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Not enough stuff is being destroyed

Author
Jenn aSide
Soul Machines
The Initiative.
#21 - 2017-04-19 16:15:14 UTC
Mr Epeen wrote:
Scialt wrote:
Mr Epeen wrote:
This will get me in trouble with the forum curmudgeons, but here's the one thing that will be sure to raise ship prices and increase ship destruction.

Attract more people to the game and give them stuff to do that will keep them interested in staying. I'd like to see 100,000 plus online when I log in. Not the 20,586 that I'm seeing right now.

Mr Epeen Cool



Unless all the people coming in do manufacturing and mining.

Then the ship prices will drop even further.

To make prices go up you don't just need numbers... you need numbers who are focused on a particular aspect of the economy... the one that causes demand for ships in this case.
To the underlined. This is a hugely unlikely hypothetical. But even if that unprecedented event happened, it would be a good thing.

Mining ships would go up in price significantly due to demand. Many would be lost due to wardecs and ganks. Gank ships would also go up in price as there are many more being used to keep the miners in their place. Mercenary corps would be destroying many more ships as industrialists hired them to punish gank corps.

But that's moot anyway as if you double the amount of miners in the game, you will likely also double the amount of people joining for the easy kills of mining ships.

There is no argument calling for the stagnation of the player base that will stand up to the most basic glimmer of critical thought.

Mr Epeen Cool


Case in point about that wooshing sound.
jay thenoob
Fusion Enterprises Ltd
Pandemic Horde
#22 - 2017-04-19 16:20:42 UTC
Just gunnar throw this out here ...

Raven was once 60 mill and a drake 20mill

Plex was 600mill

More players played back then
baltec1
Bat Country
Pandemic Horde
#23 - 2017-04-19 16:23:29 UTC
jay thenoob wrote:
Just gunnar throw this out here ...

Raven was once 60 mill and a drake 20mill

Plex was 600mill

More players played back then


Belt ratting was also seen as not bad income back thenStraight

Mr Epeen
It's All About Me
#24 - 2017-04-19 16:23:34 UTC  |  Edited by: Mr Epeen
Vincent Athena wrote:

There is nothing you can do to encourage group two to risk ships. Its not why they play the game. Most of these players are also those who do mining, industry and PVE.

So, we should concentrate on group one players, those that have little issue with losing ships. But they will not do so without reason. We need to give that group reasons.
While there is nothing you can do to encourage group two to risk ships (*An idea with which I totally disagree, by the way. See below.), neither can group two expect to not lose ships. The more groups twos you have, the more group ones have something to do.

* Remove PVE fits from the game. The number one problem is not that mission runners hate to lose ships. It's that they have no option but to lose their ships. A PVE fit can not defend against a PVP fit. If the AI in missions were tweaked to use less ships but use them to fight as players do, then group twos would, on occasion, welcome mission gankers into their sites since they might have a fighting chance against them.

Secondly, switch the onus of the tutorial to show that you can lose your ship but still come out of an encounter better off than when you went in. CCP leaves it up to the player to figure out that your ship is not your avatar, it's just a tool. But by the time they figure that out, it's too late. It should be one of the first things you hear in the tutorial.

Mr Epeen Cool
Mr Epeen
It's All About Me
#25 - 2017-04-19 16:25:34 UTC
Jenn aSide wrote:
Mr Epeen wrote:
Scialt wrote:
Mr Epeen wrote:
This will get me in trouble with the forum curmudgeons, but here's the one thing that will be sure to raise ship prices and increase ship destruction.

Attract more people to the game and give them stuff to do that will keep them interested in staying. I'd like to see 100,000 plus online when I log in. Not the 20,586 that I'm seeing right now.

Mr Epeen Cool



Unless all the people coming in do manufacturing and mining.

Then the ship prices will drop even further.

To make prices go up you don't just need numbers... you need numbers who are focused on a particular aspect of the economy... the one that causes demand for ships in this case.
To the underlined. This is a hugely unlikely hypothetical. But even if that unprecedented event happened, it would be a good thing.

Mining ships would go up in price significantly due to demand. Many would be lost due to wardecs and ganks. Gank ships would also go up in price as there are many more being used to keep the miners in their place. Mercenary corps would be destroying many more ships as industrialists hired them to punish gank corps.

But that's moot anyway as if you double the amount of miners in the game, you will likely also double the amount of people joining for the easy kills of mining ships.

