We have already tackled that “noob” is a broad term, and it depends on how you are defining it. I consider someone in this game for a few months a noob, ccp does not. Thus, what i consider a noob does not always result in a ban by ccps’ part.
ccp is to easy on this type of abuse, and as a result the game has suffered for it.
go pvp destructo in null or low sec. High sec should not be a place for that, and if i am approved for CSM, I will argue this point until its changed. Out of all of my positions, i believe two are of the greatest importance. The removal criminal actions in high sec, and the removal of super blobs in null.
Not true at all, and this demonstrates your lack of understanding of the economic structure of an mmo.
Isk needs to come in at a slighly higher rate then it go’s out (+/- 5%) because you want the economy to grow over time.
However, eve produces far more isk then it sends out, and as a result inflation takes place. This inflation is caused by excessive farming largely due to multiboxing and ccp not changing things like mining mechanics, or nerfing npcs to be immune to aoe dd’s which enable titan-multiboxers to do 600m/hr on each titan toon.
Null is the problem with the economy, not high sec. If you want to talk about fixing the problem at its source, this is where the topic should be in regards to the economy. Nullsec is highly abusive to older playerbase, and high sec is highly abusive to new player base and we need to step back and do some systems upgrades to various parts of eve to control these rates.
By shifting capitals for example into a capital vs capital ratting sites, we will help keep the game interesting and provide decent isk levels for those ships. The insane rates take place because of the capitals ability to slaughter in the masses, and for the same reason we have the issues of the capitals slaughtering players in the masses. Its abusive to the economy, and abusive to the players.
This however does not mean that buffing high secs income, or removing code and the likes will some how break the economy because the problems are not even from this area to start with.
Fix the problem at it source with the least amount of impact on the game and development resources as possible unless the system itself is failing causing lots of issues, they you deploy more development resources to create a design pass on it, and implement the change.