A Open Letter form The Future

CCP provides opportunities for EDENCOM and Trigs to do something and shape the future… and OP leaves? I’m a bit confused.

They didn’t have ChatGPT back then lol

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why is this post hidden?

Don’t your stuff to Blackflag, give it to me plz <3

Likely due to it being in the wrong section of the forums. It’s only been flagged by the community though, so who knows.

The message has been hidden but you can retrieve it on reddit. And I’ve no reddit, so I reply here:

I was disappointed and worried on some parts of EVE and I don’t consider it the game perfection, but I just keep expectations low and I continue with what’s left looking for some positive sides which in any case help me to continue to play; social features, for example: my favourite faction (Gallente) looks like always losing but in any case I continue to like it and to play with, having friends also with people who’s joying looking it burn.

The main issue I see in that letter is that you tried to “take part” of a “canon” side that should be totally under control of CCP Games; I’m not talking about EDENCOM, I’m talking about feeling part of a company you’re never been in. You just posted a feedback and they also listened it (coincidence? or something deeper?) but you can’t demand it had to be followed 100% how you wanted.

Taking the EDENCOM/Triglavian conflict from your message, what does make you think the arc is suspended when we’re getting some other hints and contents by the same deathless arc? And what about all those players who brought Triglavian and EDENCOM at the WH hives? DId you forget them? What are they hoping to do or see if not what you would like too?

This last expansion gave you some more tools to attract more players to your cause, which could be also the same of another NPC faction. As happened in previous times, this can be impactful even for the EVE story arcs progression. I wanna do something similar too; I will need leader skills, charisma, patience, approval and money, a lot of money.

In summary, you’re free with your life but I’ll miss the activity I was doing with yours. I’ll hope somebody else will replace you, promoting activities I liked to do it.

Acknowledge, Freeport 7. See you in 2 weeks.

The OP appears to make some wild allegations.

I have talked to him before, and he is not a credible source.

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Hello CCP, hello EVE Community,

I’m writing to you today as a long-time capsuleer who has always admired the scope and ambition of EVE Online—but who now finds the universe feeling stagnant, lifeless, and lacking meaningful evolution.

At the same time, I want to offer constructive ideas that could bring immersion, purpose, and motion back into New Eden.

Let’s start with the fundamental question:


Why does the universe feel static?

The last time EVE felt truly alive was during the Triglavian Invasion. That conflict introduced an active front between two NPC factions—EDENCOM and the Triglavians—whose battles changed the map and created a sense of urgency and relevance.

Since then, however, things have gone quiet.

Today, most NPCs serve little more than background decoration. They loiter at gates or drift idly in asteroid belts, with no real purpose, no direction, and certainly no impact on the world around them. This undermines immersion and makes the game world feel like a stage set, not a living, breathing universe.


What EVE needs: dynamic, purposeful NPC behavior

What if the four empires of New Eden didn’t just exist in lore—but visibly and meaningfully acted within the sandbox?

Picture a system where:

  • NPC factions actively mine, refine, and transport resources.
  • These resources are used to build ships, form fleets, and establish structures in contested systems.
  • Fleets move through high-, low-, and null-sec via predefined strategic paths—akin to MOBA-style lanes—engaging in real-time operations.
  • Players can choose to support or sabotage these operations, affecting standings, influence, and factional momentum.

Freighters with purpose, cargo with consequence

As part of this system, we should see empire-aligned NPC freighters transporting goods between industrial centers and frontlines. These convoys wouldn’t just be cosmetic—they’d serve as vital arteries in the simulated empire war machine.

Here’s the twist:

  • These freighters do carry containers, and those containers are real targets in the world.
  • However, players cannot profit from destroying them—there’s no ISK, no loot, no exploitable gain.
  • Instead, destroying or defending these transports has systemic impact: CCP’s internal simulation would register the losses or successes and adjust empire resource flows accordingly.

A lost freighter convoy might mean delayed fleet deployments, stalled structure projects, or reduced defensive strength for a region. A successful supply run might tip the balance in an active warzone or allow for the construction of a critical outpost.

This introduces a new layer of asymmetrical warfare:
Players can influence the outcome of large-scale conflicts—without ever directly controlling them.


