Okay…
Death/lost progression is a common mechanic in video game design. However, implementation can have a huge effect on how players feel about and respond to it. For example, if players feel like the death/ship loss/whatever is their fault, and the amount of lost progression doesn’t feel excessive, players tend to be fine with it. They’ll dust themselves off, maybe learn a thing or two, and get right back into it. A good example of this would be Super Meatboy. It’s a challenging game that players tend to die a lot in. But, the deaths always feel like it’s the players fault, the amount of lost progress is low, and the game throws you right back into the action without a bunch of BS (no prolonged death animations, loading screens, having to rewatch unskippable cutscenes, etcetera).
When a game handles progression loss poorly, however, it becomes a frustrating experience that can turn players off of a game. For example, Mighty No. 9 caught a lot of flack for what people felt like were cheap deaths (i.e. unavoidable damage and leaps of faith with insta-gib spikes). A lot of it was reminiscent of the cheap deaths of old school video game design, where the only way you could know about and avoid certain hazards was to have died to them. Of course, old school designers used to do this in order to help arcade cabinets suck up quarters, or to artificially inflate the playtime of games that had to fit within like 11 and half kilobytes of storage. Back then, it served a meaningful purpose for game devs, and was pretty much par for the course. Today, however, it’s pretty much bad video game design, and it just frustrates players. I mean, it’s one thing to die because it’s your fault. It’s another to die due to bugs or bad game design.
Now, Eve is a game with a particularly harsh death mechanic. Which is, in my opinion, a good move, because it raises the tension and excitement. Victories, defeats, close calls, exploring new areas and content -it all becomes way more exciting than it otherwise would be (see the combat shakes). HOWEVER, because of the particularly harsh death mechanic, the devs have to be extra careful to make sure the deaths seem fair to players. Big progression losses and cheap deaths are kind of like blowjobs and my mom. Both can be good things on their own, but make an absolutely terrible pairing -because she uses way too much teeth… I mean… because, she’s my mom, and that’s disgusting.
"I Wanna Be the Guy" has plenty of cheap deaths, but the game has frequent save spots, and the cheap deaths are so egregious that it somehow wraps around and becomes humorous and charming.
Which finally brings us to FOB’s. I learned about their danger through community knowledge, and newbros will typically learn their lesson by paying a small penalty (they fly cheap ships). And once you know about them, they are easily avoided. However, I can certainly sympathize with returning players that get a nasty surprise. They make a decision based upon their understanding of the rewards and risks, then get blindsided with what feels like a cheap punch. Personally, I think Archer has a good point with some kind of warning. I mean, the devs felt justified to put in warnings for things like incursions, trig systems, jumping into lowsec. Why do those justifications not hold true for FOB’s as well?
While I do believe that ship loss is a normal and expected thing in Eve Online, I don’t consider destruction under any circumstances to be good. This is, of course, an extreme example, but we can both probably agree that dying to things like to exploits, cheaters, and DC’s feels terrible.
Anyway, I could go on. But this is already a wall of text.