EVE Online: When 'Problems' Are Just Design

It’s understandable that the thread ‘The real reasons player population is declining,’ originally posted back in January 2018, eventually got locked due to its age. However, what truly stood out, and is still relevant today, was its provocative opening.

That section immediately tried to shut down discussion by labeling any potential disagreement as ‘trolling’ or ‘nasty remarks.’ Honestly, that kind of approach often tells you more about the person writing it than anything else; when someone tries to control the conversation like that, it often feels like they’re not super confident in their own arguments and are trying to stop anyone from poking holes in them.

Despite the original thread being closed, I felt it was important to open a new discussion to address some of the points raised in it, as many of those same misconceptions are still shared by new players today and fundamentally misunderstand EVE Online.

The author’s immediate warning to “trolls,” trying to label any disagreement as “nasty remarks” or a “mental thing,” often suggests someone isn’t entirely confident in their own arguments and is trying to control the conversation from the get-go. But a strong argument should be able to stand up to criticism, not try to deflect it before it’s even made.

Since the original thread is closed, I wanted to open a new discussion to address some of the points raised, as I believe they fundamentally misunderstand EVE Online.

  1. Basic Ethics or Morality
    The idea that EVE Online’s content directly or indirectly “encourages” bad behavior, like smuggling or using narcotics, really misses the mark. We’re talking about a science-fiction video game, not a moral instruction manual. Including elements like these is about creating a rich, often harsh, fictional universe with varied gameplay mechanics, not promoting real-world crime. Most players can easily tell the difference between actions in a game and real-life ethical conduct.

As for concerns about children, EVE is generally rated for teens and up. If a parent allows a young child to play a complex and often brutal game like EVE without understanding its themes, that responsibility falls on the parent to monitor their child’s activities, not on the game developers to censor content appropriate for its intended audience.

  1. Fairness
    The claim that EVE “tolerates, favors, and actually encourages every bad behavior” is a misinterpretation of a player-driven sandbox. EVE doesn’t pick sides; it provides tools and consequences. When a player uses a cargo scanner to target a haul, that’s a tool. When a hauler loses their ship, that’s a consequence of the risk inherent in EVE’s economy. The game isn’t “siding” with anyone; it’s simply allowing players to engage with the core mechanics of conflict and risk management.

The author’s personal experience of being “ganked” after admitting they “got too casual” highlights a player error, not a game design flaw. EVE rewards vigilance and understanding risk. Demanding anti-target-lock or heavy armor on transports in high-security space would break the game’s balance. High-sec isn’t “safe” because you can’t die; it’s safe because there are consequences for aggressors (CONCORD). CONCORD’s presence creates a significant cost for ganking, preventing rampant, consequence-free aggression. The idea that this is “biased against” players who just want to conduct business ignores the fundamental risk-vs-reward balance that defines EVE.

  1. Cynicism
    The argument that EVE “mass breeds cynicism” by making it hard to trust people is a critical misunderstanding of the game’s depth. The challenging environment where trust is rare makes genuine alliances and friendships in EVE far more meaningful. Learning not to blindly trust every stranger is a key survival skill in this universe, not a flaw.

The permanence of loss, where ships and modules are “GONE” when destroyed, isn’t a negative; it’s what gives EVE its incredibly high stakes. The fact that losing a battle or a ship hurts financially and emotionally is precisely what makes success so satisfying and large-scale battles so epic. That “tough luck, get used to it” mentality isn’t malice; it’s part of the game’s culture, encouraging resilience and learning from mistakes rather than expecting hand-holding. If a player expects a game where there are no real consequences for their actions or miscalculations, EVE simply isn’t that game, and it doesn’t pretend to be.

  1. The Lie of it being any kind of “Simulation”
    The author’s argument that EVE is “NOT a simulation” and would “favor the lawful players” if it were, completely contradicts itself. A truly immersive simulation of a lawless, cutthroat space frontier wouldn’t inherently favor “lawful” players; it would reflect the complexities and dangers of such an environment, which absolutely includes piracy and ganking. The author isn’t asking for a simulation; they’re asking for a utopian, simplified game world tailored to their preferred playstyle.

