Please allow me to post about adding and improving high-sec content.
This proposal is not simply about raising the high sec hourly rate.
I’m talking about adding more content and fleet experiences to the highsec, which is the starting point for all players, to increase the influx and retention of new players, prevent existing intermediate to advanced players from leaving, and increase the overall player population.
◆1. Contents problems and proposed (quest type)
Players just starting out have little ISK, skills, and standing, and their only options are to play L1-L2 missions at best, or the SoE epic arc, which can only be played once every 3 months.
The four major national epic arcs also require a standing of 5.0 or higher, so a lot of time and effort is required to be able to take orders.
The data center mission is not very interesting since it can only be undertaken once and is a quest to collect tags to increase the standing of the nation.
The COSMOS mission has a problem where the quest cannot be completed, and there is no prospect for improvement.
List of lost COSMOS mission items
Because of this, when they start mission running, they are left with the feeling that they are being forced to endlessly play repetitive content with an overwhelmingly small variety.
Also, for existing advanced players, the only content that allows them to take advantage of battleships is L4 missions. The current L5 missions only exist in low sec, which limits the number of people who can play them.
Add a main story quest.
I strongly hope for a sequel to the wonderful story added in NPE. It makes us expect that a grand adventure across the galaxy is about to begin, but yet no continuation of the storyline has been implemented!
This would be a misrepresentation of the quality of the product!
Also, by implementing a main storyline, new players will be able to understand that "this game…for now, it seems that in the beginning, you should just continue with the storyline while earning money and searching for treasure in the many sub-contents.
Improving the game so that new players can easily recognize what they need to do first is very important to prevent them from leaving the game.
New L5 mission for high-sec
Currently, L5 missions can only be taken in low-sec, but I would like to add a new L5 mission that can be taken in high-sec as well.
Many of the current L5 missions (perhaps due to the fact that they can only be performed in low sec) can be conquered by simply sniping the boss from a distance, making them very efficient as a money-making strategy. For this reason, we believe that the high-sec version of L5 is particularly suited to content tailored for small fleets of advanced players who will need to take their time and destroy many dangerous enemies.
In addition, since high-sec mission runners tend to avoid lowering the Faction standing of the four major nations, it is preferable to implement missions that are mainly content fighting NPC pirate and rogue drones.
◆2. Contents problems and proposed (site type)
The only options are either solo treasure hunt (DED, exploration) or participate in raids such as incursions and FOBs.
Anomaly is not interesting contents because it is a simple task to get DED escalation.
Incursions need to be rebalanced for scout site and assault site. (I am submitting a separate request for improvement)
There is no small group content that beginners to intermediate can participate in with little initial cost.
FOBs have at least the following problems
- as the number of fleet people increases, the number of enemies also increases. (It is more efficient to attack with fewer people, and the point of gathering people is lost.)
- Rewards are split head to head, so the more people you have, the less ISK you get per person.
- It is difficult to find the venue because it does not appear on the agency’s screen unless you are in the same region.
- Freighter-sized loot boxes drop, but when opened, the contents are BPCs, and the apparent volume change is unnatural.
Improvements to the Incursions
I have already submitted a separate improvement proposal to adjust the number of pop-ups on the site and to improve the scout and assault sites.
Improvement proposal for High-Sec Incursions, Scout sites and Assault sites
Improvement of FOB
Adjustments will be made to allow people to conquer more smoothly and improve in the direction of a multi-player structured battle raid.
- The type and number of enemies will be fixed.
- Reward is not a headcount split, but a fixed amount for all fleet members. (Same as Incursions)
- Modification to be able to look up the location of FOBs from the agency’s screen even if they are not in the same region.
- Modify the volume of loot.
Mining Blitzes to be Permanent
I will make combat and mining content permanent so that beginners who have just started playing the game and miners who are not good at combat can enjoy small-scale fleets with ease.
With a fixed ISK reward, the rewards will remain the same as long as they stay within the maximum number of pilot in fleet, allowing even beginners with only T1 equipped ventures to play an active role, and lowering the psychological burden of participation.
In addition, this content is very operation-intensive, and since the maximum number of people at a site is fixed, it is difficult to deploy a large number of sub-accounted characters. This makes it an ideal option for players who want to enjoy the content in its purest form.
(Of course… the amount of payout may need to be adjusted a bit)
◆3. Contents problems and proposed (instance type)
T0-T3 of Abyssal Deadspace are practically solo contents.
The price of hulls and equipment increases due to the high difficulty level from T4 onward, and the contents are for advanced users.
The number of contents is small because of the new implementation history.
Addition of “EDENCOM Blitz (tentative name)” Abyssal exploration & combat content
I propose to add exploration & combat content for up to 3 people who can enter with their favorite ship under BC as an instance type content for beginners to intermediate users.
This content will also serve as a pathway to obtain DED LP and EDENCOM standing, which are hard to obtain under the current specifications.
Further, by designing the content with a high volume of operations, like as mining blitzes, it will make it difficult to use a large number of sub-account characters, which will benefit players who genuinely want to enjoy the content.
After the filament jump, hack the Triglavian container in the surrounding Abyssal space and store the Triglavian something objects inside into the EDENCOM research ship. The objective is cleared when the specified number of objects are stored in the research ship.
After clearing, fleet members will receive a fixed amount of ISK and DED LP, EDENCOM standing will increase slightly, and the survey ship will drop a container containing EDENCOM something items when it leaves the fleet.
Adjustments will be made so that it is recommended to have a combat ship accompanying the escorting ship, as a small number of NPC enemy forces will appear. (For example, NPCs attacking EDENCOM research ship will pop up, making it impossible to clear the ship without dividing the roles between a frigate for hacking and a battlecruiser for combat.)