Planets, population, and production

There’s also room to bring planets back into relevance. Imagine if planetary populations were required to “produce” NPC crews. Political stability, planetary infrastructure, and player-driven planetary interaction could influence how effectively an empire fields new fleets. A simulated “Workforce” or “Lifeforce” mechanic could finally bring depth to what’s currently a static PI system.

Planets would matter—socially, economically, and militarily.


From a development perspective: this should be feasible

As a software developer myself, I understand the challenges of integrating new systems. But I also find myself wondering why certain features have taken so long to appear.

For example, adding two ships over the course of six months—while visually beautiful—shouldn’t strain your backend architecture significantly. The implementation complexity for a studio of your experience seems manageable, assuming proper tooling.

Likewise, transitioning an existing corporation feature into a freelancer model shouldn’t require months of redevelopment. It’s largely a matter of data structures and UI refactoring—something I imagine you already have frameworks for.

I recognize that with EVE Vanguard and EVE: Frontier, you’re investing in the long-term scalability of your tools and systems. That makes sense.

But here and now—we’re still flying in EVE Online.


I miss the feeling of a universe in motion

What I miss most are the signs of life:

  • Fleets traveling with intent.
  • Freighters that matter.
  • NPCs building, fighting, transporting, and reacting.
  • Consequences for our choices—through standings, faction taxes, and dynamic support systems.

What if supporting an empire led to lower transaction taxes? What if attacking one’s infrastructure brought real retaliation—or changed who controls a region?


Final thought: Give New Eden breath again

EVE Online is one of the most ambitious games ever created. But for it to remain meaningful, the universe must feel like it’s evolving—with or without the players’ input.

Let us engage in an environment where empires rise and fall not just through player alliances, but through visible NPC actions, meaningful economic simulations, and real-time world-building that reacts to player involvement.

Let NPCs be more than scenery—make them part of the story again.

Sincerely,
A devoted capsuleer

Proposal: A Revamped Bounty System through Structured Bounty Hunter Guilds

The legacy bounty system in EVE Online has long been a topic of criticism—mainly due to how easily it could be exploited or rendered meaningless. What follows is a refined alternative that aims to preserve the excitement and purpose of bounty hunting while eliminating abuse and enhancing both immersion and gameplay balance.


Core Concept: Bounty Hunter Guilds & Lottery-Based Contracts

Players may join Bounty Hunter Guilds, unlocking access to bounty missions based on their standings and certifications within the guild. These contracts are distributed via a lottery system, ensuring that targets cannot collude with bounty hunters or manipulate outcomes.

Each bounty hunter may only apply for a limited number of contracts at once—up to 11 concurrent missions, depending on their bounty hunting skill progression.


Tiered Contract Access

Access to bounty levels is tiered to reflect a hunter’s reputation and experience:

  • Tier 1 Agents: Contracts up to 10 million ISK
  • Tier 2 Agents: Up to 100 million ISK
  • Tier 3 Agents: Up to 1 billion ISK
  • Tier 4+: No upper limit; contracts scale with target threat level

This creates a clear progression system, adding prestige and long-term goals to the profession.


Reward Mechanics & Kill Validation

Rewards are only granted under the following conditions:

  • The kill must occur without the target initiating aggression, making it a clean bounty execution.
  • The payout is awarded to the player who lands the final blow, whether on the ship, pod, or both.
  • Other players who applied for the contract are notified that the target was eliminated by another bounty hunter.
  • This prevents kill-stealing abuse and ensures fair competitive opportunities.

ISK Sink Integration

To maintain economic balance, each bounty contract requires a 10% deposit of the potential reward in ISK. This serves as a natural ISK sink and prevents spam applications while encouraging commitment and calculated risk-taking from bounty hunters.


Legality of Kill Rights Across All Space

Upon accepting a contract, the bounty hunter is granted temporary engagement rights—essentially a limited war declaration—allowing them to legally engage the target in all security zones, including high-sec. This makes bounty hunting viable and meaningful across the entire map, without Concord interference.


