First off, I want to say that I don’t think a pure PvE server (as suggested elsewhere) would work because of how the economy works in EVE. We need the constant destruction of assets to drive up the demand for production. With that said, not every player likes the PvP aspect very much. They are content with trading, exploring, building things and engaging in the occasional battle against PvE pirates.
I’ve read posts here by many who thinks that if PvP isn’t your cup of tea, you probably should play some other MMO. The problem is that the thing that drew me into EVE initially was the player driven economy. Not many other MMO’s have that. I haven’t found any, at least.
I’m very put-off by being ganked. I hate it, in fact, and I think it ruins much of the game, when I’m too afraid to go to low-sec for that reason. A big portion of the game is thus effectively blocked for me. I have two proposed solutions that I think would appease both PvP lovers and those of us who aren’t here primarily for fighting other players.
Solution 1: Have players choose at the character creation one of three “danger levels”:
- Completely safe – you can’t ever be attacked by other players and neither attack other players (other than perhaps if you’re with a corporation that’s in a war).
- Mostly safe – you can only be attacked by and attack others who are withing a certain SP range from you, for example +/- 20 % (average of all your characters). This won’t completely prevent PvP but it will level out the playing field.
- No guard rails – as it is now. Free for all. The only prohibiting factor here is security forces in hi-sec.
By having players set this at character creation prevents them from setting to safe whenever they fear resistance and then put on no guard rails when they themselves has the upper hand. Perhaps players should be able to change the setting once every month or something like that.
I think there would be enough players who enjoy PvP that the economy would still function.
Solution 2: If you attack a player with much less SP than you (see the previous solution), you’re forced to fully compensate the loss of ship, modules, cargo etc. to the player you attacked.
This will disincentivize ganking, since the only thing you’ll gain is a kill count. There will still be players who would enjoy ganking anyway, but the ganked player would at least not having to be economically damaged by the behaviour.