That’s a thing CCP put out there as a goal years ago, though. The players are players. By their very nature, they’re going to be more narrowly-focused on their own stuff, they’re going to have a limited perspective. That’s what players do: they see the game they play, and the game they want. They look at what benefits them, and they work within the rules that govern their gameplay to try to get that benefit. They play the game.
CCP, on the other hand? Having the big picture in mind is their responsibility. That’s the gig, you know? They’re the ones who are supposed to know how each piece fits together, how the whole mess is supposed to work, top-down and bottom-up. And they don’t. If they did, then we wouldn’t be in a position where they propose changes, and then we, the players, tell them all the ways it’s going to go badly… only to have them ignore us, and watch it unfold exactly the way we said it would.
Nonsense. It feels stagnant because attacking is a fool’s game in the first place. Things are skewed too far toward the defender. Citadels allow defenders to have a huge number of defensible hardpoints where their fleets can regroup. Navigation structures being within the weapons’ range of cits makes them easier to defend than they would have been on a POS, too, and the ability to bounce around without fatigue means that all of that mobility that got limited when jump fatigue went in? It’s back.
Given a decent jump bridge plan, you can get around any kind of camp and retain complete freedom of movement to get into an advantageous position. And the attacker can’t. They can’t even really move around with a cyno and jumping/bridging, because everything’s easy to jam. Want to attack 1 system? You need to control access in and out of the entire constellation… and with jump gates, you won’t. It’s not just a matter of ‘oh but it’s just the same as the old jump bridges’, either. Sure, both let battleship fleets come in, or whatever, but that’s not where the real shift in balance comes in.
The real shift in balance comes from the ability for defenders to meet attacking subcap fleets with capitals. Did you take down all 3 jammers in this system? No? Well, you can’t bring in dreads to counter them, but that jumpgate sure does let the defenders bring in a hundred carriers, don’t it?
TEST just tried prosecuting an offensive war. Vily spoke about how that went at some length on the meta show this past weekend. The confluence of multiple jammers + ansiblex that let defensive caps saunter on in while offensive caps can’t just skews things even farther toward defense. You want to talk about ‘oh, the best fights were when the jammers were up’ and say things were ‘over’ when the jammers fell, let’s keep in mind that the jammers only fell when the IHUBS died. Don’t kill the IHUB, another jammer’ll be online in short order. And that was when you could only have 1 in each system. Now there are 2 back-ups all ready to flip a switch and turn on.
Literally the only reason the largest bloc in the game was able to prosecute an offensive war was because a few hundred pilots spent 8 months grinding down the defenders’ willingness to fight. The north lost before the 6RCQ keepstar even anchored. It lost when the biggest group: Pandemic Horde, got so frustrated and fed up with things that they evacuated Pure Blind in February. And it still wasn’t anything that could be capitalized on until late August.
Without that kind of collapse in defending morale and willingness to fleet up, it doesn’t happen. And I don’t think it happens for any smaller group trying to do it, either. xDeath had exactly that same hollowed-out, no real fighting strength thing happen when they got kicked out. Provibloc’s been a paper tiger for years. And when PanFam + FRT & co went after TEST, they got… no-where.
That’s the mechanics doing that. That’s the way the game is balanced right now: the defender’s pretty much guaranteed a win, if they actually defend. And that’s why it feels stagnant: because it is.