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Risk v Reward, high sec v low and null sec

Author
DSpite Culhach
#101 - 2012-12-27 18:35:26 UTC
I really do not like the current mechanics of "empty space" in EVE. Most of my issues with EVE are probably related to that.

I'm sorry, but it doesn't feel like a space game, it feels like a whole bunch of rooms connected by paths, with a whole bunch of rules to stop people being TOO disruptive to general game play.

From what I keep reading, more people seem to setup in wormholes because THAT place feels more like real space. I can understand the need to compartmentalize the game in some way to have the software manage it better, but it seems overdone.

I don't go to null because I am too easily noticed, then found, then forcefully removed. More people would be going there to do things if it was harder to find them, and that would be balanced by the fact that there would be a LOT more of them. I mean, I'd prefer if say the Rancer crowd that loves to sit at gates with 5-10 sniper Rokh's had to actually do something more that watch for a new name to appear in local and watch the gate flash to figure out there's a need to pay attention, sure they might have to work at it, but far larger number of people would be trying to sneak by.

To me, the risk vs rewards of low/null for new players from hisec are nullified by the choke points being camped, their physical presence being instantly broadcast to everyone in system, and scanning mechanics that, from what I've read, allows high SP players to scan down a player in under 30 seconds anywhere in system. It seems to go against every sci-fi mechanic I have ever seen, in an entire universe that's only populated with 30,000 human beings at any given time on average.

Immersive to me it ain't. Yet.




I apparently have no idea what I'm doing.