There is no argument calling for the stagnation of the player base that will stand up to the most basic glimmer of critical thought.

Mr Epeen Cool


Case in point about that wooshing sound.


Forum curmudgeon number one has entered the fray.

Mr Epeen Cool
Scialt
Corporate Navy Police Force
Sleep Reapers
#26 - 2017-04-19 16:36:21 UTC  |  Edited by: Scialt
Mr Epeen wrote:
Scialt wrote:
Mr Epeen wrote:
This will get me in trouble with the forum curmudgeons, but here's the one thing that will be sure to raise ship prices and increase ship destruction.

Attract more people to the game and give them stuff to do that will keep them interested in staying. I'd like to see 100,000 plus online when I log in. Not the 20,586 that I'm seeing right now.

Mr Epeen Cool



Unless all the people coming in do manufacturing and mining.

Then the ship prices will drop even further.

To make prices go up you don't just need numbers... you need numbers who are focused on a particular aspect of the economy... the one that causes demand for ships in this case.
To the underlined. This is a hugely unlikely hypothetical. But even if that unprecedented event happened, it would be a good thing.

Mining ships would go up in price significantly due to demand. Many would be lost due to wardecs and ganks. Gank ships would also go up in price as there are many more being used to keep the miners in their place. Mercenary corps would be destroying many more ships as industrialists hired them to punish gank corps.

But that's moot anyway as if you double the amount of miners in the game, you will likely also double the amount of people joining for the easy kills of mining ships.

There is no argument calling for the stagnation of the player base that will stand up to the most basic glimmer of critical thought.

Mr Epeen Cool


The problem is that PVE (both mining and missions) simply doesn't cause a huge number of ship losses. I have 3 mining ships that I paid for... 1 barge, 1 hulk and 1 skiff. I've lost maybe 3-4 missions ships, mostly in the first few months of playing the game.

Players who come for PvE don't create huge long-term demand. They do as they upgrade their ships as they come up... but they don't buy 20 Vexors (like I have in preparation for FW). What they do is provide minerals (through mining or reprocessed loot). That drives prices down, not up. The number of mining/mission ship losses in high sec is minimal statistically.

The key for driving ship prices is to drive PvE to low/null/wormhole space and to drive players to PvP (such as in FW). The total number isn't really an issue when it comes to price... rather the importance is the percentage that are losing ships. And ship loss happens mostly outside of high sec.

*** edit *** Note that I'm not saying having more players wouldn't be good. I'd love to see more people playing the game. It just wouldn't drive prices up (at least not beyond an initial surge). It's the percentages of players engaging in different actions that drive that.
Jenn aSide
Soul Machines
The Initiative.
#27 - 2017-04-19 16:40:06 UTC  |  Edited by: Jenn aSide
Mr Epeen wrote:


* Remove PVE fits from the game. The number one problem is not that mission runners hate to lose ships. It's that they have no option but to lose their ships. A PVE fit can not defend against a PVP fit. If the AI in missions were tweaked to use less ships but use them to fight as players do, then group twos would, on occasion, welcome mission gankers into their sites since they might have a fighting chance against them.


Damn, how can one person be totally wrong about everything and remember to keep breathing lol.

A PVE only fit CAN not only withstand a PVP ship, but it can withstand MULTIPLE PVP fit ships. All of my bait Rattlesnakes , Gilas, Tengus and Machariels are pure PVE fit and survive hotdrops in null, mission invasions in low sec and gank attempts in high sec. A cap stable , un-neutable "regengu-style" tank that can work wonders.

But the second thing is even more foolish. CCP has tried all that "smarter but fewer enemies" thing. They do it with burner missions (that most people ignore), Drifters (that most people avoid like the plague) and Mining operations (which almost every PVEr knows is not worth the hassle).

The whole "make PVE more like PVP" mantra is stupid. It indicates a person who does not even do combat PVE. There is a reason most PVE in this game is still people doing missions and anomalies when all this "better PVE" CCP has been adding since 2012 exists.

It is also why the whole "hidden structures requiring a huge PVP fleet" that CCP announced for the blood raider capitals at fanfest is going to suck btw.
Zarek Kree
Lunatic Legion Holdings
#28 - 2017-04-19 17:01:11 UTC
There are a lot of ways to address deflation - increasing demand by blowing more stuff up is only one. CCP has already made some moves that should address some of the underlying economic issues (the Rorqual nerf and upcoming PLEX changes for one). That said, there's nothing wrong with creating more incentives to PvP to try and stimulate additional demand.

