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Resource Scarcity in EVE Online - Can It Be Done?

Author
Tuggboat
Oneida Inc.
#41 - 2012-01-14 14:20:33 UTC
Were operating off a few false premises. People don't fight over scarcity,leaders do but only as a path to power. Its one of the lies though that people will believe when a leader convinces people to war.

Scarcity does not create excitement as you seek but actually is the cause of depression. How many medieval castles under siege have you heard about the people banding together,breaking out of the gates and overwhelming their enemy? People will just roll over and die.

Now look at greed, If you put out enough of a resource, people will race to claim it. Their will be conflict but the resource has to at least seem available. Think of a land grab or a gold rush.

The human psyche operates differently in abundance than scarcity. They switch to gathering and expending energy and resources instead of conserving energy and resources.
Thor Kerrigan
Guardians of Asceticism
#42 - 2012-01-14 17:11:43 UTC  |  Edited by: Thor Kerrigan
I see there are some obvious pros and cons raised and I'd like to address a few points here.

Concerning the global cap on everything:
Yes, putting a hard cap on every resource coupled with the lack of introduction of new content by CCP's means the game dies when there are no resources left. Even if there would be new content, we would start seeing "ghost towns" systems completely drained of harvestable resources. Following the notion this is, after all, a MMO, it would be a bad thing.
This is why I suggested that a mix of both soft capped and hard capped resources works best. I'm sorry to say, but the only limit to this concept is your own imagination on how this could be solved. CCP could for instance:
- Introduce sun harvesting (as far as I know, some suns in-game will last longer than the one in our own solar system)
- Introduce new technologies to gather minerals (comets *lol*, planet core mining...)
- Introduce actual trading relationships with NPC planet denizens (DUST 514 anyone?)
- Favor more "escalation" types of NPC rats encounters (gives the player a clear objective and final goal that last longer than your average mission or anomaly, get's him/her ISK in the process and force more traveling)
To be honest, a soft cap could be controlled by the players while CCP controls the actual hard caps "Incursion style". Coming back to the Guristas example, say CCP notices that this faction has been over-farmed for 5 years (in 2015 let's say), we see a live event titled "the last flight of the Guristas" into Caldari highsec or something.

Concerning day-to-day depletion:
I'm not suggesting belts would deplete in one day and NOT respawn the next. I'm saying that if all belts were depleted in a system, the next day when they respawn (like they already do), you would only have 99% of what there was yesterday. Deplete them all again? They re-respawn the next day again at 99% of the previous 99%.

For those who want to see this in mathematical form:
Resource quantity at day 1 = 100%
Resource depletion = 0.99
Days after day 1 = x

100 = 0.99^x

after one day you will have exactly 99% resources available when compared to day 1
after one month (30 days) you get about 74% resources available
after a year of sustained farming you only have 2.5% of the day 1's resources

As you can see, if the region next door was not drained of resources and respawns remained at 100%, even your miner toons will hop into PVP ships when war is declared :P. Now while the new region begins to be drained of resources, the original region would start slowing increasing its respawn quantities (this is one iteration of the soft cap).

Entire alliance should not be able to deplete a resource only in a single day or even a week. Only through a sustained complete farming of said resource would you notice a significant difference in about a month, while a year would make it near 0. It would be CCP's call at this point on how to manage hard capped resources based on player actions.

Please understand these numbers are for the purpose of giving an example, just like any other numbers I posted. The actual values/rates should be CCP's design and/or economic team's area.
Skydell
Bad Girl Posse
#43 - 2012-01-14 17:32:40 UTC  |  Edited by: Skydell
The thing I noticed with EVE was everything is a one way street.

Right now there are enough ingredients to make T2 Shield and armor rigs in the tens of thousands, minus the Intact Armor plates and Shield emitters. There is an obvious glut to T2 salvage because of the lack of single components. The simple answer would be to switch those two components in the drop table with something else, balance the numbers so they can be produced and burned off. Once done, reset the rare component.

For stuff like Morphite, Megacyte and Zydrine, its more about what people mine or farm. They could be nerfed untill the numbers balance out but they need to be un-nerfed and that's where I never see things happen in EVE. Nerfed now, nerfed forever seems to be the way it works.

