Think we are WAY off topic though!
"No, it’s a lot of old players coming back because ‘you need to spend all your time inside away from other people’ is basically ‘Go play EVE or your granny dies’.
Actually, they told me to stay inside away from other people or I would die. Damn, hate getting old.
As I told CCP Convict in a reply to winning an EVE contest, “First time playing EVE chronically was found to be beneficial for my health.”
You and me both, Bob, but I didn’t want to generalize about EVE players. ![]()
So what age is old in EVE?
Well, in context, I think the point was ‘old enough to be in the high-risk categories from COVID’.
High risk is any1 with a job?
Hence, stay home, stay safe?
After reading this all I saw CCP say was “We are trying as hard as we can to monetize this game”
With the price of plex plummeting again as people unsub alts I wonder when this will hit the bottom line again like the chaos stuff and be rebalanced again.
What exactly do you mean by dynamic?
My idea of a dynamic mission system for eve isn’t just a scaling payout system based on what ever. It would be much more interactive when actually in space. If we’re going to talk about pve dynamics, and how they relate to the grind, it’s really about how fast can you move through the content to receive a reward. No matter what you do, there’s nothing dynamic about racing the clock for isk.
Maybe have missions that put two or more random players into a fleet with an objective. That would actually be dynamic. There was alot of complaining about how looking for group ruined WoW. But, everyone sure did love love racing each other through dungeons, and the casual nature of it too. To me, that would make pve more dynamic. Stuff that small or medium pick up groups can do. An interface that helps those players meet each other with some mind of queue or grouping system.
Again, there’s nothing interesting or dynamic about racing against the clock by yourself to grind out isk. Mining, trig invasion, missions, ratting, data/relic sites. All activities players do solo, just to reap maximum profit by themselves. If you want some interesting and dynamic gameplay, introduce a better reason for grouping other than ganking and solar system defense, and a better system to hook players up that are interested in similar activities.
I don’t like grouping, but I sure do love making isk, and getting great loot.
Maybe start there with looking for a more dynamic game, instead of goofing around with pay scales and distribution.
Brisc baby, we get it you are #TEAMCCP but the players realize that CCP is not doing whats in the best interest of the players, and doing what makes them more money. Period.
Seems i AGREE!
I’m the last person anybody should accuse of being Team CCP.
As I said, I’m not completely convinced that what they’re doing is the correct solution to the problem of stagnation. I do, however, give them credit when they do the right thing, and being upfront and telling players what their plans are so we can see under the hood and figure out for ourselves if what they’re doing is a good idea is what they should be doing, so I’ll give them credit when they do it.
I have zero problems with them making money. We should all want them to make money, because that’s how the game survives. The only issue with them making money is when they’re being exploitive about it, and they generally don’t do that. I don’t see anything in this update that means they’ll make more money. They will probably lose some in the short term.
I gotta give you a hard time. I agree its nice to see what they are doing. But, its pretty obvious they are trying to monetize the game by removing more income making while increasing risk. Pretty soon all the game is going to be is a plex fueled fighting arena.
Edit: they get plenty of my money and many more like me. So I’m sure money making can’t be that hard. Also they already exploited the gamblers in the game. so whats next?
The dropping Plex price, on people converting Plex to ISK,
shows that many folks are doing stuff in the game which looses them money.
Yesterday some of my accounts pods got autopilot podded 10 times by T2 smartbombs, which sank 30 Mil alone from the game from those few player bombing empty pods. But I guess its action fun for the players and fun is what counts.
With rising mineral prices, the ongoing mining shortage and redistribution, it is good to get more major gate gank gangs holdups between 0 and Highsec.
Getting to a stronger dependency between 0 and Highsec is a nice development to see.
Gate Gank Gangs = GGG 
So, let’s follow this down the rabbit hole: That ‘plex fueled fighting arena’… what are they fighting with? I mean, if nobody’s making money off mining anymore, then where are the ships coming from? What are people doing to get the ISK they’re buying PLEX with? Because in order to be ‘plex fueled’, that means people are selling PLEX to get ISK… but that means someone has to be buying the PLEX from the people selling them.
So where’s their ISK coming from?
Their end game could be selling ships and ammo for PLEX in the New Eden Store once industry and mining has been thoroughly gimped.
Not a bad analogy!
I would like that very much!
My main issue is the way that CCP is trying to fix the issues that they have caused. Instead of nerfing all ore belts/anoms everywhere they should have removed excavs from the game and allowed the rorqual to use 5 ice mining drones. This would have created a 50% reduction in mined ore and a slight reduction in ice mining for null sec, without hitting everybody else. And then look at redistributing raw minerals.
For Super/Cap proliferation, skill injectors need to be restricted from being used on any cap skills. For Keepstar super/titan docking and storage only 1 titan/super can be docked/stored per character.
XL structures can only be anchored on grids with a sun, Large structures on planets, and medium structures on moons(including tataras). And add a temporary offensive structures that can be anchored anywhere within a system to establish bridge heads into enemy space.
capitals must be rebalanced. we all know that dreads are designed for anti-capital and carriers are for anti-subcapital. but in fact, carriers are too weak against subcapitals. their dps is seriously decreased when they hit ships like HAC, which is the most normal doctrines these days. carriers can only put around 600 dps against them. carriers are much harder to operate compared to HAC. they are slow, risky to use and ten times more expensive.
it is certainly a big problem that despite of carrier’s cost and risk(because it is hard for them to retreat once deployed), the efficiency of using it is so disappointing.
carrier’s tank is not a problem because enemy can ignore capitals and attack subcapital fleet first. and once they win subcapital fight, capitals have no option but just sit there and wait for their death.
so what makes carriers useful is their dps.
but as i said, their dps against cruisers are so terrible. we really need to fix that damage reduction problem and make their roles clear - provide chances to reverse battle situation in subcapital fight on grid.
some might say that carrier’s anti-subcapital dps increase will cause excessive profit in carrier ratting. but we can easily solve that problem by one simple method.
we don’t need to decrease fighter’s basic explosive velocity and radious. we can just add new special module which decreases fighter’s explosive velocity and radious significantly for about 20 minutes (maybe using high slot), and make that module’s charge cost about 30 million isk. that way we can buff carrier’s anti-subcap damage just in pvp situation because no one will use 30 million isk buff for 20minutes damage increase for ratting.