Don’t forget to quote the year you started, and also account for player population growth.
Also, corporations were only limited to 3 outgoing wars for many years, but those wars were extremely cheap to initiate. Removing this arbitrary cap is what led to an overall increase in wars per capita (no one’s denying that, but the actual growth has nothing to do with player-policing, and is nowhere near as great as carebears like you claim).
That is revisionist history. Everything but difficult NPCs existed long ago, and in fact the mechanics for ganking/wars/etc were vastly more favorable towards the aggressor. For example, how hard is it to “minmax” ganking when you get 100% insurance on the gank ship and therefore the cost to gank a target is minimal?
No, the reality is that in the past people didn’t whine as much because the community consensus was that the whiners needed to STFU and go back to WoW if they couldn’t handle EVE. But now if you post a whine thread you’ll get a bunch of people agreeing with the whiner and demanding that CCP pander to the risk-averse farmers and bad players by making the game easier. So of course the whiners are going to be less discouraged from posting.
The part that really highlights this is all of the whining about difficult PvE. The only minmaxing happening is in favor of the players, and so difficulty should go down over time as the players figure out the best way to counter the NPCs. But instead we see tons of whining about how triglavian spawns prevent 23/7 AFK mining and force people to actively pay attention to EVE, the resist nerf makes it difficult to farm endgame content, etc. Instead of rising up to meet the challenge they just whine on the forums and try to get CCP to give them back their easy-mode farming.
Id kinda hope that you would do some research how the CSM voting works and what voting corporations in alliances are for.
Anyway here is the short explanation: The voting corporations are simply alt corporations that are in the alliance so that the alliance ownership is in our own hands. This is just one of the weird things you have to do in eve when you manage an corporation and alliance and is also something i hope to clean up a bit. You can find similar vote corporations in all large major alliances.
Less outgoing wars meant that we had to better utilize the ones we did have, which meant that we actively hunted our targets, camped them in, followed them around in order to restrict their activities, and ultimately make them pay out in one way or another.
Wars were much more personal back then, and each war target got a much bigger share of our attention. These days, wars are just a bunch of HD people sitting in Uedama. You can avoid danger almost entirely if you just stay away from the hubs and major trade routes.
It is much easier to avoid the consequences of being at war today than before. The argument that the quantity of wars is what influences the amount of player whining, as opposed to their intensity, is utterly asinine.
Once again, you would know this if you had absolutely any experience with this system throughout the years, but you don’t, so everything you say is alphabet soup.
We are probably the largest corporation using mass mails to recruit for our corporations but we are far from being the only one doing it. The fact just is that the game doesn’t guide new players towards player corporations and it is simply by far the most efficient way to recruit players to any corporation.
I want to change this. I want to make it so that it is easy and possible for a new player to look for a player corporation that would suite their own needs. This is also one of the core goals on my CSM campaign. Currently if you are a new player with no prior experience in eve it is very hard to find a corporation that is both small and active and will get you forward in eve not to mention it would be focusing on the same things that you want to focus on.
This is why a lot of corporations have “training” corporations in high sec space where they then send their members to their main corporations. However finding your way into these smaller corporations are not easy at all and if you see the trouble of asking in public what corporations you should join as a new player you most often get the few large ones mentioned to you.
My goal is that the game would allow you to have simple and clear enough information about different corporations so that you could make your chooses easier. Best way to do this would be to have an working corporation finder tool.
Once new players are actually guided towards player corporations or at least even educated that those are a thing mass mailing will remain the most efficient way for recruitment and i fear that the only way to fix mass recruitment in all of its forms is to tackle the issues that are related to the NPE and corporation management in the first place.
No it doesn’t. You’ve completely ignored the point of the comparison: that not all wars are the same. 500 wars are easy to avoid if they’re a bunch of lazy people camping Jita and hoping someone from one of their 1000 wars is dumb enough to undock. Other than “don’t go to Jita on your main” there’s zero reaction required, you can pretty much ignore them. On the other hand a single war can be very difficult to avoid if it’s a competent corp dedicated to killing you and willing to chase you wherever you try to go to escape it, and you are constantly reacting to the threat.
Your statistics (which you attempt to lie with anyway) are irrelevant when the amount of crying and moaning, and the way that wars feel for the defending party, are impossible to quantify.
Any decent player knows that it’s much more difficult to deal with someone who’s actively hunting you, than just learning to deal with a perpetual gate camp.
I’m starting to think that all of your anti-PvP rhetoric isn’t rooted in some kind of moral high ground or perceived utilitarian considerations with regard to improving the health of the game, but a bunch of personal misconceptions due to being a below-average player.
