to treat every second undocked as if there was an entire fleet of people just seconds away from engaging you. This works in WHs because it's impossible to hotdrop you, it's impossible to bring as many people as you'd like, and most importantly the rewards are worth it. The rewards in nullsec aren't worth it, which means that the few people who are living there right now aren't going to find it worth spending their time there, so they'll move to hisec to do L4s or they'll just go to WHs and be done with it.

As to hotdrops, as if hotdrops are caused by local. Puhleaze.

Nikk Narrel wrote:
There is NO evidence to suggest this would harm the game by removing local.

Except, of course, for the fact that PVP in nullsec has basically dwindled down to fleet fights over big structures interspersed with the occasional gank, because most people don't feel it's worth spending their time trying to make money there with the effort which nullsec requires to keep safe and the added cost of the occasional shiploss, because hisec is overpowered, reward-wise.

Nikk Narrel wrote:
That said, this environment is different. Local in delayed mode is working just fine for them.

For a myriad of reasons, such as the complete inability to hotdrop someone, the complete lack of static and predictable routes to anywhere, the vastly increased rewards available in Whs, the inability to find someone in anything without using probes (unlike in nullsec where anoms are available on the onboard scanner), etc etc etc.

Nikk Narrel wrote:
TO be meaningful, it must be considered if the ways that WH space is different keeps it from being relevant. Lord Zim apparently makes this claim.
I point out, in many ways, the similarities cannot be so easily discarded.

You haven't pointed out any significant way the differences between WHs and nullsec can be discarded, what you've done is you've handwaved something irrelevant about AFK cloaking, ignored the fact that there's less traffic in a WH, the rewards are higher in WHs, even the act of finding someone in WHs is harder because you have to actually scan down where they are, you can't just jump in, cloak up and warp around to anoms until you find the anom they're in. And when you do find them, bringing in more firepower is vastly easier than it would be in nullsec because you do not have mass limits, and you do not have the complete inability to cyno in anything you want.

Nikk Narrel wrote:
I believe the pilot attitude is the most significant difference.

Of course the pilot attitude is different. In WHs you have an actual reason to bother with living there: the rewards are much, much higher. In nullsec you end up making more or less the same as you would in hisec, for more effort. Removing local would turn that into vastly more effort. Players aren't dumb, they'll go where they get the most reward for their effort.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lord Zim
Gallente Federation
#54 - 2012-11-04 14:31:09 UTC
Val'Dore wrote:
Well, I could do that, but then you'd have no reason to bump this thread any more.

Translation into english: "no, I do not, I'd rather just throw out slippery slope arguments instead of actually defending my position."

Oh well. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Kuro Bon
Test Corp 123
#55 - 2012-11-04 14:43:43 UTC
Eve needs MORE ways to see/percieve other players that are not trying to blow you up.

Removing local seems to risk making eve feel completely like a single player game where a gang occasionally appears to kill you.

Protip: 100M ISK per hour is about $3US an hour.

Nikk Narrel
Moonlit Bonsai
#56 - 2012-11-04 16:56:18 UTC
Lord Zim wrote:
Without local you would have to treat every second undocked as if there was an entire fleet of people just seconds away from engaging you. This works in WHs because it's impossible to hotdrop you, it's impossible to bring as many people as you'd like, and most importantly the rewards are worth it. The rewards in nullsec aren't worth it, which means that the few people who are living there right now aren't going to find it worth spending their time there, so they'll move to hisec to do L4s or they'll just go to WHs and be done with it.

As to hotdrops, as if hotdrops are caused by local. Puhleaze.

I see no downside to the first part, which I underlined. I see a flaw in logic with the whole hot dropping aspect, however.
Without local to create a motive for hot dropping tactics, the advantage they give is not nearly as connected with current game realities.
Put simply, if you don't automatically know when a population spike occurs in your system, you need to make an effort to learn this.
This raises the bar on intel, but it doesn't put it out of reach.

Null is supposed to be scary, not like a daycare. Your alliance secured your borders? It is now more effort, and fewer are likely to claim null is safer than high sec in sov space.
Because it would be more effort, it is more difficult to hold onto larger areas.
This is good.

In the next part, I stated "There is NO evidence to suggest this would harm the game by removing local."

Lord Zim wrote:
Except, of course, for the fact that PVP in nullsec has basically dwindled down to fleet fights over big structures interspersed with the occasional gank, because most people don't feel it's worth spending their time trying to make money there with the effort which nullsec requires to keep safe and the added cost of the occasional shiploss, because hisec is overpowered, reward-wise.

