An Open and Honest Letter to CCP from an Alliance Leader

My opinion on the suggestions:

  1. I’m opposed to the BRM having a 100% floor. At that point it’s just removing the BRM system. A better solution I think would be to make anything below 100% just go towards the ESS bank (same structure, some in main bank, some in reserve). That way the ESS bank makes sense too.

2.Tagging on to his ESS reserve bank thing, i think it would be cool if that isk is transported via ESS bonds carried by NPC haulers. It can then become an activity for people to rob the transport and for alliance to organize fleets to escort and guard it or gate camps to keep the path safe. Again, if you open the faucet, create a sink.

  1. Opposed to alliance bonuses because that just solidifies the power of pre-existing large null blocs and makes it much harder for new alliances to establish.

Most of us are really grateful of seeing a DEV replying to this letter that the OP has delivered and that it is being monitored. We just HOPE to see that action is taken and some kind of change happens that benefits both sides; devs and gamers.

I have been playing since 2008 and invested a lot of years into this game to get my first Titan 20 months ago. Would be disappointing IF I were forced to leave this game behind due to the loss of interest to undock or even to log in.

Again, really appreciate the reply @CCP_Swift

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No that’s simply not true. If the BRM was set to 100% minimum, an Ishtar would make 60m/hour IF the ESS paid out. Rorqs pre nerfs made 90m/hour for a 10b fit. Both are still significantly less rewarding than the following content in high sec:

  • Abyssals
  • Burners
  • Incursions
  • L4 missions

Bring back carrier/super ratting and the rewards would be roughly even between high and null, but none of these changes are going to disadvantage high, more level the playingfield.

If you want to bring players back then rewards are needed and in areas of the game where players have been lost and also ideally where most destruction takes place to offset against the reward faucets.

Null sec has significantly more destruction taking place than any other area of space so it’s just a backwards design for high sec to have the best carrots.

Dare I say it around here, but Albion Online has perfected the design for me, Black Zones (null) and Red Zones (low) feel rewarding where Blue Zones (high) are your newbie sandpits with lower rewards but more safety to initially learn the game. It forces people to venture out into areas where they can be killed for content. There simply isn’t much destruction in high sec to ever balance such significant reward designs, never was. If we want to balance ISK and resource faucets, there needs to be an incentive for players to venture into low/null.

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Great original post. I dont know of i completely agree with everything, but so what.

I would add this: the heart of the game is PvP. So long as a lost ship is actually destroyed no change can possibly make PvP risk free. And that’s how it should be. It will always sting, but there is no benefit to making it more.

We WANT people to fight, the more the better. The key word being fight-- not gank ir gate camp, but fight. Reduce ship costs, create incentives to get people into low and null, eliminate the things that currently hold them back.

And listen to the OP. Hell, hire the guy.

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more people making money in space, the better

Scarcity shortens the cycle that focuses on less is more!

Without ganking, Orca + 20 Skiff fleets would run rampant. No thanks…

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Wow swing and a miss for me there. What an incredibly disappointing reply. Where’s the:

  • We recognise rewards are lacking and the game is too grindy.
  • We recognise we’ve overemphasised boring content like PI.
  • We recognise you want to use your cap accounts again and the sandpit needs whaling and big escalations once more to generate hype.
  • We recognise we removed pursuits overnight that people spent years of sub payments skilling up for which needs fixing.

Take the indy changes, the emphasis on more PI could be seen to satisfy “I want a reason to undock” from your list above, but I think the more compelling take would be “I want a reason to undock that is fun and feels rewarding”.

CCP doesn’t seem to think about designs from the perspective of “fun” and “enjoyment”, you focus too much on economy, austerity, nerfs and removing content to satisfy some nonsense metric. Player enjoyment feels almost like a secondary consideration that you never quite get to.

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You can also do all of that “high paying high sec content” in null as well. Not to mention, null sec contains the most profitable ores, gas, and anomalies. If high sec pays that much more than null, why are you in null?

I already know the answer to that question, by the way, but thought I would ask anyway…

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Like most null vets that stuck around, I spun up high sec pilots for my ISK making when the null content was removed. Before I unsubbed I was triple boxing Hawks in abyssals, triple boxing burners or chilling in incursions.

I may be outdated here, but I believe the most valuable ore is actually in low sec, the most valuable gas is in wormholes and anom bounties are so reduced from BRM that it’s not in the same ballpark as any high sec content including plain L4s. NPC null has nice L5s, but sov null doesn’t.

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I would be interested in how you comment on this one as you missed it in your rebuttal above 15minutes ago.

  • I want iterative changes to systems I’ve mastered

//edit never mind I seen your edit from 2 minutes ago o/

There is no war between player demographics, we all want a better game. I think you’re being petulant.

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Everyone wants a better game for their particular playstyle. Fixed it for you. You can’t make everyone happy. An update to one playstyle is a nerf to another…

PI is the future fool. Keep your sticky fingered hands off of it.
It is quite possible for PI to be the steady resource OP is hankering for.

If y’all weren’t so busy lamenting the waning of past glories you’d be able to spare a thought for what is being prepared for tomorrow.

Binary fallacy, much like the following:

“If you want to balance the economy, you need to nerf faucets”
“If you want to breed conflict, you have to make resources scarcer”

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Thing is that a lot of players seem to not understand is Eve is an ecosystem. What negatively impacts one region of space and drives players away will end up having a net negative effect on the other regions as well.

Making everything more expensive to produce due to scarcity and the industry changes did not have the intended effect. It did not cause the big null blocks to lose their stockpiles of minerals and materials. It did the opposite in causing them to hold on to them more tightly.

