I recall some old maps’ statistics in contrast to “scarcity” plus other neatly named initiatives for destruction and when I see the current ones, I feel something is missing.
It has been a recurrent echo, like some mantra: “… we need more destruction…” and perhaps those initiatives could be working on one end of the equation --I don’t know but don’t think so–, but it still leads to an aftertaste of something missing here.
I don’t know how to access old data but can recall most recurrent, perhaps constant destruction happening at Empire borders’ systems which used to be a never ending source of, well… fun.
What happened to PVP “hubs”?
It’s more of a topic reflect on, than asking for ideas to improve anything. We know where that rabbit hole leads to.
Point is, we have to die more often… and perhaps it shouldn’t incur in the never ending loop of gank scenarios as the almost sole path to destruction.
What had we then that is missing now? It could be a SOV issue. Maybe we think that destruction is all about “the other” that must die and “nah-haa, not me”… Perhaps nowdays everything we want is too much of a bling to risk… Maybe hulls and fittings became so diverse, so over powered to the point that we doubt any confrontation could be remotely survivable without prior knowledge of too many things to even mention… Or we resorted to the “lone ranger” gaming style so antagonistic to MMORPG’s definition to begin with… dunno
Sometimes I find it hard to name true initiatives for destruction --between players-- proposed by the game… I remember the “invite to duel” button but the other day had to look for it… --that’s how often it’s used–… I just feel that the landscape nowdays has less options of turning into a battlefield and I believe it is not even question of a button to access PVP but instead, the result of so many collaterals we all know and have an opinion about.
Why can’t we just die?