Allow people to act stupidly and within their own responsibility.
Seemingly random freedoms increase the livelihood of the game. It’s the sum of all small things that make EVE feel alive in context of a thriving game world with lots of activity. Right now that is simply not the case. There must be room for breaking out of normalized behaviour.
Allow capitals, that aren’t allowed in highsec, to enter highsec via gates and turn them to suspect permanently. Disallow them to run missions, but allow them to use public sites. Allow them to fight back once engaged. Disallow docking. Yes, it’s basically a deathtrap unless you’re really smart with your bravery. Maybe you simply want to be known as “the guy with the super in highsec”.
Or maybe you just want to welp it and provide some fun to complete strangers who aren’t part of a big group of friends.
Allow people to provide fun content if they choose to. Why should an ISKrich man, who wants to have fun, not be able to welp a big ship in highsec, where there are more people who will appreciate it more than anywhere else?
All player-events regarding blowing up a big ship always have been a success. There’s almost no way for anyone to be active in a permasuspect ship and a cap would be a magnet for people to come and blow it up.
Random events increase the livelihood of the game. That’s why, when people see Chribba’s VeldNaught, they post about it. It creates an impression, which is good for the game.
Allow people to opt ouf of CONCORD protection if they choose to do so and include a colour for those people on the overview, without adding it to the default setting. Everyone who cares about seeing them will change his overview accordingly and everyone who cares about lacking CONCORD protection will opt out. It will create interesting content for those who want to be a part of it and it will create visible action in space for everyone. It will increase the perceived livelihood of the game.
Another another example:
Remove the suspect timer, or nerf it appropriately. For rookies it is a 15min death trap where they can not play the game and potentially keep getting blown up all the time. It is unfair punishment for those who wish to be creative and curious. Stop deterring people from breaking out of the normalized behaviour you, CCP, wish to force them into. I understand that you had your reasons to implement this and I also understand the outcome you’ve anticipated, but there is little doubt that it seriously backfired.
If you want more chaos and livelihood, CCP, then the suspect timer in its current form needs to go. It prevents rookies from growing into something that’s outside of the norm. Dare I say it makes the whole game much more boring for them, because all they get to do is the laid-out-■■■■ you’re providing them with.
They’re being deterred from game-play that was the norm in the past and the consequence of breaking out of the current norm (aka turning the button to yellow and daring) is a literal death sentence, which will be perceived as the inability to play for fifteen minutes.
Highsec feels like a wasteland, CCP, and it’s your fault. It’s boring, unimaginative and sends off a vibe of “it’s full of bots” because local chats are silent pretty much anywhere except for important spots like trade hubs. More random freedoms means more random interaction, which leads to more people talking in public, which translates into the game feeling more alive. Livelihood.
You want more people to find friends and playing together, yet many years ago you’ve brought changes that actually reduced the amount of verbal interaction in the game massively. How about admitting your mistake and changing that back again, for your own and also our benefit?
I don’t care about discussing this with people. I’ve provided two examples to help you understand what I am looking for. What I care about is your ideas for “random behaviour that breaks out of the norm” of which you think it might add to the livelihood of the game. A big amount of “small things” contributes a lot more to the whole than one or two “big things”, because lots of “small things” have higher variety than a few big things.
That’s why I’m asking you for “small things”. They might be silly, they might not be. It doesn’t matter. All that matters is providing more opportunities for breaking out of the norm. A Big Impact on society doesn’t come from yes-men and bean-counters, it comes from people who are being perceived as weird, unusual. Those who break out of the norm.
The current protection/suspect mechanics are a joke compared to what we had before. They limit the potential of the people and reduce the amount of potential interactions, which are vital for finding friends in an organic way and new and interesting things to do. They (a) offer the option for daring behaviour, while (b) making sure that the punishment is severe enough to further deterr people from breaking out of the norm. You, CCP, are punishing rookies who do not wish to walk the laid-out-path.
The current highsec mechanics, in general, are not actually allowing people to be make the game feel real. While fully unrestricted freedom is absolutely bad, what we have now - and had for years - negatively impacted the shape of the thoughts of thousands of rookies. A controlled amount of options for breaking out of the norm should absolutely be preferred.
A better way of crowd control is to be able to control those who wish to break out of the norm, instead of outright trying to suppress it from happening in the first place. That’s why giving them options, without providing unrestricted freedom, is a good thing.
I’m deliberately not posting this into the “Little Things” thread, simply because that thread is about something else. This thread is about “small things with potentially big impact on the livelihood of the game”.
Edit: People, who are responding to the examples, are missing the point. Examples are by definition something which tries to communicate an idea that’s behind them. Or above them, if you prefer that. Here, with the examples I gave, it’s about:
Allowing people to break out of the norm.