Skills for kills event

True, but point is I won’t be spending anymore.

What I said is true, how much I’d have spent in the future, sure you can’t put a figure on it but it would have been additional.

But for me I don’t like the direction the game is going in at present, which is why I’m getting rid of loose ends ready to park the characters.

Don’t feel I’m whining about it, I’m not sore about it. Just the nature of MMOs they can change in a way you don’t like, but might become acceptable at a later date. Plus I’m already playing other MMOs,

It is probably a calculated risk.

There would not be many players leaving the game over PvP Skilling Spree. Even if they do, they mostly will either return quickly or represent an even smaller drop in income (since PvP Skilling Spree can be completed easily if you have an alt, those players must be mostly one-account ones).

On the other hand, Skilling Spree will stimulate activity and increase revenue from those who left in the game and who returned after break.

While I love that video, I’d love it more if CCP would walk their own talk. :slight_smile:

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What’s the problem, more sp is good!

The problem is that instant gratification and excessive use of rewards devalues normal progress. A SP award once a year or for accomplishing a difficult task feels awesome when you get it. Constant SP rewards just for logging in turns the reward into a tedious slog and makes you care less about your normal training progress. And the more aspects of the game CCP allows to become boring the less interest a player has, which eventually turns in to cancelling their subscription.

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In a way yes, but remember that sp is more the ability to use things, rather than an accomplishment itself. For example, it takes awhile to train a marauder, maybe 2 months of waiting. But the actual moment that you board it for the first time is the best, whether it happens in a day or a year it is the actual ownership that’s important.

Constant SP rewards just for logging in turns the reward into a tedious slog and makes you care less about your normal training progress.

It can be, but it also rewards log in. You have to log in, undock, and kill an NPC. And the more you log in, the more chance you stay logged in.

And the more aspects of the game CCP allows to become boring the less interest a player has, which eventually turns in to cancelling their subscription.

Which is why you always want more content, ships, and stuff to do to be released, so you never get bored.

That is known as content churn and is almost universally recognised as a bad idea. There is no way the Devs can ever keep up, and content churn leads to inflation, of which EVE has almost none, and power creep. Because you have to make the new content more attractive than the old.
For a sandbox game this is an especially bad idea since the whole idea is that players make the content via interactions and content churn replaces that with the Devs, so any time devs fall behind players, log in numbers crash.
You can see this on any standard churn based MMO subscriber/PCU graph with how a new expansion generates an insane spike then drops badly within weeks, while EVE maintains far more level numbers.

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You want the content to be malleable in player hands. One ship class can cause so much content, due to the butterfly effect and the reality of the sandbox.

For a sandbox game this is an especially bad idea since the whole idea is that players make the content via interactions and content churn replaces that with the Devs, so any time devs fall behind players, log in numbers crash.

Sandbox churn can work however.

You can see this on any standard churn based MMO subscriber/PCU graph with how a new expansion generates an insane spike then drops badly within weeks, while EVE maintains far more level numbers.

EVE always had a great ‘churn’ look at all the massive releases over the years, especially early on like the trinity release.

Yes, and the point is that burning through those moments as fast as possible takes away the long-term satisfaction and investment in the game. To keep people in the game you have to make sure they have goals left to achieve, once they finish everything they wanted to do they tend to quit. And giving them tons of free SP makes that period of investment much shorter.

It can be, but it also rewards log in. You have to log in, undock, and kill an NPC. And the more you log in, the more chance you stay logged in.

Killing an NPC is trivial and can be done in less than a minute. And, more importantly, it rewards an activity that you were already going to do (because of ISK/loot rewards). So that sense of reward disappears very quickly and collecting your SP is just another chore you’re required to do every day.

If you want to make rewards they need to be tied to difficult activities. For example, giving a SP reward for a solo kill against a ship of at least 100 million ISK value would require players to interact with each other and drive the creation of new content that otherwise might not happen. And the SP reward would genuinely feel like a reward that you have earned.

Which is why you always want more content, ships, and stuff to do to be released, so you never get bored.

This is a terrible idea. There is a finite amount of viable design space for a game, throwing out new content as fast as possible turns it into a bloated mess and virtually guarantees that a lot of the content will be unbalanced and/or low in quality. New content should only be released when it fills a need, not to meet an arbitrary need for X pieces of new content per year.

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Key point: EARLY ON. EVE had more new content early on because there was more design space left to fill. Now EVE is a mature game and new content needs to be very carefully considered to ensure that it is adding something constructive to the game and will not have any negative effects.

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Shut up Balos.

Shut up Balos.

Don’t be rude to him

I disagree, we need more expansions now more than ever in the age of stagnation

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I know you disagree, that’s why we all mock your lack of knowledge. Stagnation is the inevitable end result of good game design. You use up the finite design space that is available, refine the game into its final form, and have nothing left to add that would be an improvement. EVE is not there yet but it still has the fundamental issue that, no matter how much you want new content, there is not much potential new content that could possibly be added. You simply can not have the release rate of EVE’s early days without destroying the game.

And really, your disagreement here is yet another example of why you don’t belong in EVE. You have the passive farmer mindset that content is something provided to you by CCP, not something that you seek out and create for yourself. Instead of going out and engaging with other players you declare yourself to be a “highsec player” and helpless perma-victim, and then demand new content because you’re bored with what you already have. And, because you have no tolerance for adversity, you insist that it must be available in highsec, extremely profitable, and easy enough that newbies can farm it. The result of course is that even if you get new content you immediately get bored of it and demand more.

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I agree, even if the Dev’s can’t think up anything new, there’s still a lot of old content in Eve that can be fixed, updated and expanded.

In fact, Blood Raiders, Serpentis Pirates and Thukker Tribe Factions still don’t have any Epic Arcs for them.

My question is if I am in a fleet and I am on the kill do I get credit or do I actually have to be the final blow? Its good either way just a question.
To the person saying that people were sharing because they would only kill the number of rats they need at a combat site and warp away: No most people consider these sites boring and a waste of time. They are simply running them for the quickest return.

Man such bitter Balos tears. This event is already my most favored thing and it hasn’t even started. :rofl:

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Because when it becomes the ONLY way to get SP, Im off.

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Good question, I don’t think the task reward can be shared. I’m thinking the player that does the most damage will be the one who get’s credit for the kill.