Well, then you should work on your memory. Or maybe pay more attention.
Let’s start with the easy pair:
Laying out how structure use and the hacking game could provide that ‘nexus’ you’re so hot for.
Then calling for addressing structure spam as part of a comprehensive Blackout system.
Before that, we’re looking at a whole lot of analysis about the Blackout’s impacts and effects. And frankly, the BO didn’t solve anything, because the problems aren’t ones it ever could solve.
Hilmar openly said that the bots adjusted after only 2 days. We’ve got 2 options here:
- We take him at his word.
- We don’t.
If we take him at his word, then ‘fixing botting’ can’t be something we use as a consideration for ‘Local/No Local’ systems, because the Blackout didn’t actually address that. The bots adjusted. They’ll adjust again.
If we don’t take him at his word (ie: if we insist that the bots didn’t adjust, and the BO got rid of them), then we have to figure out some rationale for why he’d claim there was more botting going on in EVE than their actually was. I don’t have enough tinfoil for that, so I’m gonna choose (1).
So the question becomes: ‘Why?’ Just what is the Blackout supposed to do? What’s it supposed to achieve? As part of Hilmar’s ‘Chaos Era’, a ‘let’s see what they do’, it makes a certain amount of sense: it’s a change that disrupts normal patterns of behavior, that can be easily implemented and easily turned off. So they did that. And it did disrupt things. But things also (within 3 weeks) settled into their ‘new normal’. That ‘new normal’ included an accelerating decline in player count. So, off it went, and Lo! numbers are coming back up so far.
But if you’re going to implement it for a reason beyond temporary upheaval[1], it has to be done in a way that doesn’t create that loss of players. That means it has to be done in a way that requires more effort than just turning local off. So developer time has to be committed to providing that effort. So: why? What is the actual goal and purpose that is served by devoting some of the finite developer man-hours into creating a system by which Local can either be or not be, without crashing activity numbers?
You need that goal. You need that ‘why’. What is it you are trying to achieve? What problem are you trying to solve? I promise, if the only problem you’re trying to solve is ‘some people liked it’, there are a lot bigger, more pressing issues for developer time to be devoted to, with a much higher number of ‘people would like it if we solved this problem’.
Which moves us past the Blackout, into the realm of all of that stuff you got dismissive about with
Because it’s all inescapably tied together. PvE gameplay, sov stagnation, FW, missioning, player retention… everything impacts everything and influences everything else. Trying to say ‘we’re going to only address this one bit and ignore the rest’ is like trying to manage a healthy ecosystem one species at a time.
It only ever leads to unintended complications and problems. EVE is a vast, interconnected set of interdependent systems, and the number of things that can be addressed in isolation is vanishingly small.
So no, I haven’t made a huge number of suggestions on how to implement this one single, isolated, utterly meaningless measure. Because the issues are bigger than Local/No Local. The problems are more systemic than the Blackout could ever hope to address.
So yeah. Where the Blackout’s concerned, I mostly talked about tamping down expectations and following the data. I often tend to look more at the big picture. I’ve tried to address ways to offer more and better options to players. I’ve looked at ways to address the stagnation in more than just one area of EVE. And I’ve been willing to look at the issues that, for years now, CCP has told us they desperately need to address, like player retention and getting new players integrated into the game itself.
You say I’m overestimating the willingness of our pilots to do what they need to do. We already do it. Locustfleets are regular as clockwork. Recon already watches over movements and infrastructure all over the game. And highsec war fleets only ended because Horde decided they wanted to make money, instead of spending it, in Perimeter.
You’re one of the folks who, from post #2010 in the original BO thread, was cheering it on, all full of confidence that it would be an unmitigatedly good thing. Eager for it. One of those whose expectations and predictions about how players would respond on the bigger scale (ie: login numbers, not individual actions) was proven to be completely wrong.
I think, if I had to decide which of us is more likely to have a clue about large group behaviors in response to a given set of conditions… I wouldn’t go with you.
1 The upheaval from any change will always be temporary. People settle into predictable patterns of behavior. We want patterns. We crave patterns. Even people who love spontaneity and excitement want them within the context of a larger, stable pattern.