There are a few points to what you have posted.
Anti-Social vs. Anti-Societal activities. Some players just don’t want to interact, and some chose to express this via PVP/Ganking. Where as some players want to play in a “rule-less” [anarchial] way that would seem out of step with relatively normal societal norms…even within videogaming circles. Which is where EVE gets its “bad boy” image, which is kind of outdated now and in some cases actually becoming a PR problem for getting new players into the game. So we need to kind of break things apart.
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Anti-Social playstyles. (Based more on social interactions between players and wider game universe.)
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Solo- Most players in MMOs especially first time players, are fine playing a game by themselves, they can reach out to fellow players if some content is difficult but sometimes they enjoy the challenge by themselves. Sometimes these players are the most immersed in a games ecology/environment/lore. Probably also the purest role-playing even in EVE. And sometimes they go years without really interacting directly with other players. Not always hostile just want to be by themselves or are comfortable in their in game identity as a solo player.
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Multi-box- Not exclusively known just to EVE, but the game brings bring out one of the more severe issues. Yes people will make the argument of some content needs multiple “agent-alt” characters to efficiently to complete content. However, one of the problems is this avoids social interactions and relationship or even knowledge transfer or assistance circumstantially. The consistent growth of this has had social implications to EVE since. [It is also weird to find players who predate the multi-character/multi-box and who admit to doing it before it was allowed.] Which does raise some questions even of playerbase health in the past. Multi-box is concentration self but also denial of content and interaction.
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Bittervet - this one is kind of a weird spot, its players who have either survived all the changes from the Beta to Today. They are either active or inactive in game. They tend to be very hostile to any changes in the game. And will actively try to ruin perspectives of players, or will wax deep in colloquial rants of older eras and how everything in this moment is bad or in our case “EVE is dying.” More like a neighbor who drives everyone around them away. Now generally considered harmless unless they go attack people directly via anti-societal actions. Sometimes you feel like they are “Grumpy Gramps” or “Negative Nancy” but even new players like to hear their stories. Its when they do certain things in game due to their perspectives they become a pest.
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Old Guard Gamers- These guys have either been gaming for many years (one type) or have been in the specific game for a very long time. Some even have participated in Alpha and Beta testing for the game, and still stuck around. They are sometimes the pillars of the community, and people will defer to their input if they have issues with new content or even information in the game. (Sometimes can cause problems with idea progression or even new content development they have that much pull.) If they are Old Guard as in gamers who span decades of the “Gaming Lifestyle” their input and feedback and experience has alot of weight. Some are Devs themselves, or have experience in this field. Not really easily ruffled by hype and ideas, but at the same time they can squash new ideas because of their experience or biases of content. If you are new you really don’t have right to have input, or they treat you like a kid.
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LEET (Elite) Gamer- if the Bittervet and Old Guard seem like wizened or geriatric ancients in the gaming sphere. The LEET (Elite) are the aristocrats and novu rich of EVE online. They participate in specific content almost to the exclusion of all other content. This is not just specific to lets say PVP only. But it can be specific grades of space, specific content, or specific ways to do that content, or do you fly a specific fit or build in that content. If you do not ascribe to their group or specific bracket of the game your input doesn’t matter. Its more of anti-social because you are not part of the social class/bracket in game. They may push back at you if you suggest something needs to be change, because you threaten their special status in that content.
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Fanboy/Fangirl [Yes man Syndrome] - you will get some players who will defend the game or the game developers at all costs. There is a myriad of colorful nicknames for what level this particular player is, so I will only use these more polite terms. It can be combined with the above labels, but sometimes they stand by themselves. The game existance is their identity in a way, any even slight criticism of the game or maybe even a constructive criticism will set them off in either a shielding interaction or drowning out interaction. Tending to keep feedback from reaching the devs on specific problems. Usually more offline, but some players are in game directly. They are anti-social because if you are not all in with the game, you will be attacked or drowned out. If you have criticisms of the game your input doesn’t matter. If you don’t like EVE your input doesn’t matter. You don’t play EVE in the official matter same problem etc. You have a little hiccup with the devs your input doesn’t matter.
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Anti-Societal Playstyles- these are playstyles that break either external “rules and norms” or even gamer society “codes” that are present in other games. in many ways these are “outlaw” playstyles in many game universes. And one of the problems of EVE is there is no definition exactly of these rules. [Whether by laziness or just wanting to avoid more convoluted issues…ironic since submarines and spaceships (ships) require massive structure and rigid enforcement of rules to even function.]
