Again you come over as massively confused, do you want people fighting back or not? You stopped in 2014 and are just recently back, or so you said you are, but there is nothing recent on the character you post on since May 2014.
I just see you as ranting on the forums with no real knowledge of what is going on in the game itself.
Rome was not built in a day, but it sure as ā ā ā ā got ā ā ā ā ā ā up in one. Good luck with your little project, though. And of course you have my sincere condolences in advance.
First off, there arenāt very many of those players in the literal sense. There are, however, quite a few people who fit what I think you mean, but donāt play how you think they do. There are a lot of fairly casual players in Eve, and I say that as someone who has played this game a very long time, almost as long as you have, and I guarantee spent more time around newer and more casual players.
If everyone in Eve who you might consider ācasualā leaves the game then the game will, simply put, die. Thereās this ridiculous fiction among some Eve players that everyone who plays this game is this super hardcore person, and that āCarebearsā are this tiny minority when in reality the majority of people who have ever played this game have, eventually, gotten bored and quit, and the majority of people actively playing at any given time are probably ācasualā.
If those people go away then all the fights and content and people go away, and youāll end up with a relative ghost town, like back when the game started and you could go 10+ jumps through any given part of Low Sec and be unlikely to see anyone.
There simply arenāt enough of these mythical hardcore players to populate Eve and keep it going, and there basically never have been.
Yes, but incentive only goes so far, and people will burn out and quit if theyāre forced to do something they hate.
If all the industrialists and miners and logistics folks left Null or left the game entirely youād see most people quit in frustration, not jump in to fill the gap, because suddenly theyāre being forced to do something they didnāt sign up for.
Again, see above, yes. Who do you think runs the incursion groups, writes the Level 4 and 5 mission guides, and does all that PvE?
Like, every āMy Raven was Fitted with the Followingā loss youāve ever seen or heard of was someone like that, and thereās hundreds of those people for every one that does something noticeable. Hells, Iāve gone through periods where all I did was run missions. For me at least itās relaxing, at least when Iāve got a good enough ship, and Iāve talked to plenty of people over the years who have said similar things.
Again, these are the folks who populate the game and create ācontentā for everyone.
Because there are players like this in every aspect of the game. I once met someone who basically did occasional mission running on the weekends and would load up on cheap T1 hulls with Meta/T2 fits and go out on the weekends for a few hours and basically just get into fights, not caring if he lost the ships.
Hells there were so many jokes back when I was in Eve Uni about eager new players with more enthusiasm than talent or trigger discipline. If youād like I can see if I can find a copy of the old Eve Uni drinking fleet drinking game, or āHow to achieve alcohol poisoning on a trip from Aldrat to Rens and backā
Yes, though in fairness to CCP I think this is probably better than the old system, it just has a different set of problems. Not, obviously, if youāre a ganker, but overall I think the pros outweigh the cons.
Thereās probably no perfect wardec system, because fundamentally itās about people who want to engage in PvP and people who kinda donāt, or at least donāt want people to blow up as much of their stuff as those people would like.
I mean, itās at least in the direction of what we got. The largest mechanical benefit to being in a corp is in the structures, and if you have a structure in space then youāre fair game to be war decād.
Outside of that thereās a few very small mechanical benefits to being in a corp, like the corp hangar, but those are mostly organizational and social, which is I think what CCP was going for. Which brings me to thisā¦
CCP is definitely aware that āsafer is not necessarily betterā, I can dig up that old quote from I think CCP Falcon about how their internal data showed that a PvP loss actually correlated with higher retention, but I think we were both posting in that thread soā¦
Anyways, the thing that gets missed out of that though is that social interaction correlated to retention, and PvP is just another form of interaction. The problem with the existing corp structure was that it basically ended up being a punishment for social interaction. Want to have a social group of your friends where you can share resources or anything? Well, youāre gonna get war decād⦠and thatās a bad incentive system to have when your players joining social groups is the biggest impact on them staying in the game.
BTW I am curious if Iāve missed a benefit in my recollection of corp life here, is there some big thing that isnāt tied to structures that Iām forgetting about?