Constructive Feedback on PvE Gameplay and High-sec Experience

Some people try to adapt and learn to become a better player when they lose.

Others try to make the game adapt and post long AI-written essays in an attempt to change the game so they themselves don’t have to learn to play the game.

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Thank you for taking the time to clarify — though I think the clarification actually reveals more of a problem than it resolves.

You say you’re not asking for PvP removal or for highsec/PvE content to become risk-free. But look at what you actually ask for two paragraphs later: transitions that feel less “predictable and unavoidable,” more player agency after the PvE reward has already been collected. That’s not a side note — that’s the entire ask, and it is a request to reduce risk, just described in terms vague enough to avoid saying so directly. Conceding the principle while arguing against every one of its concrete applications isn’t nuance. It’s having it both ways.

Let’s unpack the Abyssal Deadspace point specifically:

  • You frame the predictability of the PvE-to-PvP transition as the problem. Predictability isn’t a bug here — it’s the entire deterrent mechanism working as intended.
  • You say the issue isn’t PvP’s presence but the player’s sense of agency afterward. Agency was already spent the moment the player chose to run instanced content solo in known space.
  • You suggest some mechanics could “better support” both meaningful PvE and non-scripted PvP simultaneously, as if this is a design oversight rather than a tradeoff. It’s a tradeoff. Presenting it as an oversight is the more convenient framing, not the more accurate one.

It’s also worth noting that this thread already contains concrete counterexamples to the “unavoidable” framing — other players have posted specific strategies that let them survive comparable situations. Those posts haven’t been engaged with; they’ve been passed over in favor of another round of the same diplomatically-worded-but-fundamentally-hollow reply. If the premise is that survival is essentially impossible, actual evidence to the contrary deserves a direct response, not silence.

The “significant part of the player base” line is also worth calling out directly: it’s asserted, not shown, and it’s positioned to do the work of an argument without actually being one. Population size doesn’t tell us whether a mechanic is broken — it’s a number dropped in to make the position sound more mandated than it is.

And the whole tone of the post — “just contributing constructively,” “not advocating for simplification,” “all of us started somewhere” — is doing a specific job: it’s pre-loading any disagreement to look uncharitable before it’s even made. Calibrating a post to sound reasonable and making a reasonable argument are two different exercises, and this one leans hard on the first while skipping the second.

To be blunt: instanced content is already a significant departure from the open-world, everyone-shares-the-risk premise that the rest of the sandbox runs on. The unpredictable PvP exposure attached to it isn’t an unfortunate side effect to be tuned away — it’s the one thing still tying that content back to the game’s actual design logic. Asking to loosen it further isn’t a request for balance. It’s asking for the last remaining tether to be cut.

^ More AI slop.

Nothing gets past you!

Signed,

Slop4Slop

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These people are called antigankers.

I do a lot of abyssal filaments and I have a hard time believing that ganking is much of an issue. Has anybody here been scanned down?

My fleet and I once spotted a filament trace on dscan and scanned it down.

As a bunch of bombers goofing around trying to catch some ratters and miners we were totally unprepared to deal with the abyssal bling-fit 10mn Gila that came out of it, proceeded to kill a bunch of us and safely warped off. In hindsight we could have used a Rapier with some webs and paints to make our torpedos do more than tickling the target.

It’s not hard to find the traces, you just need to make sure to add them to your dscan filter.

Yeah I have been attacked several times when coming out of the abyss. Two times outtanked and killed the gankers, one time being able to warp away before they could tackle me (multiboxer probably was on the wrong client and couldn’t find the one with tackle quickly enough ^^).

And I also killed people coming out of the Abyss, but not in Highsec. Sometimes you find Traces in Wormholes or Nullsec and if you have some PvP ships ready, thats usually a deathsentence for the runner.

I’ve scanned people down. Not to gank, per se, but because I noticed them blinking in and out of local as suspect at appropriate intervals and realized there was a free loot pinata just begging for it.

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