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Ganking (Also known as PK-Player Killing/Killer)- I can hear the intake of breath and fingers arcing to strike in indignation, but hear me out. In many games ganking exists under different names etc. It is a way of gameplay generally for PVP or people kill other players to get their gear or stuff. Now many games have rules on where to do it and consequences, EVE on the other hand (until recently with Exordium)…didn’t have such protections. So the violence and player killing was almost haphazardly random and without reason. Other games put restrictions on where such interactions start and even incentivize the interaction by loot drop rules. So people who are lets say too lazy to craft, but wanted gear would have to risk PVP to kill players who were crafting things. Now in EVE there is a little complication to this because not everything is easy to move. And so multi-boxing ganking with alts to pick up the dropped loot was the way to go. This was out of control when alpha ganking was common. But now ganking is very specific content with Omega Accounts. And with the security status system as it is. Gankers need to repair Security Status to get back to blasting the unaware. Its anti-societal because most games and even outside of games these kind of random acts of unnecessary violence are frowned upon.
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Griefing- Is a step above Ganking in implication. Because its more of a direct attack on the gaming society, usually for a perceived or invented reason you are playing the game wrong…you are going to be attacked for being '“Wrong X playstyle”, or you get the additional adjustment of an anti-social above modification of this. Like a bittervet player decides to grief all newplayers because they are playing (not EVE like they did) , or we have people who grief miners just because they mine. Its more of a psychological anti-societal attack, because someone disagrees or finds something offensive to their sensibilities and just decides to be a stick in the mud for everyone else. This becomes a very noxious and toxic issue that then drives away new players, or even makes established players quit out of frustration. Griefing is anti-societal because it takes apart the society, because someone dislikes some facet of the societies evolution or existance, that has changed or goes against their percieved preferences. It breaks down the societal drives and incentives, because if you do this you will attract their attention and ire. (Some do it for pleasure, and street cred; but the whole game society suffers because of that.)
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Stream Sniping - Although a form of both Ganking and Griefing, its a more public form of anti-societal interaction in game activities. Streamers and related Public Relations/Publicity players who make guides, videos, montages, etc. Trying to promote the game, some Stream Snipers do this activity for content/notority, or sometimes just for lolz, others for drama/attention/ and disruption of targets activities. Depending on what is going on this can be good or bad. Stream Sniping is very poorly received by most of the gaming community at large. [This usually ends up with punishments/bans in other games. Especially if the stream was doing pro-donation/goodwill drives or game content promotion for a Dev Group.] EVE is a little different comparatively, which can cause some issues on this front. Usually steam sniping isn’t punished (to my knowledge as heavily if at all) but it does give a bad PR image of an out of control or very undisciplined fanbase. And its anti-societal behavior by disrupting game promotion, and even showing content of the game. Repeated Stream Sniping can drive content creators and streamers out of the game causing net negative perception and feedback on the game. Now in EVE if the person is enough of a pain point, there has been some punishments handed out. Although many times the players themselves will take up arms and go after the stream sniper and any supporters. Although there are some limitations to what people can do with that.
There is much on this front…and in some ways the way most coalitions, alliances, corporations, and groups operate in EVE can be classified as anti-social or anti-societal. Like GSF is famous for the line “We are not here to ruin your [dev group/ game environment-ecology] game, we are here to ruin your[person/group specified] game.” Its more of a declaration of war on specific gamer society thought processes of groups they are engaged with a war with. In some peoples eyes its “anti-societal” meaning GSF goes against some of the closely held gamer society ideals and thought processes of some groups. I wouldn’t say GSF in any way is “anti-social” by any stretch of the imagination because of their willingness to engage any group in discussion, streaming, PR, propaganda, and a good dose of digital fisticuffs [in game ship preferred PVP.]
Now we do have groups in EVE who are “anti-social” they refuse to interact with the wider game and do not want to discuss issues or problems. They are not “anti-societal” but their society norms are very rigid or precise in how they want to shape the game in their image. And they refuse to interact with people who either oppose or do not fit that typeset they want everyone to fit.
[Exhales]
That said, yes I do agree that this change is going to have net negative impacts on EVE besides nullsec. Since 2020 we have been getting hit not with sticks but sledgehammers for the “sins of a few” in various places of EVE space. [Or incompetency’s depending on perspective of the offending parties.]
The ACL list switching to alliance only, is going to severely curtail movement around nullsec.
Its going to create a much more homogenous consolidation of groups and control in order to keep holding onto space. And some organizations…will become untouchable in name and not in game. This didn’t factor in so much of the 3rd Party systems of organization that will shift more outside the game.
I understand the thought process behind it. I thought fatigue on ansi…was a bad idea in the long run. I personally would rather have had more options to hack/jam/redirect them. I feel we will see a repeat of some pressure issues both for Fenris, because if the changes are too net negative, they will have to walk back the changes. Or Null groups could just play poker again, and it will be Scarcity all over again just in another factor of the game.
