My comment was based on the fact that there was already a reason to destroy them in hisec and it just added to the certainty. Whereas in nullsec they were often left because it was too much hassle, like certain pipe campers in Catch for example.
I am sure that if CCP added a requirement to fly a Titan that doubled the cost and made them an even BIGGER target than they already were with a 100% guranteed multi-billion isk drop, with no increased utility at all, that the big nullsec blocs would be up in arms. Thatād NEVER get up, not in a million years.
So why do it to structures?
I get that structures (and titans) became something that wasnāt expected or foreseen. But surely the solution to that isnāt to screw people over who were simply good at the game as it was presented to them?
Absolutely. Sandboxes have boundaries. Sometimes those even need adjusting.
But this wasnāt a boundary adjustment. This was like giving the kids a sieve to play with in the sandbox, and then replacing the sand overnight with pebbles, then giving other kids a bat to wack the kids who couldnāt couldnāt run the pebbles through the sieves any more, and then blaming the sieve kids for the problem.
Cores for titans, upkeep cost with fuel blocks, and make them not dockable.
Because there is too much of them. Cap spam must be ended, and they must be a content for people, following the narration from all people who really dont like them.
Like when they nerfed rorquals, they couldnāt let everyone who already owned a rorqual keep the over powered version because they āplayed by the rulesā as you put it.
Too many structures owned by too many people trivialised the content. Putting up a refinery was worth less because there are already 15 in system and they all have to compete for the most attractive refine tax.
Reduce that number to a few refineries and the owners can charge more. Structures are more worth havingā¦by non-time wasters anyways.
What structures copped with Quantum Cores was WAY more than a nerf.
Had they said āHere, to keep mining ANYTHING with a Rorq, you have to install a Rorqual Core worth 1b isk, exclusively NPC seeded and bought back at 100% of sale price by the same NPCs, AND itās a 100% drop if a rorq pops, so rorq hunters, go nutsā, then itād be equal. And thatās before we consider the fact that a Rorq is at least mobile.
structures ā¦ citadels ā¦ was bad planing from the beginning ā¦ well maybe not planing ā¦ it should be as safe as a npc structure in the beginning ā¦ players should use it ā¦ i guess we would have used them anyways ā¦ even with low power stuff and and abandoned state ā¦ the core thing is not funny but in the end it will not change a lot ā¦ the 100% drop rate is stupid ā¦ it should be like normal but it isnt ā¦ well ā¦
its like it is ā¦ often in EVE ā¦ CCP brings something to EVE and the players use it in totally different then planed ā¦ happend with mobile depots to ā¦ not that important but it was not expected ā¦
now EVE Devs play EVE and can start thinking like players ā¦ maybe we dont have such problem in the future ā¦ it was to easy to make isk ā¦ so everything was possible ā¦ 500 astrahus in one system? no problem ā¦
Maybe owing a structure could be limited to your acknowledgement by the local space lord.
HS, WS C1-3 : medium
LS if you are alied with local faction, pirate NS, WS C4-5 : large
NS where you claimed the system, C6 : XL.
Since the situation can change, you can add additional tax and fuel cost when the system does not follow the requirements anymore. Like +5% base tax on all activities, Ć5 to fuel cost.
Not sure if itās a good idea.
Nope ? it was because structures were spammed in NS, not in HS, where wardecs are used.
There was no structure spam in HS.
I never complained about too many high sec structures, but I know who could have done that.
Group that have the most of them thereā¦
If CCP goal is to make structures only a thing that megacorps can dabble with, well thats their game design. I think it will only make less people enjoy the game.
But could they really ? Whatās the cost of making one more mechanism with arbitrary set of rule, that will be harder to debug, create more bug, make people not understand the difference since itās more complex ?
I think itās better with a simple uniform solution.
Thatās unrelated. spam is not the total amount. Itās about the frequency. If you have ten times more people in HS, then itās expected to have ten times more structures.
The rate at which structures were going up was silly, as the real cost had dropped over time - same as it had for battleships and capitals. Even so, I donāt think the rate is the problem, except as a function of the total number being deployed.
Sure, it wasnāt the silly dropping structures to game sov mechanics that were were seeing from the large null blocs in nullsec, but the number was pretty high, as was the rate they were going up at. Did it actually hurt anything in highsec? Not sure. Certainly there was basically no real need to use NPC stations any more, but if theyāre at the point where they need to be balancing the use of NPC stations as their priority, the gameās clearly in a better state than I think it isā¦
I donāt think the visibility of them was the issue - if so, thereās a LOT more things to address (like the ridiculous secure container/mobile depot spam at gates and in high traffic areas.