Reward scaling and difficulty has to be measured vs isk invested, not numbers of players involved. There is no “dedicated group content” as far as PVE goes except incursions and invasions. 10/10 sites were a very early version of that true, when they were literally so valuble they caused sov wars for control over them.
That time is long past however. The 500 mil garantueed reward is simply not worth it when you split it up say 3 ways and front an expensive ship given how scarce they are compared to other more solo activites you could engage in.
All those changes were NECESSARY because even CCP saw at one point that the spoiling of PVP went too far,so they did changes for different reasons…one of them was losing pve players massively…
This is no spoiling this was needed,BECAUSE of the pointed reason.
On the other hand PVP looses NOTHING,they could continue their game,just a liitle more uncomfortable,unconviniend…
THIS IS A SPOIL FOR YOU ???
WOW…
Reality bubble alarm…
And yes…a non pvp flag that you simply can turn on and off if you want would help this game…
That makes it sound like the content itself needs to be re-balanced, then. If CCP put out so many new ways of farming ISK that 10/10s became devalued by comparison, they should rework all of these PvE activities and give them a clear progression structure by risk and difficulty. But the solution is not “well, considering the risks, player/time requirements, and payout levels, it looks like these 10/10 sites that put out like 5,000 damage per second are less profitable than falling asleep during an incursion, so we’re going to allow subcapitals to tank their damage so that players can do them solo, and not have to spread their earnings around with friends!”
If the changes I listed were “necessary” in your eyes, who’s to say that this change isn’t necessary as well?
By the way, some things you claim have happened that never actually happened:
CCP mentioning anything about PvP going too far
The game losing PvE players “massively” - that count as a proportion of the population has always went up, and this is a statistic you can derive by comparing kill boards today compared to say, 2010, which I’ve actually done, which shows that there are way fewer players that engage in regular PvP combat as a percentage of the population
PvPers continuing their game uncomfortably and not inconvenienced - fundamentally false, as ALL avenues for violence in high-sec have been removed over the years except for ganking, and the severely-limited, bastardized version of war we still have left today
Well, that just says everything that people need to know about you, so thanks for making it public.
I might not be a great programmer, but I do write code and understand how it works, and I can tell you with absolute certainty that changing a single variable (the effects of which can be modeled in an Excel sheet of moderate difficulty) is easier to test, implement, and troubleshoot than changing hundreds of individual metrics e.g. mission damage output logic, where such things as aggro times, player velocity, position, signature radius, enemy alpha versus shield bleed, etc. etc. all play a part in the damage calculation.
A lot more things can go wrong when adjusting multiple variables in a complex system, than adjusting just two (resistances, and hit points to compensate and keep baseline EHP the same).
So no, adjusting the activity would not be easier.
Also, they want to affect PvP with this change as well, and this way it’s a one-size-fits-all.
I disagree. Samples of this size will represent the entire population pretty reliably.
EVE simply skews our perceptions of this because it makes PvP unavoidable, as opposed to, say, how it is implemented in WoW or some other mainstream MMO. We think that EVE has “harder” players based only on the fact that all EVE players are playing EVE. But the actual reality is that this is just a videogame like any other. People see an ad and sign up, or their friends draw them in.
The resist nerfs set the bar even higher for newer players that dont really do PVP yet to advance into harder PVE content where they can make more isk to start doing more in general. Yeah older players with level 5 everything might be able to switch some modules, use a bling fit or use some tech II ship and adapt quickly but this will take newer players months of training. Will this just make new player retention worse if PVE isn’t tuned around these changes?
1 individual skill doesnt take months but a set of additional skills to make up for the nerfs can take a fair bit of training, for example if your armor resist compensation skills are at 4 it takes over 1 week to get each one up to level 5, thats an extra month right there.
Hardly. But I will say that certain content is going to be a bit over-tuned to be reasonably dealt with. Guristas FOB for example are going to be a copper plated pain in the arse to solo/duo down with the upper resist threshold dragged down enough that you take an extra 50% damage with existing fits. And adding extra ships isn’t exactly an actual option because those sites spew a lot of extra ships for every extra player ship on grid.
My account is just over 2 months old (had omega the whole time, no plex to isk. ive earned everything), me and a friend do emerging conduits, currently I’m using an AC Machariel with the best of what i can afford and he is using a budget praxis. we get it done with the odd warp out and sometimes a couple of sketchy moments when they switch to him for too long or im tanking a big wave. the tech II guns and ammo are around 20 days off so i dont get that buff and my armor resist stuff is at level 4, yes the possibility of a couple of months training to get to where i already am again is very real.