Furthermore, the author describes EVE’s core loss mechanics when complaining about not having “actual death” – acknowledging that losing a ship, its modules, and the “ego loss” that comes with it are high stakes. In a video game, this level of permanent loss is as close as you can reasonably get to “death” without making the game completely unplayable for most people. The game provides these significant deterrents, and players who thrive in EVE understand and accept them.

  1. The Simple, Obvious Solution that would work, but will never happen, and why…
    The proposed “simple, obvious solution” to “bias the game toward the lawful and well behaved players” isn’t simple at all; it’s a fundamental re-design that would completely destroy EVE’s core identity. EVE is defined by its player-driven conflict, emergent gameplay, and the freedom for players to choose their own path, whether that’s peaceful industry or ruthless piracy. Removing the motivation for conflict would remove a massive part of what makes EVE unique and engaging for its dedicated player base.

The author correctly points out that this won’t happen because players are “conditioned” and “too many people in the game who like doing unto others.” This isn’t a problem; it’s the appeal of a true sandbox. CCP makes money because they’ve created a unique, high-stakes, player-driven game that appeals to a specific audience. Suggesting they lack “morality” for not destroying their own game by alienating their core player base to cater to a very different preference is misguided.

Ultimately, it seems the author is asking EVE to be a completely different game, rather than understanding and appreciating the unique experience it already provides.

What do you think? Feel free to jump in with your own thoughts on these points, or anything else from that original thread.

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:up_arrow:

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'nuff said.

Close topic? -_-

The argument as old as time.

If I had a titan for every “real reason why players are leaving” thread ever put in the forums, I could have a really fun time in Vegas… But I digress.

The original post you linked seems to have come from someone that was disappointed with their expectations of EVE… To continue with the bullet point format, I’ll address your comments individually.

  1. Basic Ethics or Morality
    Smuggling and narcotics? In a dark universe spaceship game? Umm… yeah, it’s a game, it’s meant to be open ended… As a wise person once said… EVE is 30 games in a trench coat. The intent was always what you make of it. Now… it’s a VERY serious issue when real-world crime becomes intertwined with what should otherwise be a purely fictional universe. However, not many players even know of the dark underbelly that has thrived inside-and-outside of this game for quite a long time, but we’re not going to open that very real can of worms. As they say, Ignorance is bliss.

  2. Fairness
    Player-Driven-SANDBOX… There’s no such thing as fairness in an unregulated economy. It’s inherent to the game, and always has been. “Encourage bad behavior” Really? It’s part of the game to have risk vs. reward. There have been numerous design issues over the years that has skewed “fairness” perhaps in the wrong direction (I’m looking at you scarcity)… As time has gone on, this divide between the haves and have nots has been edged along by large bloc activity both in and out of game. After all… they say CSM is PVP in suits. I’ve been ganked… I’ve ganked too… consequences exist. Back before tags existed… bringing your sec status up meant week long excursions out to NPC null space hunting rats and slowly seeing your sec status tic up by .02 every few hours. This -risk- was mitigated over time with tags, and became a bit more minimalized if you had the right amount of ISK. Large groups strive and thrive based on the choices made by their leadership, good or bad. Decision by one, can make all suffer. (Asakai anyone?)

  3. Cynicism
    Easy come easy go… It becomes a problem when people start super mega butt hurt raging that leads to -out-of-game- harassment… Believe me… It’s worse than most people will ever realize… The deeper the rabbit hole goes… the worse the situation gets. Next thing you know… someone is being “sold” at a Vegas meet up for the more nefarious actors that exist within the game. There have been countless harassment, doxxing, swatting, scams, you name it… that have taken place between players… OUTSIDE the game… that has ruined the lives of many people… The perpetrators -still- are allowed to continue playing the game, and this is something of a “reality” that most players will thankfully never endure. It’s ■■■■■■… it’s wrong… and it shows the mental depravity of some people that simply shouldn’t have access to the internet… But I digress.