The problem as I see it is limited incentives for those who are more risk averse. There are very clear economic incentives for people to PvE, mine, explore or manufacture. However, the incentives for PvP tend to be less concrete. With the exception of territorial disputes, people mostly PvP for the joy of winning against an opponent. If they make a little isk doing it, that's just a bonus. There are obvious exceptions to that (highsec ganking for example, which is mostly driven by economic decisions), but this isn't a system that appeals to people who are more risk averse. They need a concrete REASON to PvP.

To that end, I'd like to see Thunder Domes set up all over lowsec where two combatants could battle on equal terms with ships of the same class, and nobody could warp in or out until one of the ships was dead. It would be more like perpetual tournament play. You could have 1v1, 2v2, etc for various ship classes. And there would be substantial prize money involved - enough to motivate economic players to PvP. It would be similar to FW plexes but with restrictions that guaranteed some degree of balance and wasn't dominated by LP farmers.
Do Little
Bluenose Trading
#29 - 2017-04-19 17:03:58 UTC
You can't use "risk averse" as a catch all. There are different kinds of risk - social, economic and physical. Most of us have different levels of tolerance for different types of risk. You'll also find that some people actually enjoy making stuff more than destroying it and that says nothing about their risk tolerance. I fly billions of ISK worth of cargo around New Eden every week in blockade runners where my only defense is stealth - I'm prey and I accept that. If I get caught, and I have, it's not a big deal - an occasional loss is built into my business plan.

I agree the people who want to PVP already are, others play Eve for the wonderful economic simulation and have little interest in that side of the game.

CCP has lots of levers to adjust the economy. They control the bill of materials for the things we build, the amount of ore in asteroid belts, the quality of PI deposits, loot and salvage drop rates, etc... if the economy is getting overheated, they can cool it down.
Zarek Kree
Lunatic Legion Holdings
#30 - 2017-04-19 17:13:17 UTC  |  Edited by: Zarek Kree
Do Little wrote:
You can't use "risk averse" as a catch all. There are different kinds of risk - social, economic and physical. Most of us have different levels of tolerance for different types of risk. You'll also find that some people actually enjoy making stuff more than destroying it and that says nothing about their risk tolerance. I fly billions of ISK worth of cargo around New Eden every week in blockade runners where my only defense is stealth - I'm prey and I accept that. If I get caught, and I have, it's not a big deal - an occasional loss is built into my business plan.

I agree the people who want to PVP already are, others play Eve for the wonderful economic simulation and have little interest in that side of the game.

CCP has lots of levers to adjust the economy. They control the bill of materials for the things we build, the amount of ore in asteroid belts, the quality of PI deposits, loot and salvage drop rates, etc... if the economy is getting overheated, they can cool it down.



I agree with you 100%. However, I think it's understood that "risk averse" in this context is specific to PvP losses. The same person who will risk a billion isk in the market to make 50m isk may be far less willing to risk a 50m isk ship against another player for bragging rights. You will never get some players to PvP (and that's okay), but there are others who will if they have the proper incentives.

On the other hand, such economic incentives could have the second and third order effect of destabilizing other parts of the economy. Economic policy is hard whether you're a game developer or a country.
Josef Djugashvilis
#31 - 2017-04-19 17:41:37 UTC  |  Edited by: Josef Djugashvilis
I am of the belief that if Implants were to be done away with, so that only the loss of a ship was incurred in pvp then more folk would take part in fighting - more pvp = more ship losses = somewhat higher ship prices.

New players (that I speak to) in particular, will probably have implants worth far in excess of any ship they might pvp in. The loss of training speed and the cost of replacing implants worries them more than the cost of lost frigates.

I am well aware that some folk have not and will not ever engage in ship v ship pvp, but I do believe that a significant number would be more inclined to do so.

Not a new idea, but one I subscribe to.

This is not a signature.

Vash Bloodstone
State War Academy
Caldari State
#32 - 2017-04-19 17:45:02 UTC
Black Pedro wrote:

No, the price of everything is falling. Three of the four economic indices are trending down, and the only one heading up - the Secondary Produce Price Index - is a direct result of the massive requirements for PI and salvage by the new Upwell structures which makes up a large portion of that index. Further, I picked the first 6 ships that came to mind to test this assertion by the OP, and all of them were down in price significantly over the last 12 months except for 1 (the Guardian for some reason). This all has a strong smell of deflation and will make it tougher for producers of all goods.