Personally, I think EVE as it is, is too small for what it could be, and for the player ambition and organizations within it. The rigidity of systems in “explored null” is causing alot of major problems for balancing especially in alliance on alliance warfare. Now if we had the expanse and openness of Frontier, the pressures and problems actually become much more dispersed, and strategy and placement can be do or die. In that game you need alot of planning, organization, and logistics to keep your player gate network running in Frontier. Or you have to jump around alot yourself, so fuel is a limiting factor. And if the fuel shifts outside your territory you have to fight or starve.
EVE Online has too many “safety” features.
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Local always on in null security space. [Should be player installed/hacked/jammed/destroyed]
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Safety Assets jumps away [Safety Assets need to tied to m3 limitation container/warehouses on stations. If you don’t have your stuff in an asset safety can/warehouse…its a loot drop.]
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Station m3 (un)limitations. If you think on this, this is one of the more egregious issues in all EVE. Each player who visits a station has X amount of item hangar space. [Only real limitation is Fenris Code only allows like 1000 seperate blocks of items] If stations have finite space that has to be measured and parceled out between players then stations have different value for usage. An Alliance Hangar is limited/ Corp Hangar is limited/ Asset Safety is limited. So you have to weigh pro/cons on what docks or is in what station. And this means specific stations can be ID as strategic targets of interest. Keepstar has the fleet stored…hard target to hit. But that Sotiyo over there is the fuel depot for all the system structures and station…BOOM now, the other group has to replace/refuel or asset safety out.
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Lack of meaningful ways to interdict or disrupt supplies or production other than direct action. We don’t have hacking options / entosis options to frustrate station usage or operations. We don’t have anyway to siphon or sabotage supplies in any meaningful way. [Skyhooks had an idea…but now the timers and everything is controlled by the alliances.] ESS same problem not really useful because every change directly takes away options for conflict (denying content) and just consolidates power for established groups.
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No meaningful use for Fuel, or lack thereof. EVE in comparison to Frontier is very simplistic. Fuel blocks into stations and you get function for X amount of days etc. Where as in Frontier, your fuel and capacitor are affected in various ways. In one odd thing…the lessons from Frontier should have been applied to the Ansiblex. IE. Fuel is loaded into the ansiblex fuel bay…this fuel helps with recharge of the Ansiblex Capacitor. If you shove alot of ships through the capacitor, the fuel is used up aggressively trying to keep the capacitor charged up. This means you have two “throttles” on the Ansiblex 1) Capacitor usage by ships going through. 2) how much Capacitor is recharged by certain fuel blocks. 3) Fuel Bay m3 limitations [could be fitted with upgrades/modules to increase space…or even upgrades to increase recharge rate =/= fuel usage increase.] 4) Economic production of fuel blocks. IE net drain on the economy of EVE because fuel blocks are needed for everything. And this becomes an interesting pressure point in null PVP. Because now the strategic calculus shifts from N+1 to can we support the war effort with resources and supplies? Do we keep the Ansiblex open and shove more ships through, or do we risk our reserves that fuel our stations and infrastructure? [And with above note on m3 restrictions on stations this could make for some very very interesting adjustments to overall health of the game.]
Because you can’t just build Keepstars for everything, because the m3 and resource limitations becomes really important. Yes your main fleet anchorange will be the Keepstar…probably in your staging specifically, but now you have to defend several supply depot stations and other infrastructure that allows you to run and operate that Keepstar. It means yes a group can field a massive fleet, but if they can’t or are not willing to engage in small scale patrolling or raid protection. A critical station could be offlined or even destroyed and critical resources and m3 space lost creating a timer for that system.
This is the other problem for small groups getting started in EVE, there is no really good way to progress build up. Either in null, or anywhere really. Too many mechanics have been shifted from solo to scale [Multi-Box or Corp/Alliance level operations] that its very difficult for people to build up naturally in EVE. IE the infamous pull up the ladder situation that is ongoing, and might accelerate with this change. There is no real way for people to start building to the first station [Astrahaus is so weak after Siege Green…you have to be out of your mind to even attempt to deploy one. It gets mobbed very fast.] And there is no small station or build up option to allow people to attempt to organically build their empire/corp from the ground up. And with current organizations and 3rd Party external systems available any attempts will be detected and squashed post haste. Unless something drastic is attempted, but then again the established groups will not like that change, because it means uncontrolled threats outside of their influence.
There is alot of mechanics that could be upgraded or adjusted so people have options in all areas of space, but also building up to eventually holding sov, but current mechanics are major hinderances and hurdles for such groups.