That's why stuff like 'Hulkageddon' doesn't actually improve the market. Sure, it drives up trit and pyrite but it creates huge surplus of the null stuff that hulkageddon doesn't impact.
Kestrix
The Whispering
#44 - 2012-01-14 17:49:44 UTC
At the moment I make my ISK by mining and running lvl 4 missions. This gives me sufficent minerals to build ten battle cruisers a week with out having to buy any minerals from the market. life atm is easy and the ISK is flowing in. I agree with what other people have posted in this thread. The endless supply of minerals from belts that respawn endlessly de-values the loss of titans and supercaps and capital ships... if an alliance has cleared out most of it's belts to build a titan and know they will not return to normal for many months this would make the loss of this titan a real loss. Minerals running low in hi-sec due to overming would encourage hi-sec miners to organise more low-sec mining Ops, something I think the many pirate corps would like to see Big smile
Morganta
The Greater Goon
#45 - 2012-01-14 17:59:29 UTC  |  Edited by: Morganta
well GSF seemed to be doing a bang up job of limiting the availability of resources with the ice interdiction ops

why is it always "CCP, make a mechanical change because nobody uses the available tools, myself included"?

you know the minerals and tech to build titans doesn't magically appear in the production queue, someone has to bring it there from somewhere else.

However that said I can sort of see a need for perhaps a somewhat more dynamic belt mechanic, where perhaps you can't fly to a anchored can 20 days later and start mining the same rock that depleted 5 times over.

I kind of liked the dynamic resource distribution system SWG had, but it also made it exceedingly hard to gather some resources, even the basic ones.
and I'm certainly not for EVE having another timesink such as prospecting
Herzog Wolfhammer
Sigma Special Tactics Group
#46 - 2012-01-14 19:47:55 UTC
Tuggboat wrote:
Were operating off a few false premises. People don't fight over scarcity,leaders do but only as a path to power. Its one of the lies though that people will believe when a leader convinces people to war.

Scarcity does not create excitement as you seek but actually is the cause of depression. How many medieval castles under siege have you heard about the people banding together,breaking out of the gates and overwhelming their enemy? People will just roll over and die.

Now look at greed, If you put out enough of a resource, people will race to claim it. Their will be conflict but the resource has to at least seem available. Think of a land grab or a gold rush.

The human psyche operates differently in abundance than scarcity. They switch to gathering and expending energy and resources instead of conserving energy and resources.



I think you have it backwards.

Leaders who control the resources, as would be the case of state-owned subsidiaries, or those in more capitalistic structures who are influenced (or "bought off") by special interests go to war over scarcity, but will use the media either through direct control or indirectly through the special interests to feed all kinds of lies to the people to motivate them to support the war effort.

The USA for example.

You bring up gold rushes, which is good. I sense that 0.0 was supposed to be comparable in some ways to the "Wild Wild West" as we call it where resources are there for the picking but people will fight over it. Claiming a system to mine the resources is like "staking a claim" and going into it to take resources from someone else is "claim jumping".

Except we do it all with space ships instead of horses, 10 gallon hats, and revolvers.

Bring back DEEEEP Space!

Minta Contha
Emergent Entity
#47 - 2012-01-14 19:48:57 UTC
While I'm not sure if this is an overall good idea or not, I wholeheartedly like the idea of bounties varying on rats as more/less of them are taken out by players. Just simply to add a little more dynamic to the game and I think it might not be too hard to code something like that.
Maybe the security status change from rats could vary the same way? As one group becomes more prevalent, taking them out is more important to Concord.

My cooking is like my lovemaking - fast, greasy, and unsatisfying.

Mars Theran
Foreign Interloper
#48 - 2012-01-14 20:24:58 UTC
@everyone posting nonsense about resources drying up overnight and EVE becoming a ghost town.

Nobody is saying that resources should be limited in such a fashion that one asteroid belt dies as soon as downtime hits the day after implementation. Fact is, there is more wealth in this universe than anyone can imagine.

I believe the OP said as much as a decade or two for a moon to dry up.

Currently in EVE, we have asteroids that get chewed up in a matter of minutes sure, and belts cleaned in an hour. These are all mostly small rocks with no resources in them.

