# Salvaging Wrecks that are not yours

**URL:** <https://forums.eveonline.com/t/salvaging-wrecks-that-are-not-yours/255153>\
**Category:** Player Features & Ideas\
**Created:** [July 16, 2020, 2:47am UTC](https://forums.eveonline.com/t/salvaging-wrecks-that-are-not-yours/255153 "2020-07-16T02:47:19Z")\
**Posts on this page:** 1\
**Showing post:** 106

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**Author:** ![Siegfried\_Tahl](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/siegfried_tahl/32/377209_2.png) [@Siegfried\_Tahl](https://forums.eveonline.com/u/Siegfried_Tahl)\
**Post date:** [July 17, 2020, 4:59pm UTC](https://forums.eveonline.com/t/salvaging-wrecks-that-are-not-yours/255153/106 "2020-07-17T16:59:17Z")

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> [@Archer\_en\_Tilavine](#):
>
> This is fine and dandy, but CCP’s original vision and intentions are irrelevant, only that which is best for players matter, which frequently is different from what CCP starts off with

Which players? What _you think_ is best for you is not necessarily the best for the playerbase as a whole. They should do the best for the game, not just some players.

Letting players compete for the loot or salvage makes it the game of competence, mastery, i.e. intrinsically motivated game. Letting PVE farmers farm makes it extrinsically motivated game for them. Once you’ve went from one to the other it’s extremely hard to turn it over again. Then if rewards get reduced overjustification effect comes in and threads like this spawn.

Shameless plug [Why people play](https://forums.eveonline.com/t/why-people-play/240493)

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