  4. The Lie of it being any kind of “Simulation”
    Well.. yeah… It’s a simulation in -many- ways… Sandbox, player driven, etc etc… The idea that lawful players should be favored over unlawful players is a direct contradiction to the idea of a sandbox simulation. The original author wants a carebear world of sunshine and rainbows… May I suggest Hello Kitty Island Adventure?

  5. The simple obvious solution… Yeah no, sandbox simulation doesn’t work that way… nor does the real world. Honestly when it comes to “destroying their own game”… There has been enough of that over the years that has degraded the game into a game of select few at the top, doing whatever they want both in game and IRL (without consequence)… and the rest of the players just waiting for the next fleet ping. It’s become a very “on-rails” game… Content tracks, timelines of do this, go there, etc etc… The emergent gameplay that made the old days of EVE great… have fallen to a mass psyop perpetrated by a small group… To give the illusion of actual content…

EVE is a very dark… RUTHLESS game… That spills out into real world FAR more than it ever should… And has been held accountable for such situations FAR LESS than it should be… Players don’t want a grind fest… they want to feel like they’re immersed in a world where their actions can make a difference. Not just fly around as a cog in the machine.

There’s more behind the curtain that people want to admit… and more people behind the curtain that don’t want to be known.

first just let me state my background for my opinions in regards to eve , frist though, only 2.7 % of the million plus people who have got in a ship and at least tried to play this game have stayed the rest have left … that in itself should tell you something … only a certain personality type really flourishes in eve especially in high sec where its very much non consensual pvp … I’m 65 years old , been serving in mental health for half a century , retired couple years ago , spent a decade working in the field of psychiatry , basically phycology but with drugs … keeping it simple … the one common denominator of all cluster B personality disorders is a lack of empathy and or feelings … they simply don’t care … … some like sociopaths don’t have any feelings all together … I know i can hear you thinking so the frick ,so what … well, just like in the real world people do terrible things to other people and they have NO moral compass to guide them … they feel very little and in the case of narcissism or NPD , care only for them self’s ,by far the most common mental disorder … , eve is slanted by CCP towards this group of people … yea i can hear the Boo,s from here … fair enough … just putting my decades of real world experience out there , most in this audience will not want to hear this but , there is a ship-full of evidence to support this … AS you said but with a minor correction , CCP-driven game that appeals to a specific audience. ,

I did take a bit of a read…he has some points.

Although I do have to interject though…EVE player base has done as much if not equivalent damage to the game itself.

The games PR image is pretty bad, even with a pretty in depth advertising and influencer drive.

I have tried to encourage people to join this game word of mouth. But as soon as they get wind of the “scam” mechanics, controversies, political backbiting and drama…which in some cases doesn’t stay in game but boils out into IRL many people say NO thanks. And you have “bitter vets/ winners” of EVE Online who will spread this information or their perspective.

Comparatively, if you compare EVE Online to Albion Online…that game has millions of players versus EVEs much smaller playerbase. And has about the same lawlessness-rogue/guild system that EVE has. [This game has also drawn off some of the EVE playerbase over time due to its capabilities] Although I believe Albion Online has one unique difference from EVE, its skilling system is based on activity…where as EVEs system is the opposite. So it rewards people in engaging with content with skilling up…while EVE a person can stay in a station…skilling up until they want to undock.

Then you add in some of the negative PR of players/influencers who have left EVE online…sometimes over the most petty things. Wrong Name or Character on an award or mention on an in game news article. Or other more deeper frustrations of removal of content, changing content, or other controverses. [Whether or not this was done deliberately at the behest of other players…is to be determined…but that does feed into the negative PR surrounding the game.]

CCP can Nerf/Buff/Add/Subtract anything they want to EVE…but I think the most problematic issue is CCP can’t really [Nerf/Buff} players themselves.