Have you ever heard of the Kuipur Belt and Oort Cloud? http://solarsystem.nasa.gov/planets/profile.cfm?Object=KBOs

On Earth alone, we have resources that have stretched out to encompass construction and manufacturing for millenia; and we yet have resources available for potentially another thousand years without considering recycling. The fact that these resources have suddenly been recognized as limited; has been the majority of the push to recycling and reusing decommissioned objects.

In EVE, take a look at planetary Interaction in its current condition. What we have here, is resources that are stripped extraordinarily fast and all but used up with limited production. This is rather odd as an example; because mines on Earth last for years or decades, and produce much greater quantites for production.

The production we get out of PI is probably a lot less than realistic, as is the PI process.

What I'm saying, is that there are plenty of resources available if some changes are made. Asteroid belts are unrealistic, and each consists of less than 1/1000 of a percent of what we would find orbiting a planet like Saturn. Planets hold far more resources than we could expect to pull from the ground in 2-3 Eons; and there is more Ice in one Solar system than 10* the population of the Earth could every hope to use in 10 Eons.

It doesn't have to be a situation where the resources get burned up overnight or within a few weeks; but more a situation where they are suddenly recognized as limited.
zubzubzubzubzubzubzubzub
Mirima Thurander
#49 - 2012-01-14 21:22:19 UTC
to ever one that says player time is what adds value to stuff in eve


BOTS


your argument is now crushed.



bots can run 23/7 none stop for ever.




the best way to go about curbing the infinite Roids, is to move all mining/ice belts from static spots to scanning sites in all but 1.0 systems, and the systems have such small roids that 1 cycle from a T1 mining mod depletes the roids so people must keep moving from roid to roid.



with this idea, you still have a never ending supply of mins, but now you have the effort of having to move around to keep up with them, as they would be moving around as there depleted, in the same region, or sub regions.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Surge Roth
The Scope
Gallente Federation
#50 - 2012-01-14 21:28:44 UTC
RubyPorto wrote:
Herzog Wolfhammer wrote:

But here's a big fat rub: trade-worthy commodities were EXPENDABLE. We are talking food, textiles, leather goods, spices, ore.




You just listed a bunch of commodities whose only limits are time and effort. Eve's Ore (in fact every resource in Eve) is only limited in time and effort. Sounds fine to me.


Whoa there buddy! That's not true at all. Everything comes from something and those somethings do deplete. The biggest example in modern history is oil.
Camios
Sebiestor Tribe
Minmatar Republic
#51 - 2012-01-14 22:01:25 UTC  |  Edited by: Camios
I do agree that resources should be more scarce in order to incentivize being creative and possibly fight.

The problem here is that sometimes playing EVE easy mode gives you a lot of resources. When a solo mission runner in empire can get the same isk over hour ratio than a member of a corporation in nullsec or in lowsec, this means that the economy is not doing its work of pushing greedy or enterprising players where they belong.

I think that in Empire there should be a way to make little money without having to compete over resources. EVE should have an "easy mode" for little timers or for beginners. Level 3 (and less) missions are fine, mining ice and minerals is ok. Not a lot of money, after all.

For a lean, healthier EVE

Then all those resources that can give you more than, say, 10m/isk hour should only be accessible to you if you are in a group or play really smart (that is, being placed in lowsec, nullsec or wh space). Being part of a group must be encouraged (and I don't see why you could not be part of more than a group at the same time. Corporation are possibly a too rigid scheme for this).

Those resources should be fought over, and for this should have a fixed regeneration rate.

  • Agents in lowsec (and all lvl4 agents) should give a limited amount of missions every hour (you want exclusivity? Fight for it);
  • Every non highsec asteroid belt should spawn a really limited number of high end asteroids every day. Market is saturated with high end ores nowadays.
  • Every non highsec asteroid belt should spawn a really limited number of rats every day.
  • Anomalies, moons and complexes are fine since there is competition over them.
RubyPorto
RubysRhymes
#52 - 2012-01-14 23:55:45 UTC
Surge Roth wrote:
RubyPorto wrote:
Herzog Wolfhammer wrote:

But here's a big fat rub: trade-worthy commodities were EXPENDABLE. We are talking food, textiles, leather goods, spices, ore.