Payout Scaling Based on Risk

The bounty payout should not be static. Instead, it should be influenced by:

  • The value of the target’s ship at the time of kill
  • The cargo value
  • The overall bounty level of the target

This ensures that high-bounty players become true “WANTED” individuals—both visibly and mechanically—adding to the risk and tension of undocking with a price on your head.


Competitive Features & Recognition

To further incentivize bounty hunting:

  • A leaderboard of top bounty hunters should be maintained and visible.
  • Players could earn cosmetic rewards, titles, or guild honors based on performance.
  • Monthly or seasonal bounty hunter events could boost activity and engagement.

Closing Thoughts

This bounty system would restore purpose to a mechanic that once promised thrilling emergent gameplay but fell short in execution. By tying bounty contracts to a structured guild system, randomizing target assignments, and enforcing consequences through legal kill rights and economic penalties, we create a fair, immersive, and scalable gameplay loop.

It’s time to bring bounty hunting back—not as a gimmick, but as a respected profession in New Eden.

Proposal: Highsec Mission Revamp – Dynamic Content for a Living Universe

The current highsec mission system, while functional and beginner-friendly, is long overdue for a comprehensive overhaul. To keep PvE content engaging and in line with modern gameplay expectations, EVE Online needs dynamic, modular, and reactive missions that move away from static design and towards immersive storytelling and tactical variety.


Core Concept: Procedural Mission Generation

Inspired by modular level design systems seen in games like Diablo II, missions should be generated using a “Mission Generator” framework composed of reusable building blocks:

  • Mission layouts are dynamically constructed using predefined structures (asteroid fields, deadspace complexes, wreckage sites, etc.).
  • Enemy spawns, objectives, and events are procedurally chosen and placed based on difficulty tier, faction, and player standing.
  • Missions remain thematically consistent but vary each time, greatly enhancing replayability and immersion.

Beyond “Kill Everything” – Mission Diversity

The current dominance of “security missions” focused solely on destroying enemy waves limits the scope of PvE gameplay. New mission types could include:

  • Hacking-based objectives – require the use of data analyzers to unlock gates or reveal mission-critical structures.
  • Logistics-based tasks – involve hauling or transferring materials to activate gates or complete objectives.
  • Multi-role cooperation – encouraging teamwork where different ships (combat, logistics, EWAR, exploration) are required to fulfill mission conditions efficiently.

These changes introduce tactical depth and allow support-oriented pilots to play meaningful roles in PvE.


Improved AI & Enemy Behavior

One of the weakest aspects of current missions is the outdated NPC behavior:

  • Enemies often “pop in” without context, wave after wave.
  • There is no sense of coordination, escalation, or realism.

What should change:

  • Enemies should warp in as reinforcements, just like real ships, with visible arrival vectors and tactical formations.
  • Reinforcement logic should consider the player’s ship class, damage output, and fleet composition to determine whether backup is needed—and what kind.
  • Upon entering the first gate, the mission site could scan the incoming player setup and adjust AI response accordingly (e.g., bringing more EWAR, logistics, or heavier damage platforms).

This adds tension, unpredictability, and realism to each mission encounter.


Benefits of a Revamped Mission System

  • Replayability: No two missions feel the same.
  • Accessibility: Beginners still get guided content, while veterans face more sophisticated scenarios.
  • Immersion: The world reacts to your actions, creating a living sense of cause and effect.
  • Group Dynamics: Different player roles and ship types can shine outside of fleet PvP.
  • Narrative Depth: Missions can evolve into small story arcs depending on player performance or branching objectives.

Conclusion

Highsec missions are a key part of the EVE ecosystem, especially for new players and casual PvE pilots. But to remain relevant and rewarding in 2025 and beyond, they must be more than just target practice.

With a modular, procedurally-influenced generator system, smarter AI, and diversified objectives, highsec PvE could be transformed into one of the richest and most engaging systems in the game.

Let’s evolve EVE’s PvE to match the ambition of its universe.

can you not use chatgpt?

  1. You call for more “dynamic, modular, and reactive” PvE content. Cool idea, bro. Do you have an estimate on how many hours it will take to program this?

yes, for sure, i am softwaredeveloper and know about how much this takes. and a company with 200 man should be able to implement this in about 6-9 months easily.