Don’t get me wrong, I personally think that Null sec should have to rely on things from low and high sec to function. However there where better ways to remove the massive stockpiles besides scarcity. Making ships more expensive to build just made it less likely to see those ships in space and actually being blown up.

Better way to remove the massive stockpiles was to add things to the game that required those stockpiles, in all sectors of space that have an impact on the game and game play.

I personally do not like the war decking style of play. Doesn’t mean that it’s not a valid play style, however. I think there are changes that could and probably should be made to it to make it better and riskier for the players that do it. Can I speak to that?? Not really, it’s not a playstyle I am personally very familiar with so what I would have to suggest on it would be uninformed opinions without a true understanding of how it works.

What I can speak to is how making ships more expensive means less undocking, less explosions. Grindy content of any kind gets boring after a time. I personally think that trying to make losses hurt the wallet or mean something was the wrong move. It led to less ships dying, less people in space. Rather than turning off ISK faucets we should be adding ISK sinks. Give players something to put that ISK towards rather than just filling their wallets to ungodly amounts. Removing ISK from the game the way that happened had the same effect as scarcity did with minerals. People that already had massive amounts of ISK still have massive amounts of ISK, they are just a lot less likely to spend it then they were in the past.

At the end of the day the things I enjoy doing may not be what you enjoy doing in the game and guess what? Thats great it means the game has a place for lots of different playstyles. At the end of the day however people need fun reasons to undock, doesn’t really matter what area of space it is. At the end of the day we all come here to play the game and have fun. How we have fun might be different, but the goal is the same.

I have said it and will keep saying it. The game needs to live and breathe outside of the stories that we the players tell. We are just a part of the world as a whole and our stories are meant to be a part of it, not all of it. At the end of the day that is what is being asked for.

I agree with DS on a few different points, and I disagree with him on others. Main one being the reserve bank system. With how many billions are already in the reserve banks I don’t think having it funnel in as a passive source of income is balanced. Not to mention in the past there was always those that would just keep the ISK for themselves rather than use it for the alliance. (no I don’t think for one second DS would do that.)

I would also disagree with the ore distribution. Not fully but partially. I think it’s a good thing that we have to rely on getting materials from High Sec and Low sec. The game should be interconnected like that. I would also go a step further. I would say that for caps and higher each region of space should have specific ores for those capitals. Aka to build a Mimintar cap you need materials that are only found in Mimintar space. I think that would be a good tradeoff for caps being easier to build. They are easier to build if you are building the ones for your region otherwise it’s a pain. I would almost go so far as to apply that to sub caps as well, but I am not sure how negatively that could impact Low and High Sec game play.

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One area where I disagree with you @Dark_Shines is alliance passive income. People forget what moon mining of old was like, great for the 5% in leadership roles, not so great for everyone else below. I would fear CCP take that and run with it, perhaps open back up cap indy, but use alliance-level passive resource faucets to do it. Even with the most people centric org, deciding who does and doesn’t benefit from passive income is subjective and open to abuse.

The great thing about abundance was everyone got to enjoy the content, if you wanted to fly a titan, you didn’t need to be part of the 5%, you could put in the hours (5 years subbing up to 5 accounts for me) and earn one.

I think players are more in tune with a sense of fairness nowadays for a return to passive income to ever be workable. I don’t think trickle-down economics works in any form and it’s not needed to breed alliance-level warfare.

IMO it would be better if line members had skin in the game, introduce passive income that line members benefit from such that they have all the more reason to fly in fleets to defend it - personal harvesters, that type of thing.

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This is great and all, but CCP may have their hands tied by a Pearl Abyss that wants nothing but profit from them and are pulling the strings. I hope and wish that is not the case but many of the old MMO’s have been subsumed by greedy new overlords, nerfed to hell, and put out to pasture to make them extra income.

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You have the mark of death on you now, my friend. But it’s okay, you can join us on our crusade to pry the shekels out of your once-compatriots’s greedy claws after you get excommunicated from the null-sec money-cult.

One would have to be absolutely daft to not discern the intention behind the OP’s desires. Disguising them with a thin veil of concern for the health of the game and player retention doesn’t change the self-serving ideals of the ideas presented.

If you see “people needing a reason to undock” as a fundamental issue the game has, then it’s not a matter of activities being “rewarding enough,” but an issue of the game being an unfulfilling and unentertaining experience to actually play. Do you get it? If your game is full of activities that “pay a lot” but are an absolute chore to perform, people are going to devote themselves to grinding your game, but they won’t feel good or say good things about it. That’s why all these null krabs are your biggest critics, despite being some of the game’s most dedicated players.

I’ll give you a personal example. When I undock and go shoot players in my high-sec wars, loot/money is far from the biggest thought on my mind. I do it because it’s entertaining and feels great to do it, even if it barely makes me any money. It makes me feel so good, that I think very highly of the game despite hardly being “rewarded” for playing it.

You want miners (for example) to feel great about playing the game? Make mining actually fun. I don’t know, maybe let miners explode asteroids with huge-ass weapons and make the flying chunks destroy everything in their path except heavily-shielded targets. Make asteroids have rare finds inside, like finding gems or a gold vein in a cave in real life, to create a “gold rush” mentality as players scramble to get out of their hangars in order to grab a piece of the ultra-valuable materials.

Just boosting the yield on some type of rock by 15% isn’t going to give players more of a “reason to undock.” They’ll have more money in their wallets, but they’ll be just as dissatisfied with your game as they always were.

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Oh so now you have data that apparently no one has.

Dude, we hate each other, and I know you only lookout for you and your cronies, so drop the act and stop pretending you are the anything other than king krab.

Stop lying that you care about anything other than Null. Theres nothing in this thread but Null vs Everyone else.

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