(However, leave room for just barely a solo clear with a ship that elaborates on trial and error.)
Addition of a Proving Ground filament for fleets.
I would like to see a system that allows our people to engage in combat with each other in an Abyssal Proving Ground environment.
Not a few beginners are interested in PVP, but the first thing such players are looking for is simulated or symmetrical combat between friends or fellow beginners. The current PVP environment is full of asymmetrical combat, and there is too little room for beginners to have fun and develop their skills.
In addition, since there are many 2v2 regulation matches these days, a system that allows players to practice maneuvering with a partner in advance would lower the barrier to participation for many more existing players.
◆4. Contents ChartBy incorporating the above proposed improvements, the chart of high-sec PvE contents will be as follows.
Introduce main story quests for solo players who can immerse themselves in the world of EVE.
Increase the number of small-group contents in a fixed-amount ISK format to increase the fleet experience where beginners can get support from intermediates.
Increase the amount of content that can be easily played in a short amount of time in accordance with like as mining blitzes.
The above measures will improve the game withdrawal rate, especially within the first 3 months. (Currently, the withdrawal rate within 3 months is 98%)
[For intermediate level players]
Introduce solo main story quests that allow players to immerse themselves in the world of EVE.
Increase the number of small group fleet contents in the form of fixed ISK to enable fleets to support beginners, or intermediate players to have a tense fleet experience with each other.
Increase the amount of contents that can be easily played in a short amount of time in accordance like mining blitzes.
Increase the interest of raid contents so that they have a clear goal for their future skill plan.
[For advanced players]
Addition of contents that can be played in small groups with other advanced players, with a higher level of difficulty than the L4 mission, allowing full use of the proud battleship.
By conquering and building expertise in high difficulty raid contents, we will earn the honor of becoming a future goals for many PvE players.
Since the rewards for major PVE contents such as L4 missions and DED4 are split up among fleets, it is currently more profitable for intermediate and advanced players to play solo. For this reason, we will increase the amount of fixed-price ISK contents and adjust it so that intermediate and advanced players can join fleets with beginners and still guarantee a certain level of profit.
This will improve the contents and fleet experience for both new and existing players.
◆5. Other improvement proposals
5-1. Improvement of AgenciesFor example, can add icons to each agency item so that we can tell at a glance whether the content is PVP or PVE, whether it is for beginners or raids, whether it is for combat or treasure hunts, whether it is for solos or fleets, etc.?
Also, please state that ice mining and planetary development are not playable without Omega in the first place.
Agency is the first screen that a newbie who has just started the game will see, so it needs to be clear at a glance “what content this is” and “what content I can play now”.
5-2. Warning Signs for Lowering the Faction Standing in Security MissionsSome security missions may lower the Faction standing of the four major states.
I have heard many reports of people who, without knowing the dangers of such missions, have carried them out, causing the Faction standing of the four major nations to drop and preventing them from entering the high-sec of the its nation.
Currently, there are very limited ways to increase a faction standing, which requires a lot of time and effort.
Therefore, I would like to request that you improve the system to display a clear warning on missions where the faction standing of the four major nations is lowered.
And “What is standing?”, Please add an explanation or tutorial on the disadvantages of reduced standing.
For new players, this event is “unreasonable” and increases game abandonment.
5-3.Rebalancing the Suicide GankI have separately posted proposal for improvements to attract and retain new players and prevent existing players from leaving.
I would like to ask everyone who is thinking of starting EVE. Which of the following gameplay do you want to do?
The Security and income in high-sec areas are poor and contents is scarce. It is difficult to establish an independent force because it is necessary to become an affiliate of a large alliance from the beginning and receive various types of support and contents.
The security and income in high-sec is good and there is a lot of contents. Not only can you be a part of a large alliancee from the beginning, but you can also enjoy the content solo or with friends and set up an independent force.
I ask all newbie players: Which of the following would be less likely to de-motivate you?
I ask all PvP players: Which of the following is the tastiest prey to hunt?
High sec security and income is poor and contents is scarce; in search of ISK and fun contents, they are forced to set out for low/null with a ship they put together with little money, only to be shot down by other players.
The security and income in high sec is good and there is a lot of contents. After earning a lot of confidence and ISK in high-sec, they leave for Low/Null in their boastful ship for further challenges and are shot down by other players.
And I ask you, CCPs, which of the following is EVE's direction?
The New Eden, where the retention rate of new players is reduced and a player-driven economy and PVP are driven solely by existing players.
The New Eden, which increases the retention rate of new players and allows more new players to participate in a player-driven economy and PVP.
Again, this proposal is not simply about raising revenue in high sec. I'm talking about increasing the content experience in the high sec, which is the starting point for all players.
I'm talking about increasing the population of players by increasing the influx and retention of new players before asking for more people in low sec and null sec.
First, get to know the background of New Eden through the solo-friendly main storyline and get people to like the game world.
Then, they get to know other players in the low threshold, small-group Fleet contents and get support from intermediate players.
Eventually, they discover the fun of completing content in fleets, meet a community they want to play with, and set goals to challenge themselves with more challenging contents such as raids and PVP.
This roadmap is what Highsec should offer and what new players need.
And above all, making players uncomfortable who want to play at their own pace in high-sec will not increase the population of low-sec or null-sec. They will simply going to other games where they can play at their own pace.
The results are evident in today's player retention rates. I think so the current policy has already failed.
The above is the content of my proposal.
I hope you will consider this proposal for the future survival of EVE ONLINE.