We are foreshadowing the future of the Eve Online Universe is currenty oversized and holds a serious content bloat that over time if this assumption is true then we will have decided that we have reached the point that suggests we can do more with less by making New Eden 50% smaller cutting out a lot of high sec, low sec and even null sec systems.
Now picture for a moment that there is real competition for that asteroid belt, that gas pocket or even that wormhole along with the moons and deadspace sites.
The whole of New Eden is spread out too great which allows for too much downtimes between interactions either pve or pvp.
We had reached the point of only one possible solution outside of doing nothing and that is to seriously reduce the size of New Eden, shrink the game to an easier to handle, update and maintain to deliver new rich content for our future.
Sure. But some things will need to change. Like making any player station that allows a blinky red to dock goes blinky red itself, for example. As well as NPC stations will never allow them to dock and gates will stay locked to them.
There was a recent 6 hours EVE documentary in which CCP Hilmar talked about EVE being supposed to have the solar system count & content to accomodate many more players. I think it is more logical to bring many more players to EVE than to do a content triage.
There is always that option to create the illusion by creating a slimmer version of the current New Eden resulting with n being less thick and certainly less chunky!
Thatās without insinuating that Eve Online has become too vast, too bloated with content spamming to empty systems.
It is easy to overlook the future and sell the idea of not worrying about it.
Expanding to those sort of system numbers and increasing the likelihood of not interacting with other Capsuleers for weeks at a time potentially reducing ship destruction.
I donāt believe anyone actually joins Eve solely to be a miner. People get attracted by tales of epic space battlesā¦yet they get taken down the mining path and they either lose ships or donāt mine enough for that fancy Paladin, and give up.
The problem is not just a grind issue but an issue of time devoted to grind or trade versus time spent doing PvE or PvP. If a person is spending all day mining they are obviously not spending all day fighting epic battles. And the entire original purpose of mining/trade is to provide the ISK to buy the ships to fight those battles.
I donāt have a quick and easy solutionā¦but I do see the problem, and the grind/available time issue really is something CCP need to sort out as I suspect its the single biggest cause of people dropping out of Eve.
Some people. I actually met more people that were interested in the economic and industrial part, or more precise, the chances EVE promised to ābuild your own little sandcastle with your own little group of friendsā. Explore this vast universe, find out what you can do and finding your own place in this huge thriving world.
I also met a lot more people interested in smallscale piracy than in big fleetfights, because that is where individual skill, knowledge, tactics and performance matters.
They have all been betrayed and left EVE, because CCP focused way too much on feeding the demands and needs of large groups to promote these āepic space battlesā. Small and medium groups that donāt want to join any of the huge blobtrains and live under their rule, feeding their power and dominance even more can achieve nothing any more in this game, they are just prey and loot pinata for the N+1 goups.
The system names can still exist just merge into smaller skyboxes.
Example;
We star jump to regions rather than single systems and local show up as per region rather than per system.
The travel time is shorter based on the ships warp speed and can warp anywhere within that region.
This will increase the number of pilots in regional local and potentially increases the likelihood that an asteroid belt will be packed or not.
As im very much interested if a CSM member can catch on to the positive effects some changes that lead New Eden into this direction that promotes working smarter not harder.
CCP Seagull when she was in charge implied the future to allow the nullblocs to build super huge stargates to launch into new unexplored spaceā¦
Some at that time speculated it would be a 1 way trrip until they could build another on the other side.
My point is, to get what you say you want to achieveā¦New space needs to be created to explore and fight overā¦allow the Nullblocs to move somewhere else, so others can move where they currently exist now.
So long as Null is stagnant and CCP keeps hampering it, this game will remain stagnant in the way you percieve it currently.
My vision is only limited to reading what there is and applying how I translate the material to convey to a discussion.
Sure enough there are unknowns but that is okay as the point still stands that change is needed and to ensure New Eden is taken care of long after we pass.
Why āeven Null secā? It should read ācutting out a lot of null sec, low sec and even some high sec systemsā. What youāll get instead, however, will be this ridiculous donut from Serenity.
And instantly leave the game when they realize that these āepic battlesā do not happen all the time, and when they happen, they are a soul-crushing, boring tidi slugfest that looks nothing like the shown stuff in videos and trailers.
EVE is big enough, the problem is just Power Projection (which makes the geography irrelevant), Asset Safety (which removes motivation for the attacker and for the defender at the same time) and last but not least the horrible citadel design that is way too much in favor of larger fleets that can raze them quickly and conveniently without any risk.
All of these things need to be reworked, even partially removed.
We need to go back to indestructible outposts, really. Eve and null sec was most vibrant and dynamic when not everything was destructible, which allowed you to do weird stuff without risking everything you have. Citadels are not content creators. Citadels are heavy anchors that lock people in place and drag them down.