There has been suggestions of how contacts can help people sift out people…but in a Way everything in EVE can be weaponized. Or even made into content. For Good or Evil…depends on the situation.

Although I prefer the concept of be polite and respectful to everyone, until someone really goes too far…but even then a measured response is preferred. [Then EVEs notoriety of information/psychological warfare…at best…although there has been escalations in IRL before.]

That probably has colored alot of peoples perspective of EVE even as casual people. Its like putting down sign and saying which way. And EVE is that dark spooky side.


I mean it would be nice to have more people coming into the game and trying it out…some small simplifications and maybe some changes would be nice.

Although I am of the opinion that CCP should increase the Security Status Ceiling to +10 for players, because my theorem is if CCP allowed the highsec players to grind up their security status…they would become more aggressive and take more chances ganking, attacking in lowsec…without always worrying about losing security status. [Maybe even increasing Security Status gain as well] You might see more aggression.

But to the OPs points…there has to be perspective of making new content…or changing content.

The “heart issue” IE Spirit of EVE…depends completely on the players who play it. Some can be Wild West full on Digital Anarchy, but others can have some sort of self-imposed moral code and chivalry…but that player to player. I mean CCP could punish those who go too far…violating EULA/TOS…but remember its player to player.

I think also in this line of thinking…it doesn’t help alot of streamers of EVE eventually get stream sniped…and have had alot of very hostile/toxic interactions in their chat…which haven’t exactly put a lot of incidental people who are interested in the game in the mindset of trying EVE out.

Besides the fact we are known as the “Spreadsheet Game” by Twitch Streamers…which isn’t exactly a point in our favor either.

We don’t want the Padded Bouncy Ride Amusement Park…true…but at the same time I don’t think fully promoting an Anarchist Hellhole…that makes even the deepest sites of the internet go…umm…nah. Is not wise either.

I think promoting the Wild West mentallity of EVE should be fine. Yes there will be scuffles, and fights and drama…but its “Wild West Rules” IE everyone can shoot back if you start blazing away.

Its going to take time to work out the PR issue of EVE online…but getting onboarding and retention of new players is paramount to the long term health of EVE online.

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:roll_eyes:

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Does the spotlight burn, Aiko?

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My therapist said I’m so charming because I’m a socialpath.

:smiling_face_with_sunglasses:

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sociopath*

There… Fixed it for ya.

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You are just jealous because everything isn’t about you!

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So if someone were to study the social interactions of the main types of EVE players…there would be a distillation into specific Psychological Pathology Definitions Correct?

And if one were to study those people you could sort them out a bit?

I know this isn’t the scope of the conversation, but I do get your point and reasoning. And I am fascinated by that point of reference.

What is the percentage you think its at? [General ball park.]

Do you think people who don’t have those Psychological Pathologies pick up on such concentrations even with in the Digital Landscape?

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Says the narcissist that makes everything about her?

Pot/Kettle situation here.

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I didn’t make everything about me.

I’m just a main character!

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You just summed up 99% of the whine threads on this forum…

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Gaming persona does not equal RL persona. It’s amazing how many people can’t differentiate between the two.

For example, in RL I’d give anyone the shirt off my back. But in EVE, if you’re hauling 1 billion ISK worth of random crap in an untanked T1 badger anywhere in my general vicinity, well, things aren’t going to end so well for you…

For some… the gaming persona -IS- the RL persona… They simply hide it well.

For others… Well… Lets just say It’s called “The Game” for a reason.

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This is a thread about another thread?

You may have some points but I didn’t find any in the first 4 paragraphs.

EVE is what it is. Some people like it, some can’t get into it. Very few stick around for years, because it takes time to achieve anything significant in the game. For most part it’s not any more complicated than that.

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What?

As far as I know, Albion is much smaller than EVE Online when it comes to active players. Or did I read your statement wrong?

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Albion is much smaller. Quick Google search shows that it has only had 14,600 concurrent players at it’s peak.