And most people won’t encounter a war in 2020 as long as they don’t fly their main to Jita. Because, as you have been told multiple times, 10,000 mass war aggressors sitting in 2-3 systems has a negligible effect on a player’s everyday experience as long as they aren’t an idiot.
Uh-uh. So do you also want such things as AFK-mining for easy minerals adjusted? How about mindless mission farming without any real danger or effort involved? After all, since you’re not anti-PvE, just against ludicrously easy PvE with no risk that damages player retention by boring people out of the game. Your view should also be that high-sec carebears will never actually grow a pair and engage in content that they might actually have to put some effort into, and so the mechanics should force them to do so, and deny them easy income if they don’t.
Somehow I don’t believe that’s actually the case, though.
Cant I quit about 3 months ago biomassed all my main toons. Toon name wouldnt have mattered they used new toons not in the main corp and deleted them shortly after.
This issue was another thing to add to the list of reason why I ended up leaving. Its clear to me CCP could give a rats @$$ so why should I.
I just read here when I am bored which is a lot as of late.
Your changes would lead to more players quitting the game than allowing players to declare an infinite number of free, unrestricted wars would.
I don’t have a problem with raising the difficulty of the game across the board, even for PvP players (but note that the impossibility of doing something like declaring wars is not the same thing as increased difficulty).
But maybe you just don’t get the thought process of the average contemporary gamer, who saw a banner ad for EVE Online while playing a mobile loot crate game on their cell phone, and decided to “get the trial.”
Not at all. I’m just being realistic about the effects. Get rid of the easy ISK, and players will leave (especially new ones, who don’t know any better). This is directly contrary to your stated goal of boosting player retention.
Wars are a form of piracy. The goal of piracy isn’t to get fair fights. If you want fair fights, ask players for duels.
The belief that wars are directed specifically at new players is misguided because it completely ignores the profit motive. New players are exposed to wars incidentally, yes, but they’re not the sole focus.
And the concept of a “new player” is a red herring anyway. People don’t like losing stuff, no matter how long they’ve been playing. A player is at least as likely, if not more so, to quit six months after starting and losing a geared mission-running boat in a war compared to a new player who loses a Venture on their first week. If anything, being exposed to loss early on is a good thing.
That’s one of problems that CCP simply left to be.
I’d send many suggestions on how to fix but i would be just trolled.
So i will say that i look forward the changes.
At least War declaration are a welcome change.
I phrased it in terms of money, but yes, that’s what I meant. If you get rid of AFK play, a whole lot of players will leave.
I do agree with this, don’t get me wrong. I’m just saying that EVE will lose many players.
I have also traditionally agreed with this. As I’ve said before, I’m against mass wars in general.
The issue is that you can’t create a system in which defenders are rewarded for fighting off aggressors with PvE-style rewards without making the system very exploitable.
Right now, wars are a system of financial transactions and gambling. Aggressors pay war fees to attempt to make more from the defenders than they paid. Meanwhile, the defenders are banking on saving more money from not paying NPC taxes than they lose during wars.
How would you shift this calculus? There’s no easy answer.
They don’t have to be weak, they just have to be secluded. If you look at the wars initiated by the main three groups, quite a few (if not most) are against big, established groups (that are always war-eligible). A big null-sec alliance can easily obliterate a group like Hell Dawn, but that doesn’t happen because they don’t even pay attention to them, so Hell Dawn gets a whole bunch of kills on the big alliance members by killing them in isolation.
In that regard, declaring wars against large, competent groups is actually more profitable in terms of income and fun than against small groups of high-sec carebear noobs.
I don’t have evidence that’s not anecdotal.
But my anecdotal evidence comes from embedding characters into target corporations and alliances (and I’ve done this extensively). The zeitgeist is usually that of the older players being moderately to considerably more demoralized after taking bigger losses. The math makes it easy to see why: a new player who loses, say, a T1 cruiser, can replace that cruiser within an hour or two (or just given a brand new one by the corporation, since the cost is so small). Meanwhile, an older player who loses a CNR or a freighter needs to spend many hours, or even days, to replace the loss.
New players often don’t realize the consequences of their losses until later. I’ve observed very few new players leave these corporations specifically because of wars/war losses. Usually, they have a collection of issues they have with the game, ranging from boredom to not being able to understand the UI, and were on their way out anyway. I’ve observed many more older players leave on the spot due to their losses, though.
One more thing I’d like to note: I’ve observed that new players are also much more likely to be willing to fight, especially when being part of a group effort led by upper leadership, than older players.