Your opinion of high sec's problem being reward specific is noted.

PvP in null sec is obstructed by flawless intel instantly delivered to both sides.
This favors the defender clearly, since they have had time to prepare a response in the event a hostile name appears in the chat roster.
The hunting pilot, on the other hand, normally does NOT know exactly where to warp to in order to catch prey. Oh, they may have some good guesses, but unless their prey ignores their intel, the defender often enters warp at the same time as the hunter. (Loading the system often balancing the possible slower align time in many cases)
Not much PvP when the defender is watching carefully and ready. It would at least raise the bar if they had less certain intel that required effort needed for both sides.

Next, I stated, "WHs are a different environment, and local is working there"
Lord Zim wrote:
For a myriad of reasons, such as the complete inability to hotdrop someone, the complete lack of static and predictable routes to anywhere, the vastly increased rewards available in Whs, the inability to find someone in anything without using probes (unlike in nullsec where anoms are available on the onboard scanner), etc etc etc.

Of course they are different, as I already pointed out.

Now, reduce the value of hot dropping, (assuming not removing the capacity by devs entirely with other changes).
Then add in full outposts and sovereignty advantages. Throw in no limit to the presence of standing fleets for defense.

Null sec just became the place for teamwork, with solo play being the far less safe option it should always have been in null.

Next, I stated, "... the ways that WH space is different keeps it from being relevant. Lord Zim apparently makes this claim.
I point out, in many ways, the similarities cannot be so easily discarded.

Lord Zim wrote:
You haven't pointed out any significant way the differences between WHs and nullsec can be discarded, what you've done is you've handwaved something irrelevant about AFK cloaking, ignored the fact that there's less traffic in a WH, the rewards are higher in WHs, even the act of finding someone in WHs is harder because you have to actually scan down where they are, you can't just jump in, cloak up and warp around to anoms until you find the anom they're in. And when you do find them, bringing in more firepower is vastly easier than it would be in nullsec because you do not have mass limits, and you do not have the complete inability to cyno in anything you want.

Null would become harder to find someone as well, without the free chat roster revealing them the moment you jump in.
Short of landing on grid with a pilot, knowing who they are becomes quite challenging.
Is it a pilot in range of your scans trying to bait you into an ambush, or just a PvE runner who may be distracted.

It is not the hunter's paradise. The uncertainty they will face not knowing who they are warping to will keep many to cautious choices.

Next, I stated, "I believe the pilot attitude is the most significant difference."

Lord Zim wrote:
Of course the pilot attitude is different. In WHs you have an actual reason to bother with living there: the rewards are much, much higher. In nullsec you end up making more or less the same as you would in hisec, for more effort. Removing local would turn that into vastly more effort. Players aren't dumb, they'll go where they get the most reward for their effort.

There is more to EVE than rewards.

You must have a challenge to give the rewards meaning.
Too much, and noone will take the risk.
Too little, and noone cares.
Gussarde en Welle
Aliastra
Gallente Federation
#57 - 2012-11-04 17:00:34 UTC  |  Edited by: Gussarde en Welle
Lord Zim wrote:

Without local you would have to treat every second undocked as if there was an entire fleet of people just seconds away from engaging you.


For crying out loud Zim, this is why the active radar! Pay attention!

Lord Zim wrote:

Except, of course, for the fact that PVP in nullsec has basically dwindled down to fleet fights over big structures interspersed with the occasional gank, because most people don't feel it's worth spending their time trying to make money there with the effort which nullsec requires to keep safe and the added cost of the occasional shiploss, because hisec is overpowered, reward-wise.


Nullbears have become as risk averse as the highsec dwellers you are petitioning to nerf. This is why there is no population in nullsec. You are asking to transfer risk directly to highsec with no subsequent gain in risk to nullsec. Here's my response: Sure, nerf out L4 missions, but still institute the other two ideas and also nerf all POS rules so that new corporations from highsec can effectively take territory back from nullsec. Nullsec should be just as risky to the people living there as it is to their victims.

Lord Zim wrote:

Of course the pilot attitude is different. In WHs you have an actual reason to bother with living there: the rewards are much, much higher. In nullsec you end up making more or less the same as you would in hisec, for more effort.


Here's one point on which we agree. I have been saying 0.0 needs to be way more rewarding to justify it.
Val'Dore
PlanetCorp InterStellar
#58 - 2012-11-04 17:19:25 UTC
Lord Zim wrote:
Val'Dore wrote:
Well, I could do that, but then you'd have no reason to bump this thread any more.