You just listed a bunch of commodities whose only limits are time and effort. Eve's Ore (in fact every resource in Eve) is only limited in time and effort. Sounds fine to me.


Whoa there buddy! That's not true at all. Everything comes from something and those somethings do deplete. The biggest example in modern history is oil.


Whoa there yourself. All those commodities (except ore, though that's recyclable in a way not possible in Eve) are examples of renewable resources. Those commodities come (directly or indirectly) from Photosynthesis, which will produce food (sugar) from energy (sunlight) until the sun burns out.

Oil is not listed, and Oil is not a renewable resource.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#53 - 2012-01-14 23:59:49 UTC
Thor Kerrigan wrote:
I see there are some obvious pros and cons raised and I'd like to address a few points here.

Concerning the global cap on everything:
Yes, putting a hard cap on every resource coupled with the lack of introduction of new content by CCP's means the game dies when there are no resources left. Even if there would be new content, we would start seeing "ghost towns" systems completely drained of harvestable resources. Following the notion this is, after all, a MMO, it would be a bad thing.
This is why I suggested that a mix of both soft capped and hard capped resources works best. I'm sorry to say, but the only limit to this concept is your own imagination on how this could be solved. CCP could for instance:
- Introduce sun harvesting (as far as I know, some suns in-game will last longer than the one in our own solar system)
- Introduce new technologies to gather minerals (comets *lol*, planet core mining...)
- Introduce actual trading relationships with NPC planet denizens (DUST 514 anyone?)
- Favor more "escalation" types of NPC rats encounters (gives the player a clear objective and final goal that last longer than your average mission or anomaly, get's him/her ISK in the process and force more traveling)
To be honest, a soft cap could be controlled by the players while CCP controls the actual hard caps "Incursion style". Coming back to the Guristas example, say CCP notices that this faction has been over-farmed for 5 years (in 2015 let's say), we see a live event titled "the last flight of the Guristas" into Caldari highsec or something.

Concerning day-to-day depletion:
I'm not suggesting belts would deplete in one day and NOT respawn the next. I'm saying that if all belts were depleted in a system, the next day when they respawn (like they already do), you would only have 99% of what there was yesterday. Deplete them all again? They re-respawn the next day again at 99% of the previous 99%.

For those who want to see this in mathematical form:
Resource quantity at day 1 = 100%
Resource depletion = 0.99
Days after day 1 = x

100 = 0.99^x

after one day you will have exactly 99% resources available when compared to day 1
after one month (30 days) you get about 74% resources available
after a year of sustained farming you only have 2.5% of the day 1's resources

As you can see, if the region next door was not drained of resources and respawns remained at 100%, even your miner toons will hop into PVP ships when war is declared :P. Now while the new region begins to be drained of resources, the original region would start slowing increasing its respawn quantities (this is one iteration of the soft cap).

Entire alliance should not be able to deplete a resource only in a single day or even a week. Only through a sustained complete farming of said resource would you notice a significant difference in about a month, while a year would make it near 0. It would be CCP's call at this point on how to manage hard capped resources based on player actions.

Please understand these numbers are for the purpose of giving an example, just like any other numbers I posted. The actual values/rates should be CCP's design and/or economic team's area.



So after a year (or whatever amount of time), you have to either mine for 15min after DT, or leave Hisec to be able to mine.

Again you run into the issue of Hisec loosing its ability to run basic industry. Hisec is heavily populated in a way you don't seem to get. In addition, having a resource down to near zero, while at the same time massively limiting income, means that new players (after a year or two of hisec mining strips [some small percentage that will be mined right after dt is effectively stripped] the belts permanently) will be totally screwed.


If you're thinking of nullsec only, well that'll just kill Nullsec industry/PvE more, while a Hisec alt becomes mandatory again. No thanks.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#54 - 2012-01-15 06:59:44 UTC  |  Edited by: Ris Dnalor
Resources can have a broad definition.

Scarcity does exist in EVE.

Scarcity. I dislike the word personally... makes me think of those games by Maxis....

I'd wager anyone in the market for few Gotan's Modified Large Proton Smartbombs would be able to attest to the scarcity of resources in eve.

Scarcity is reflected by price.

CCP regulates Scarcity, as has been mentioned previously in this thread, by means of timesinks.

