Well, you can avoid getting ganked in the first place, and during a gank, you can overheat mods, pull range, and/or up transversal. You don’t need to fight back to win. You only need to survive, and you will win by default. However, let’s assume that you do want to create more opportunities for people to fight back, would nerfing ganking help to achieve that end, or only make the problem worse?
Yes, mechanics are important to learn. And, by “coddling” newbros, you give them more time to learn mechanics. However, you also limit their abilities to develop more advanced skills, and learn PvP avoidance and risk management. What’s more you allow them to pick up bad habits and certain expectations about the game, and accumulate more assets. All of which will just culminate in failure and frustration when they finally do get put into the shark tank. And no, I’m not just pulling this out of my ass. This vid is only six minutes. Pay particular attention to the segment on FOO strats.
So, your complaints are the reason why player numbers are down, but mine have nothing to do with it? I mean, no big deal. Also, it won’t matter if any of these issues get worse… much, much worse?
Many players have openly admitted to falling victim to the PvP readiness fallacy. You can’t just handwave that away as a non-issue. Moreover, I’d bet money that this is something that devs are aware of, and that they intentionally try to design for in UPvP games.
I do not understand your question.
Percentage changes can be represented in more than one way.
Agreed. The old crowd was more likely to deal with adversity and failure by trying to learn from their mistakes and grow as players. The new crowd today is more likely to lobby for CCP to nerf their enemies.