# Anti social mechanics

**URL:** <https://forums.eveonline.com/t/anti-social-mechanics/483512>\
**Category:** General Discussion\
**Created:** [April 18, 2025, 2:10pm UTC](https://forums.eveonline.com/t/anti-social-mechanics/483512 "2025-04-18T14:10:38Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![DeMichelle\_Geniale](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/demichelle_geniale/32/450875_2.png) [@DeMichelle\_Geniale](https://forums.eveonline.com/u/DeMichelle_Geniale)\
**Post date:** [April 18, 2025, 4:11pm UTC](https://forums.eveonline.com/t/anti-social-mechanics/483512/6 "2025-04-18T16:11:20Z")

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> [@Bakster\_Kane](#):
>
> In general you are more likely to make a mistake or miss something if the content is high APM. But low APM does not mean you wont make mistakes.

I agree. So it’s kind of a toss-up depending on the player’s proclivity, skills and personality. There are a myriad of different temperaments and many games geared towards them.

> [@Bakster\_Kane](#):
>
> In EVE intellectual circles there is a bias against AFK play even tho increasing the required APM just for the sake of increasing it makes the game worse.

That sounds like an opinion not supported by any data. I think that CCP has done a good job in balancing APM to keep players involved without submerging them with micro-management while in space. I feel there is just enough to pay attention to without getting bored and going AFK. Not that players don’t try but it is a very bad idea to go AFK while in space.

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