Given enough time, and enough accounts, any amount of anything could be acquired theoretically, but that's not reality.

So, the argument here is really are things scarce enough in eve? If you think no, then is the answer to put a hard limit on what can be had?

Will this limit be tied to average folks online? Will it be tied to number of active accounts?

If not, then this hinders server population growth, as people want things, and if people don't get what they want, they'll likely play less.

If yes, then this become possible to manipulate, and puts you back where you started.

The hard truth is that the only real commodity in EVE.. is ..the players time spent in the game.

CCP correctly uses this to create scarcity in certain items.

Deadspace loot, faction loot, t3 components, and even t2 components are pricey, because they are more scarce, because they take more time to acquire and turn into usable items.

T1 stuff and lesser loot drops are not all that scarce. It would be a mistake, I think to make the very basic items needed to enjoy the game either costly or scarce.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
RubyPorto
RubysRhymes
#55 - 2012-01-15 07:27:21 UTC
Ris Dnalor wrote:
Resources can have a broad definition.

Scarcity does exist in EVE.

Scarcity. I dislike the word personally... makes me think of those games by Maxis....

I'd wager anyone in the market for few Gotan's Modified Large Proton Smartbombs would be able to attest to the scarcity of resources in eve.

Scarcity is reflected by price.

CCP regulates Scarcity, as has been mentioned previously in this thread, by means of timesinks.

Given enough time, and enough accounts, any amount of anything could be acquired theoretically, but that's not reality.

So, the argument here is really are things scarce enough in eve? If you think no, then is the answer to put a hard limit on what can be had?

Will this limit be tied to average folks online? Will it be tied to number of active accounts?

If not, then this hinders server population growth, as people want things, and if people don't get what they want, they'll likely play less.

If yes, then this become possible to manipulate, and puts you back where you started.

The hard truth is that the only real commodity in EVE.. is ..the players time spent in the game.

CCP correctly uses this to create scarcity in certain items.

Deadspace loot, faction loot, t3 components, and even t2 components are pricey, because they are more scarce, because they take more time to acquire and turn into usable items.

T1 stuff and lesser loot drops are not all that scarce. It would be a mistake, I think to make the very basic items needed to enjoy the game either costly or scarce.


Well said. I agree with you on all counts but one. Replace "time" with "time and effort" in most places and I think you're spot on.

To poison the well a bit, You just like your Rifters cheap, dontcha? Lol

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

W1rlW1nd
WirlWind
#56 - 2012-01-15 07:49:24 UTC
Thor Kerrigan wrote:
I see there are some obvious pros and cons raised and I'd like to address a few points here.

...

As you can see, if the region next door was not drained of resources and respawns remained at 100%, even your miner toons will hop into PVP ships when war is declared :P. Now while the new region begins to be drained of resources, the original region would start slowing increasing its respawn quantities (this is one iteration of the soft cap).
...



Effectively this was ALREADY tried by CCP some years ago, and it failed.

Whenerver a resource would deplete in one region or system, and be abundant in another-- it did not generate 'exciting PVP and war', it generated petitions, player complaints, and people who would rather go play some other game.

EVE is not the only video game in existance; if you remove something people are used to and generate a sense of unfairness in its place, all of a sudden /other/ games look a whole lot more fun to play.

The exciting thing you are imagining would happen... did not happen.

seany1212
M Y S T
#57 - 2012-01-15 10:21:26 UTC
W1rlW1nd wrote:
Thor Kerrigan wrote:
I see there are some obvious pros and cons raised and I'd like to address a few points here.

...

As you can see, if the region next door was not drained of resources and respawns remained at 100%, even your miner toons will hop into PVP ships when war is declared :P. Now while the new region begins to be drained of resources, the original region would start slowing increasing its respawn quantities (this is one iteration of the soft cap).
...



Effectively this was ALREADY tried by CCP some years ago, and it failed.

Whenerver a resource would deplete in one region or system, and be abundant in another-- it did not generate 'exciting PVP and war', it generated petitions, player complaints, and people who would rather go play some other game.

EVE is not the only video game in existance; if you remove something people are used to and generate a sense of unfairness in its place, all of a sudden /other/ games look a whole lot more fun to play.

The exciting thing you are imagining would happen... did not happen.



