Mr Epeen
Bros Faded.
What happened? Get so lit you canât find your keyboard?
I like it.
It says Iâm coming for you and I want you to know it.
We all have enough colour (Color) with that Bruttix Lollipop that cried for to be licked.
And mostly Carebear paraphernalia!
Mr. SpleenCarebearExtraordinaire!
What are you saying? I donât understand this wordsalady jibberish.
You should drink some of that Aiko Bathwater you been bragging about to even yourself out.
I used to think Eve was too big as well.
Start with just one constellation - try out the different activities and missions, explore, anomolies, combat sites and whatever else you enjoy. Then you can slowly spread to different ones. Or stick to one region at a time. By doing that, it became a lot easier to manage. It will take time to see everything and some have played for 20 years and have only been through a few regions.
Get off the beaten path to and from systems and stations. Check out all the different locations within each system. Get comfortable and learn what each has to offer. It will take time but thats the beauty of Eve and MMos - everlasting games that will never get boring as long as you put in effort and have a bit of imagination
One can only dream about this !.. (which is what we did when ccp Seagull mentioned it).
Imagine discovering and accessing new k-space regions and building them up (including the local stargate network, while making every effort to find where othersâ space is located, to fight over. Iâm not sure it really would solve anything (blocs will be blocs), but it would at least be fun.
In the mean time, if one wants the game to be a bit more active, try fixing the higher end of the economy (the price of ships). The higher the cost, the bigger the risk, the less risk taking (i.e. conflict), as we all experience. The more entertaining way of dealing with the âghost of cap proliferationâ was to make the subcap level fights more interesting. Alas, scarcity in all its aspects made that option dead-on-arrival.
If one would, as OP suggests, concentrate players in the interest of competition, most of that competition would occur in the industrial i.e., non-conflict aspects, driving prices up and most likely reducing player satisfaction (one does need some continuity when building stuffâŠ). And that is exactly where I wouldnât want to see it.
A major issue is all the free intel given by the map, cyno, NPC rats killed, people in system or docked, I would suggest Eve is not big enough due to that.
In a game based around conflict you need to have restricted spatial size in order to generate that conflict. An expansion of space gives less reason to fight.
Conversely, space should not be too small or thereâs little sense of empire building.
I think the balance is right. The real issue in Eve is that of vast quantities of assets negating any sense of attrition in wars. Smaller corps and alliances can be wiped out, but the larger ones are now sitting on so much wealth that they are all but indestructible.
Solution ? Some sort of asset decay dependent on corp/alliance size. Ships, etc, not just getting dirty but rusting away if not used.
That would stir things up nicely !
This is guaranteed to lead to a bad ending.
Imagine that there are empty locations now, where a blob wonât fly in to kill you or it will have to spend time looking for you.
If there is a high population density, this will lead to a small number of teams that will destroy everyone who cannot fight back. Personally, I canât beat 20 BO.
In essence, you are proposing to shrink a large ocean, where there is some diversity, to the size of an aquarium.
For a short time, PVP activity will increase, but very quickly the biggest fish will eat all the small ones. A large number of pilots will leave the game, since competing with blobs and drops that will constantly destroy you is not fun at all.
There are too many Alliances, phase Two ; force the faction warfare model onto everyone and that would result in everyone deciding which alliance will they be in because that alliance is fighting for the faction in the warfare together as a large Alliance.
Think outside the sandbox for phase 3 shall be a doozyđ„Ź
I agree with most of your points, except
The perfect example of how bad this can turn out is with the abandoned structures. Just ask people who suffered it how thrilled they were. Except for those who came back after a long hiatus, and really wanted to pick up EvE again and put in the effort, I think most were thoroughly disheartened. In my opinion the only game-healthy kind of decay is the one induced by conflict, not some automatic, ânaturalâ decay that denies what you worked on. I fail to see how decaying ships would result in more conflict.
WWB2 showed quite the opposite. It took years to recover - not even fully recover - and at least one large alliance didnât recover at all. Large groups usually succumb under their own weight, from internal problems, leadership changes or issues, insufficient content generation, etc. Trying to get rid of large alliances or blocs is about as futile as trying to âfix cap proliferationâ. Smart people will group up, simply because there is safety in numbers. That cannot be avoided.
âŠwhich takes away choice in the sandbox. Personal choice in the way you carve a path for your pilot is not just a luxury, itâs necessary to make EvE what it is. Not choosing a side is a valuable and viable option. This isnât FIFA 2024. You need a safe-ish hisec to attract and retain new players, without the burden of perpetual conflict because of âsidesâ and âmodelsâ on top of the learning curve.
wut ?
In many other games this is called âmaintenance costsâ for buildings/armies. The more ships you have and not use them, the more their maintenance eats up your income, to the point that you go bankrupt if you donât get rid of them, by either selling or throwing them into battle.
However, an easy solution would be viable for EVE: limited storage space. You want more ship docking slots / asset storage capacits, build more structures to actually hold them. Those cost fuel. They can be attacked. They have to be defended or the ships/assts fall into enemy hands / to the loot fairy. Conflict. Destruction. Its ridiculous at all that in theory all ships of EVE (and not only those in existence, also all those that ever have been built) could dock simultaneously on a single Upwell Structure. The early designers knew why POS-hangars had limited space and Forcefields had limited size. Todays designers forget such simple things.
Space does have to be limited enough that people actually encounter other players. But âmaking space smaller so we fight over it moreâ is very much the wrong approach.
Thereâs a couple threads lately trying to address âEVE needs more fightsâ in different ways. Remove space, or change Null mechanics, or change alliances etc. Those are all a bit simplistic and confuse conditions with causes.
Players fight if they 1) enjoy fighting, and 2) think a fight will result in some benefit for them.
The primary issue with "players not fighting"is due to, in many cases, the fight simply isnât enjoyable; and for most players, results in no net gain or positive benefit.
The fights take too long too find, or are too one-sided when you find them. If the fight is taking a while (meaning itâs somewhat even), then someone is likely to either escape or call in support/hot drops. And since most players have little practice in, no specialization for, and arenât fit for PVP, then most players know their best option in a fight is to have avoided it altogether.
Reducing space, or limiting alliances, or charging fees for unused ships⊠none of that is going to change the fact that MMO players are and always have been mostly PVE types looking to create what one friend called âa false sense of productivityâ. Theyâre looking to âcreate valueâ in some way, not to lose fights and lose ships.
EVE isnât a PvP game and never has been. DotA is a PvP game. World of Tanks. Overwatch. Mechwarrior Online. Those games are built around the concept of PvP. EVE is an MMORPG with the standard PVE foundation and a layer of PvP on top of that. Itâs a bigger PvP layer than most MMORPGs but it still doesnât make up even a third of activity in the game.
If the game mechanics donât offer two or more groups the opportunity, the access, and the expectation of some kind of positive result from a fight⊠then fights will only happen as they do now. Relatively rarely, and only when one side is either almost certain to win, or has no chance to escape.
So what Iâm getting from all of this is we will shrink the game, to where there are only two corps left standing.
Then give or take a year when one of those two corps loses traction. Everyone will play for the same corp as no one wants to be on a losing team 24/7.
Then we will have ratting as the only option and the miners will rejoice.
And no one will lose a ship ever again.
The Carebear Dream.
⊠in two constellations