How is this possible when we have record levels of ISK being flooded into the economy? My guess is that PLEX and skill extractors are acting as massive sponges soaking up much of the excess free ISK while the increased industrial output along with decreased destruction numbers keep depressing prices.

There are still plenty of profitable niches to be an industrialist, but it is not simply that markets are changing in response to cyclical forces. There is a systemic weakness in the economy of New Eden, and it should be a little worrying, especially if you make your income by production or trade.



Why is it so bad that people who trade or produce make less income?(also, are they actually losing income?, if they are, why are they continuing?)

Well, It might be bad for producers, but not bad for the "economy." One problem with having a game that is based on economic production, is that over time production will get more efficient and require less people to produce enough goods for the people. In the real world, this is a great thing. Having only 1% of population be farmers and provide food for the rest is a great thing.

Despite what some are implying here, falling prices is not a sign of a weak economy, on the contrary, it's a sign of a very strong one. One must remember that our goal is not merely to make ISK, but to acquire the things isk can get us. Its things we want, not ISK. (in the end)

Assuming prices all around are falling, than perhaps it means less people are needed for producing and trading. This is a consequence of having a game with a vaguely realistic economy. For those producers, they will have find something else to do, or innovate by finding things the market wants and needs. What do lower prices mean? It means consumers get cheaper ships and modules. They get to go out and fly more and for cheaper. This is a great thing, and the alternative is far worse. Having really high prices would making flying more expensive and hurt consumers.


Now, for the exact reasons why prices may rise or fall are due to numerous factors, perhaps, things like Rorqual change or alpha clones wanting t1 ships or something else entirely, but it don't really matter. Just let the economy go where it will. There is no economic crisis to see here.
If your a producer, than I say to you, you've done a great job, maybe such a great job that you can retire now and do something else.




Mr Mieyli
Doomheim
#33 - 2017-04-19 17:48:54 UTC
Would the idea of duels be improved if players were able to stake isk or items on the outcome? This could turn duels from a simple honour mechanic to a way for players to gamble on their pvp skill. I could even envision spectators watching these duels and following some of the better pilots like any sport. This has likely been done by private parties but having it built in as a mechanic would open it up to more players, and likely more ship destruction.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#34 - 2017-04-19 18:55:31 UTC
Any activity linked to PvE activities harms the ship and requires repair over time. This repair module, like nanite paste, will take several things to build and then applied in a station or even carried around like paste is today. T1 is made up of minerals and some minor PI and T2 is made up of minerals, T2 products and greater PI products. All this simply does is create an expense cost. Same as upkeep or maintenance.

PvErs then arent losing something, business costs are simply going up based on usage. The more you use a ship the more you must pay for upkeep and maintenance on it.

It also keeps PvP ship costs down specifically as they will pay for their costs simply through PvPing only. If used for PvE they apply at the same rate. Shooting other players or flying around incurs no cost, shooting red crosses or rocks or anything PvE incurs cost.

I would also raise component costs on PvE ships in minerals.

Rollback the ABC low end changes now with the rorqual and lower Spod spawn rates in null slightly. Should numerically suffice for a slight bolster of low ends rather than the null sec glut we are seeing currently. Though it might not be necessary going forward it would be where Id look for that change.

To make things go boom more. Change probes on dscan to only show "probe" but not differentiate the type of probe. A greater change would be to make combat probes and core probes the same probes and use the same launcher, rolling in the core and expanded launchers into one launcher. Could go the way of the new relic/data modules if youd like with new fitting reqs or even ship type bonus reqs.

Being able to fly or warp significantly beyond the regular star map. A location where you can probe down things to find that are lucrative but hard to find in the vast nothingness of space but the price of going beyond the "fringes" is that dscan is drastically reduced/limited and local disappears even if in K-space as you pass the "boundaries" of regular space. Then simply have ppl run into one another more there by purposeful accidents where either one kills the other or the environment/NPC can destroy both much like the sleeper site sort of thing but using perhaps the new mining convoy NPC AI escalations.