But it is the only game in existence of its kind, and for those who rage about going to find another game most won't leave and those who do come back eventually Roll. As for petitions, if CCP gave everything people petitioned for there would be no ship destruction and CCP might be out of a job.

I'd like to see a small dynamic shift in resources, for instance resources becoming scarce from constant mining in one system and having to move to the adjacent one for more minerals. Region wide is a bit extreme.
Thor Kerrigan
Guardians of Asceticism
#58 - 2012-01-15 16:18:56 UTC
RubyPorto wrote:
Thor Kerrigan wrote:

[post #2]


So after a year (or whatever amount of time), you have to either mine for 15min after DT, or leave Hisec to be able to mine.

Again you run into the issue of Hisec loosing its ability to run basic industry. Hisec is heavily populated in a way you don't seem to get. In addition, having a resource down to near zero, while at the same time massively limiting income, means that new players (after a year or two of hisec mining strips [some small percentage that will be mined right after dt is effectively stripped] the belts permanently) will be totally screwed.


If you're thinking of nullsec only, well that'll just kill Nullsec industry/PvE more, while a Hisec alt becomes mandatory again. No thanks.


Not exactly, this is not a discussion about highsec vs 0.0 - although I understand that a poorly balanced mechanism could create the issue you mentioned.

Consider that only systems that have reached a certain established threshold of depletion would gradually get depleted. Let's take for instance 90% and asteroid belts - if all of the system's belts have less than 10% left of what they had at DT, only then would you see the 1% decrease.

While I do agree highsec is very crowded (too crowded for my liking - woops, did I say too much?) and having lived in all zones of space except w-space (which I only had the pleasure to farm sleepers in occasionally), I honestly doubt ALL of highsec belts get depleted to less than 10%. If this was the case, people would be going into low-sec or null to mine asteroids in the final hours before downtime...

This change is meant to stimulate seasonal movement across your own comfortable security zone. It is meant to stimulate fighting over a resource available NOW to prevent me from moving to another area SOONER.
RubyPorto
RubysRhymes
#59 - 2012-01-15 16:25:43 UTC
Thor Kerrigan wrote:
RubyPorto wrote:
Thor Kerrigan wrote:

[post #2]


So after a year (or whatever amount of time), you have to either mine for 15min after DT, or leave Hisec to be able to mine.

Again you run into the issue of Hisec loosing its ability to run basic industry. Hisec is heavily populated in a way you don't seem to get. In addition, having a resource down to near zero, while at the same time massively limiting income, means that new players (after a year or two of hisec mining strips [some small percentage that will be mined right after dt is effectively stripped] the belts permanently) will be totally screwed.


If you're thinking of nullsec only, well that'll just kill Nullsec industry/PvE more, while a Hisec alt becomes mandatory again. No thanks.


Not exactly, this is not a discussion about highsec vs 0.0 - although I understand that a poorly balanced mechanism could create the issue you mentioned.

Consider that only systems that have reached a certain established threshold of depletion would gradually get depleted. Let's take for instance 90% and asteroid belts - if all of the system's belts have less than 10% left of what they had at DT, only then would you see the 1% decrease.

While I do agree highsec is very crowded (too crowded for my liking - woops, did I say too much?) and having lived in all zones of space except w-space (which I only had the pleasure to farm sleepers in occasionally), I honestly doubt ALL of highsec belts get depleted to less than 10%. If this was the case, people would be going into low-sec or null to mine asteroids in the final hours before downtime...

This change is meant to stimulate seasonal movement across your own comfortable security zone. It is meant to stimulate fighting over a resource available NOW to prevent me from moving to another area SOONER.


If you kept the movement within the security bands, you'd affect Hisec not at all, Lowsec a teeny bit, maybe (besides moons, what resources does lowsec got?), and nullsec very little (nobody mines in null, good ratting space isn't what people go to war over, etc).

Look at Wormholes. The spawning mechanic for Anoms there is that they will despawn when cleared and spawn somewhere else, leading them to pile up in unused systems. Are their fights over those systems? Nope. Do people move to follow those systems? Nope.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Jenshae Chiroptera
#60 - 2012-01-15 16:27:06 UTC
Here is a discussion about limiting ore belts. It should help refine this topic.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.