I have just recently started reading through this tread. So far interesting comments. But one item I am missing is what issue is attempting to be fixed?
I see referenced to structure spam, whatever that is, and that is about it. Where is structure spam? And where is it causing issues?
What we have in this game is very similar to World War I or whatever it is called in the various parts of the world. Huge trench systems have evolved. Two major power blocks in Null and a large number of smaller blocks that align themselves to suit their needs at the moment. You have probes launched to search for weak spots in the large trench systems looking for a breakthrough that will âEnd war for all timeâ.
You have the âfrontierâ space, wormhole, that has to fight off the âsavagesâ of the Old American West. They build a village and fortify it against the savages to exploit the wealth of the system. They build with the resourced that they imported hoping to build a better life for their family and friends.
You have High Sec with the police force handy and on call for almost any emergency. You found your small business and hope that it will grow in this Switzerland of space. Hoping you too can become the next Nestle.
But the Great Powers rule most of the map board. Carrying out nightly raids on the other trench system looking for a weakness to exploit. Or in the rare cases actually causing a breakthrough but they canât quite get to Paris before the next trench system is constructed and (insert bad guy name here) are stopped.
I keep hearing âSpace is dangerousâ. But I donât want to play in that world. It is too much like (insert dangerous neighborhood here). I would not like to live there. I want to mine in peace and research my BP collection and sell the items that other folks use somewhere in that bad neighborhood and count my isk and âŠâŠ
If this game were truly dangerous why would someone even start to play. The older players should just hang off the new player stations and blow the new players away when they start on the first day and teach them to stay the heck away from that game.
But we donât. We want the new player. We want the new player to get hooked on the game and keep coming back for whatever it is they are looking for. We want them to build structures that they can call home and have some sense of security. To branch off their small group that they have managed to gather, as discussed in the latest video extolling the virtues of this game by CCP, and accomplish some goal that they have set for themselves. It might be in HS, LS, WH, or Null.
CCP has forced the creation of multiple stations. To mine a moon, I need to have an Athanor. To mine two moons, I need yet another. To react the moon material, I need one type of station. The build the next in the chain, I need another type of station. To build with the material something even grander, I need yet a third. So now I am a small/medium sized corporation in NS that 10 or more structures just so I can build T2 battleships. And my corporation can now lose it all because we are in the same time zone and one of the slightly larger groups have noticed us and want to kick over that anthill because they can.
So, my small group is left with a decision. Do we group or just say forget it, I have had enough of this âfunâ and go and do something like have a real life.
But all of this comes back to, What is trying to be fixed with this change? This does nothing to fix the complex situation that every long term player of the game has faced and âovercomeâ when starting the game. It does not make it easier to start this game. In many respects it does give a push to those that are just tired of the constant changes to how they âmake a livingâ in the game to walk away. Similar to all the changes over the past few years to farming, excuse me, mining and building. I have seen many long term players throw in the towel and walk away. It takes a great deal of work to replace that one long term player with another.