Whatever data CCP has makes them believe that siding with the carebear crowd is the way forward, as can be evident from the constant stream of anti-PvP/piracy nerfs the game has experienced over the past decade. CCP has bought into the vision I outlined in my previous post, and you can see traces of it from the way they price the game, for example. Why did they significantly raise the cost of the single-month subscription, while keeping alt account costs and extended subscription costs as low as, if not lower (during routine sales) than before?
The only reason I see is that they want to capitalize on the revolving-door “one-and-done” players whom they’re sure they can’t retain. And because the “carebear” crowd outnumbers the “griefer” crowd so significantly (remember, I define both as long-term veteran players), that’s the demographic they’ve chosen to appeal to in terms of the game’s core mechanics. If CCP were to cater to the griefers at the expense of the carebears, they’d lose a bigger chunk of paying customers even if, hypothetically, new players were immune to PvP, because they wouldn’t be able to retain those new players anyway. If you browse Steam reviews, you’ll see that new players are dissatisfied with the game due to a majority of reasons that aren’t griefing, such as “pay to win,” “confusing tutorial,” “I don’t know what to do and it’s boring,” etc.
And so, in the absence of needing to concern themselves with new player retention, CCP chooses to retain the Lucas over the Aiko, because the former has 300 accounts while the latter only like half a dozen.
CCP doesn’t need PvP, or PvPers, or gankers, or pirates, or mercenaries. CCP doesn’t need destruction in their game. They just need a high turnover of players to fuel their quarterly earnings reports.
