Join a null corp, farm isk till you are phat with isk.
Go blow stuff up. Has been demonstrated many times in streams how easy it is to make isk in null.
Seems some here just want to make no effort at all because when it comes to pvp they lose too often.
This isn’t a moba where you spawn back losing nothing.
As I said in another thread I believe, the concept of “consequences” is something touted by carebears with regard to anything related to any kind of PvP activity, but conveniently ignored when it comes to their own activities. It’s like they’re outsourcing all of the risk to any player group that’s not their own. When we come to talk of fighting, and ganking, and taking losses, the logic is “only the PvPers should be subjected to those things because that’s the choice they made and because that’s their job!”
No, consequences for everybody.
Consequences mean that when you want to mine, you have to stake a claim to a belt, and then either post security to defend your operation, or pay a massive cut of your profits for NPC forces to do it.
Consequences mean that players can choose sides out of the NPC factions, and when you’re running missions, players who belong to a faction that you’re attacking during your missions can defend those mission objectives by attacking you.
That’s how actual consequences would function. Consequences don’t just mean that whenever someone competes or interferes with your PvE farming in any way, the game will conveniently segregate them away from you.
So when you start arguing for true consequences for everybody, let me know, and you’ll have my full support.
Even as someone who’s predominantly engaged in piracy-oriented activities, I know that the consequences for them aren’t exactly where they need to be. But we can’t ask CCP to further strengthen consequences for PvP without first asking them to just start implementing consequences for PvE to some degree, because right now, there are none.
All revenue-generating activities in the game need to expose players to some element of danger from other players.
Right now, it is possible for a player to opt out of all methods of aggression by others with the exception of suicide-ganking, but suicide-ganking in itself isn’t an anti-PvE risk element, because it applies to everyone equally (a 500m ISK PvP ship is just as likely to get ganked as a 500m ISK PvE ship, so parity already exists).
I mean, isn’t this whole point very subjective? Since you tie whether something is enjoyable or not to the definition of “grind”, it seems very individual whether something is grindy. So whether a game is a grind in the end, would depend on the individual.
I can agree to that
Many of EvE’s pve situations are tedious bored to me, but Im useless at PvP, so I pick PvE that has a high chance of PvP engagement.
PvP in EVE is actually quite easy to grasp - all you have to do is have the proper mindset. Like 90% of being good at EVE PvP is just keeping your heart rate under control and learning to think of the next 1-2 steps for you to take under pressure. You build those skills up from very small engagements. If you ever want advice just message me.