+1s for Pedros assessments amoung a few others.Blink

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Mr Epeen
It's All About Me
#35 - 2017-04-19 18:56:31 UTC
Jenn aSide wrote:
Mr Epeen wrote:


* Remove PVE fits from the game. The number one problem is not that mission runners hate to lose ships. It's that they have no option but to lose their ships. A PVE fit can not defend against a PVP fit. If the AI in missions were tweaked to use less ships but use them to fight as players do, then group twos would, on occasion, welcome mission gankers into their sites since they might have a fighting chance against them.


Damn, how can one person be totally wrong about everything and remember to keep breathing lol.

A PVE only fit CAN not only withstand a PVP ship, but it can withstand MULTIPLE PVP fit ships. All of my bait Rattlesnakes , Gilas, Tengus and Machariels are pure PVE fit and survive hotdrops in null, mission invasions in low sec and gank attempts in high sec. A cap stable , un-neutable "regengu-style" tank that can work wonders.

But the second thing is even more foolish. CCP has tried all that "smarter but fewer enemies" thing. They do it with burner missions (that most people ignore), Drifters (that most people avoid like the plague) and Mining operations (which almost every PVEr knows is not worth the hassle).

The whole "make PVE more like PVP" mantra is stupid. It indicates a person who does not even do combat PVE. There is a reason most PVE in this game is still people doing missions and anomalies when all this "better PVE" CCP has been adding since 2012 exists.

It is also why the whole "hidden structures requiring a huge PVP fleet" that CCP announced for the blood raider capitals at fanfest is going to suck btw.
That's a lot of words from one of the biggest self proclaimed carebears that posts here. When's the last time you lost a ship running your Incursions all day, every day?

Cherry picking scenarios to suit your narrative shows that you have one agenda. Keep the player population nice and low to prevent competition for your chosen profession.

Mr Epeen Cool
Teros Hakomairos
Doomheim
#36 - 2017-04-19 19:13:39 UTC  |  Edited by: Teros Hakomairos
More PVP?

The players are leaving because of too much ganking and disturbing of their view of the game and you want MORE?

The players like PVE and MINERS will stay only if they can play undisturbed by PVP and their strange hobby so a BAN of PVP in high outside of wars is at stake NOT making it MORE dangerous for them....

So no....your idea is the LAST ccp should do....
Zarek Kree
Lunatic Legion Holdings
#37 - 2017-04-19 19:30:02 UTC
Teros Hakomairos wrote:
More PVP?

The players are leaving because of too much ganking and disturbing of their view of the game and you want MORE?

The players like PVE and MINERS will stay only if they can play undisturbed by PVP and their strange hobby so a BAN of PVP in high outside of wars is at stake NOT making it MORE dangerous for them....

So no....your idea is the LAST ccp should do....


I'm not arguing for more PvP in highsec, but there's no evidence to support your assertion that people are leaving because of highsec ganking. Statistically, highsec is MORE secure now than when player numbers were at their max. There's simply no statistical correlation.
Cade Windstalker
#38 - 2017-04-19 19:31:42 UTC
Black Pedro wrote:
Cade Windstalker wrote:
PvE incentives don't work because any PvE dangerous enough to result in a net gain in ship destruction would have to be lucrative enough that it would cause major problems for the economy, since PvE is generally fairly safe since it needs to be ISK-positive over the long run.
I am not so sure about this. The economic numbers show the vast majority (95%+) of wealth leaves the game by people quitting and leaving it to rot in their hanger/wallet rather than being destroyed. If new PvE stimulates players to buy new ships or modules, it will still serve as demand for the market all the same as PvP losses, even if it is never destroyed. As long as the player never sells it back onto the market, then it is effectively consumed.

Sure, that's not as much demand as a player who loses an expensive ship each play session shooting other players, but if the PvE was interesting and varied enough to make a player invest in a new shiny ship every few weeks or months to add to their collection, that could be a significant source of demand for the market, especially given how much more PvE than PvP takes place in this game. Even if it just ends up collecting dust in their hanger for the rest of time.



Sure, something like that might work, but generally speaking people don't lose PvE ships very often, and people rarely buy a lot of ships for PvE, so in order for PvE to put a lot of demand on the ship market it either has to result in a lot of losses, which is untenable for reasons I've already gone into, and these have to be *new* ships which means there has to be a reason to buy instead of just re-purposing a mission ship or something similar.

Overall I just don't think this is very likely to work.

manus wrote:
You are assuming that people PVE solely to earn ISK. With challenge modes, they could be doing it for different reasons.