Translation into english: "no, I do not, I'd rather just throw out slippery slope arguments instead of actually defending my position."

Oh well. vOv


I made my arguments against local years ago.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Lord Zim
Gallente Federation
#59 - 2012-11-04 17:41:26 UTC
Gussarde en Welle wrote:
For crying out loud Zim, this is why the active radar! Pay attention!

The one which doesn't detect cloaks, which turns roaming in nullsec into nothing but cloaked ships?

Gussarde en Welle wrote:
Nullbears have become as risk averse

The thing isn't risk, it's effort. If I have the choice between spending time making sure I'm safe at all times and get a bit above hisec rewards for my effort, or I just go to hisec and watch movies while I run L4s and receive slightly less rewards than I would from nullsec, I'll choose hisec. If we factor the fact that at some point you're going to lose a ship as well, because you weren't paying attention at all times and as a result you got ganked, hisec looks even better.

Gussarde en Welle wrote:
You are asking to transfer risk directly to highsec with no subsequent gain in risk to nullsec.

Show me the quote where I've said "transfer risk directly to hisec".

Gussarde en Welle wrote:
and also nerf all POS rules so that new corporations from highsec can effectively take territory back from nullsec. Nullsec should be just as risky to the people living there as it is to their victims.

I've absolutely no idea what you're on about here. POS rules? What POS rules? How are POSes linked to taking any territory back from anyone?

If what you're arguing about is making the sov system easier to attack, then first of all you should read up on what the current system is, it's been in the game for 3 years now, and second of all you couldn't get more of a supporter than me, since I find the current system's "hurr spam SBUs to get a fight 8 hours later" and "hurr reset all progress on the last timer" etc mechanics about as ******** as lucas' idea to put jar-jar in the prequels.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lord Zim
Gallente Federation
#60 - 2012-11-04 17:41:32 UTC
Nikk Narrel wrote:
I see no downside to the first part, which I underlined.

Of course you don't, you're not trying to live there, with rewards barely above hisec.

Nikk Narrel wrote:
I see a flaw in logic with the whole hot dropping aspect, however.
Without local to create a motive for hot dropping tactics, the advantage they give is not nearly as connected with current game realities.

This makes little sense. You hotdrop because you're going for a target which requires more than 1 person to kill quickly, so you tackle him, hotdrop him, and bugger off before anyone has any chance of responding. Local isn't involved in that line of thought in any way, shape or form.

Nikk Narrel wrote:
Null is supposed to be scary, not like a daycare. Your alliance secured your borders? It is now more effort, and fewer are likely to claim null is safer than high sec in sov space.
Because it would be more effort, it is more difficult to hold onto larger areas.

This is a fallacy. It makes it more difficult to make a living there, it has nothing to do with "holding on to" any area. There's this thing called "a sov system" for that, you might've heard about it? It involves a full week of timers before you risk losing the system etc.

As to "reduce the value of hotdropping", why? It's something which is used quite extensively to get in there, burn a target down before they have time to yell "guys I'm tackled in the belt", and get out.

As to "full outposts and sovereignty advantages and no limits to the presence of standing fleets for defense", if only there were incentives to actually do all of this, compared to just going to hisec and doing things at your own leisure. Alas, there is not, and thus we're at the crossroads we're at now. vOv

Nikk Narrel wrote:
Null would become harder to find someone as well, without the free chat roster revealing them the moment you jump in.
Short of landing on grid with a pilot, knowing who they are becomes quite challenging.
Is it a pilot in range of your scans trying to bait you into an ambush, or just a PvE runner who may be distracted.

It is not the hunter's paradise. The uncertainty they will face not knowing who they are warping to will keep many to cautious choices.

Local tells you none of these things, all it tells you is that there's someone there. And since you'll be cloaked, you have literally all the time in the world assess the gankability of whomever it is, and you have the ability to bring along enough people to gank him that you can, without any issue whatsoever, tear them up before they even have the time to say "uh guys I'm tackled in the belt".

Nikk Narrel wrote:
There is more to EVE than rewards.

You must have a challenge to give the rewards meaning.
Too much, and noone will take the risk.
Too little, and noone cares.

EVE is a game, my time actually has value. If I can choose between having to expend WH level time and energy to receive hisec money, I'll move back to hisec or move to a WH to receive WH level rewards.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat