For those who don’t know me, I’m Amelia! You may have seen my videos showing the small gang and mid-scale content that I love to partake with on my YT Channel: https://www.youtube.com/@AmeliaDuskspace
You may have also seen some of my reddit threads describing Goryn Clade’s null-sec midscale deployment:
I’ve been playing since 2010 on and off, participating within small gang low-sec, and wormhole groups, as well as mid-scale nullsec and wormhole groups. The content I enjoy normally comes down to making sure that individual piloting can have a real impact within a fight, whether that be being able to kite, use ewar, or tackle properly within a small gang or being able to land good drag bubbles or booshes within a mid-scale fight. As your CSM Representative I will push for changes to make content easier to find and make that content more exciting & meaningful.
These changes I will advocate for can be best put into 3 legs of a stool:
The first leg of my stool of changes is to reduce the ability for larger blocs to project across 5+ regions within <15 jumps which has DRAMATICALLY stifled the amount of content that groups can find within the game. This is done mainly thanks to the abusive advantages of Ansiblex. By allowing Ansiblex to stay within the game at their current power state allows groups to travel to any far reach of their territory within minutes. This allows groups to be more centralized, and larger as they do not need to spread out to maintain their large amount of space they own. This forces any smaller groups away from fighting as they simply cannot contest the massive fleet sizes these centralized groups can form. This in-turn means that there is less conflict for both the larger groups and the smaller groups, leaving only 1 form of conflict left, large scale conflicts between these blocs. While these fights can be super cool to see, they are like watching paint dry to fly in due to technical limitations of TIDI. Even these fights are absurdly rare, leading to an overall massive decrease in the amount of content available for an average group within the game.
By reducing the power groups are able to project, more groups will enter null-sec and larger groups will have to spread out or split up to protect their empire. This will allow smaller groups to take these fights against more manageable numbers unless the larger groups really want to invest the time and effort to protect their borders.
The second leg of my stool of changes has to do with the risk-reward structure in EvE. This is a simple design intent that needs to be more highly prioritized into almost every aspect of the game. Pochven is the best template for this philosophy. You have a high reward site like Observatory Flashpoints that payout 3.5/site, this leads to a high demand for the site. In contrast, the supply of the flashpoints is limited to 3 within Pochven. This leads to conflict due to limited supply, high demand. The one issue, which can also be seen from Pochven is that high rewards need to require high risk, or at the least high investment. For example, having Observation Flashpoints being run from Ishtars 500km from the acceleration gate is bad for the game, because it is extremely low risk high reward.
By pushing more people to do these more risky, more lucrative PvE, PvP will follow as it is an easy way to get content as well as people will want fight over an actual objective such as these sites.
CHANGES OF ANY KIND:
My last leg of the stool for CCP may be the most important. It is simply put, CHANGE THINGS, don’t let the game run into such a stale state that munnins are flown as the mainline ship for years on end. Create real gameplay changes such as buffs or nerfs to individual ships. This ties so heavily into the depth of the game, because there are just SO MANY KNOBS TO TURN:
If you reduce the DPS of LR guns/missiles or increase their fitting requirement, or decrease their tracking, all of a sudden groups are more inclined to brawl and not have the option to run away at first sight of loss, forcing larger commitment from groups.
If you increase the minimum warp in range, all of a sudden things change dramatically.
The list is literally endless, and there are so many possibilities that will lead to real fun changes for people to figure out and enjoy. This will lead to more players coming back and keep people within the game as new changes normally leads to people wanting to try out these changes. If CCP finds these changes are detrimental, after speaking with CSM and the player base, then you can always adjust back. But sitting there and not changing anything is what is slowly draining the player base down to nothing, and will eventually kill the game that I have come to love.
At the end of the day, I will always love and play EvE, and I want to make this game the best version of itself. I think with my years of experience as an FC and leader in various space such as WH, Null-Sec, Low-sec, and as a theorycrafter I am in a unique position to push forward changes that will lead to a better environment for players. At the end of the day that’s what its all about, because if you give players the tools to make the game great, the players will. That is EvE Online to me. It is an area where all CCP has to do is keep slight interest with frequent relatively smaller gameplay changes, and not mess anything up too badly. The players will take care of the rest.