You could also add achivements. For example a category that was named "Ships lost". So you would have a category that said. Lost every kind of cruiser. I can imagine someone collecting such an achivement for fun. It will also compel players to try fits in ships they typically dont fly. You could have a category that said "PVP'ed with all Minmatar Battlecruisers" And this achivement thingie has potential to expand to other areas of the game. They do appeal to some players. I hope you get the idea.


Yes, I am, because that's the reason the vast majority of people do PvE, and the rest find it fun largely for the ways in which it is substantially different from PvP. PvE outside of being profitable is a power fantasy and an optimization problem. Neither of the type of person who goes for this sort of thing is likely to enjoy losing ships on a regular basis or is going to stick with an activity that they routinely fail at.

The AI in Eve, even with the newer AI changes, doesn't offer nearly the same type of challenge that PvP fight does. It just can't. PvP is an almost infinite space of possibilities. From the Flavor of the Month fits to "Why the heck did you have *six* Heavy Neuts on a solo Abaddon and how did I die to that!?!?" The work that would be required to make Eve PvE a PvP-like challenge would be huge, never mind the issues with having the server run NPCs realistically that CCP went into at Fanfest, and any PvE like that has a strong chance of not appealing to *anyone* rather than appealing to both the PvP and PvE crowds.

Something like a "lose various ships" achievement might be a fun addition, but it's far more likely that something like that would be gained through PvP, and it wouldn't be a terrible "Eve" thing to reward that beyond the achievement (the Tutorial Opportunities not withstanding). Also while that might cause a temporary uptick in ship demand as a few players rush to get the achievements it likely wouldn't provide very much demand in the long term as most players would just get the achievements in the normal course of play, and once gotten they provide no further incentive.
Piugattuk
Litla Sundlaugin
#39 - 2017-04-19 20:01:54 UTC
People are not going to like this but....if implants could be insured so that if you PVP and get podded you don't lose your entire investment in expensive clones, granted you can jump into a blank clone but then you lose out on your superman powers, plus some implants are irreplaceable, implant insurance...imagine that.Smile
Piugattuk
Litla Sundlaugin
#40 - 2017-04-19 20:25:14 UTC
Black Pedro wrote:
manus wrote:
Hey. Prices on ships seem to be collapsing. What if there was more incentives to PVP and/or PVE and take more risk?

I can imagine some kind of challenge mode where you ship can only be fitted with Tech 1 stuff. But its a really hard mission? I dont know. What are your ideas? How can we create more incentives for people to risk their stuff?

-edit- maybe its not an issue
No, it's an issue. Huge numbers of players log in to just collect and build stuff to supply the market. When they find that no one wants to buy their stuff and thus pay for their subscription for their industrial efforts, they will stop logging in.

The answer is simple: get more people logging in and in space doing stuff, especially fighting over stuff. The problem CCP seems to be having is getting there. They are having a real problem implementing compelling conflict drivers and interesting PvE content in recent years. CCP has instead taken the approach to make us all safer and safer, and richer and richer in a seemingly doomed attempt to juice player numbers.

A market collapse is going to be the cause of, or possibly the result of, the max exodus that will signal the end of the game. That said, the market has shown to be pretty resilient, actually surprisingly resistant given how much more ISK is sloshing around these days, so I don't think sagging ship prices herald the end of Eve or anything. However, it will be that way until one day when it is not and the market crashes/PLEX skyrockets and that loss of such a significant motivator of player activity will have massive ramifications for the health of the game.



Mr. Black Pedro, as in industrialists player I agree with your assessment about fighting over stuff, however to understand that others like me and other players out there is when you look out towards null/low/WH as a high sec dweller (in my case), that the task of making a home in the other zones looks (and is), insurmountable, the power blocks are too powerful, then you have all the others, pirates, pvp'ers, etc, all hunting, all blood thirsty, all looking to kill it if it moves, now nobody absolutely nobody will want nor like this, take away sovereignty, don't allow them to possess it, make it so if they want to live there then they need to be vigilant, 0.0 is safe, too safe, sure you do get big fights and skirmishes, but people only fight when they need to making it more consensual PVP then spontaneous non-consensual which implies AT ANY TIME, having SOV means there are times you are more vulnerable at different time rather the all the time, I will admit I don't understand the mechanism of SOV really well but that's how I believe it works, if there was no SOV and hot drops can happen anywhere at anytime this would certainly get distruction.