Exactly. Simply change the reward of something, no mechanics changed at all, and you’ll alter player behaviour. Change the risk of something, mechanics changed very little, and you will again, directly alter player behavior. Blackout is one example, “100% drop rate” event is another. And as stated previously, if we had a “0% drop rate” event, ganking would virtually cease.
On the other hand, if we had a “0% drop rate, but no Concord” event, ganking would increase in the short run just for “shits and giggles” and to let a few pretend-PvPers work out some fantasies of being badass pirates.
So, one mechanism that directly alters game play is risk/reward levels. Anyone who thinks “nothing you can do will alter how many players PvP” is simply demonstrating complete ignorance of gaming behavior and human motivation.
Hours and hours of gaming per week aren’t done ‘for fun’ - although the player will have a “well I’m sure this’ll lead to fun eventually” mindset. Gamers game for a feeling of accomplishment, for the most part. They game to feel like they are advancing a goal, making progress, “movin’ on up”.
Some posters are also confused about the thread, and are also arguing vigorously against me without being able to identify a single point I’ve made. So here it is in a nutshell:
- Eve is supposed to be a PvP game. It can be improved in many ways if more players PvP’d more often.
- Players won’t PvP in EVE “for the fun of it” (in general). They will PvP if they get a sense of accomplishment from it. Getting repeatedly dunked by players in pirate faction ships, or N+1’d, or ganked, does not lead to a sense of accomplishment. So the average player avoids PvP.
- Eve has essentially only 2 reward mechanisms: ISK (ISK, LP, drops etc.) and standings. And standings aren’t a particularly useful reward mechanism currently. It’s hard to ‘reward’ PvP participation using these 2 types because they don’t apply to participation/loss.
While there are many other issues of EVE that need addressing, let’s just look at these 3, very simple factors.
If you alter the risk/reward structure you alter player behavior. As a simple example, if everyone who engaged in PvP got paid 5 million ISK, win or lose, players would start PvPing all day every day, if only in rookie ships. Not a good idea of course but the result would be clear.
It would be unwise to pay people ISK for losing PvP, but it could potentially pay some standings. Like, fighting for your ‘faction’, win or lose, could pay a certain amount of standing and maybe LP based on how much fighting/damage/destruction you do overall. This is something that FW could be tweaked for, for instance.
It would be better to adjust other factors so there’s some degree of ‘progress’ involved. Such as, if you needed to cause say 200 million in destruction against Caldari or Gallente faction pilots in order to get a special injector from the Guristas that allows you to fly a Gila. No destruction, no Gila for you. In this case you aren’t getting paid for the losses, but you are working towards a progress goal.
There could also be rewards based on a combat ranking system, or on an “activity tracker” action that tracks how much PvP destruction you’ve caused. (Destruction is less exploitable than kills to measure.) Skins, special modules, unlocking access to game features, whatever.
If people aren’t out in NPC Null that much, it’s not because they’re afraid of risk. It’s because there are other areas of the game that simply pay better with a lower level of risk and for time invested. People will maximize their gain within their risk tolerance, that’s wired right in.