No, I’m asking you to provide your definition. If you want to use a non-standard definition in this context then that is a discussion that can be had, but I’m not going to argue with a completely undefined term.
And you are also dismissing any effort you don’t think counts.
I’m dismissing any effort that is token at best. Running a level 4 mission with a proper farming ship consists of nothing more than warping in, sorting the overview by distance, and pressing F1 until everything is dead. The biggest investment of effort is not getting so caught up in whatever you’re doing in the other window that you forget you’re playing EVE.
See the bit you didn’t bother to highlight about skill
You’re right, because of that word in the middle: “or”. A skill requirement is one way of producing difficulty, effort is another. Nowhere did I say that skill doesn’t count.
lets also go with meaningful complexity as a relevant part of difficulty. And perhaps also include meaningful decision making DURING the action as part of difficulty.
Ok, sure, let’s go with that for the sake of argument.
The vast majority of EVE’s PvE contains no meaningful decisions. Everything is scripted in advance, the scripts are all easily available public knowledge, and the tolerances are generous enough that even an accidental deviation from the script doesn’t really matter. Short of absurd things like “but what if I turn off all of my tank and go AFK” the worst that can possibly happen is that you obtain a slightly lower ISK/hour rate by not using perfect target priority. Deciding which of the 10 helpless punching bag NPC battleships to kill first is a decision in name only.
Ganking smart players does include meaningful complexity and decision making. You have to identify a target, make a risk vs. reward calculation on whether the small-at-best profit is worth the opportunity cost, conceal your attack from your target’s scout until it is too late, etc.
And want to see prep time reduced but action difficulty added.
That’s a nice theory, but when you consider only the action of “open fire, wait for CONCORD” then it’s not going to happen. There is no conceivable game mechanic that can make a 50v1 gank have the difficulty you’re looking for, overwhelming numbers will always win and the only relevant difficulty can be in the ability to arrange your 50 attackers and get them to an appropriate target.