That mixed feeling about the current state of Eve

if you say so, i’m not the one complaining about the boring balance of power and cap proliferation.

Am I?

I said that?

Yiole_GIonglao is not the smartest cookie in the jar, in fact he/she is just plain stupid. Would not waste my time trying to explain something so obvious to the troll.

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You didn’t get the irony … just extrapolating for the future in nullsex. Was inspired by this post: https://www.reddit.com/r/Eve/comments/969wwb/why_im_quitting_skill_urself_major_leaks_within/

Im not as old as you in this game. But EvE is a really cooperative massive multiplayer game. You just cant go there alone without a group of people. Its meant to play together. And the strongest group gets to make the rules. It works like these in any other massive multiplayer game. Its normal. And to be honest. I love it. Ive played different simmilar games. And EVE is just really good. Its the most balanced of its genere. Go find a game that does give you the oportunity to play equally even without paying cash (plexing). The game is perfect and genious. The only problem is how much content and technological support can the developers give to this game.
Honestly.

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I just came back from a long break, there’s always an ‘itch’ that only EvE can scratch. Every other MMO I tried, I became insanely rich and quickly bored of the low/no risk PvP. EvE is a pale shadow of her former self, but still kicking. Enjoy your break, I hope we’re still here when you’re ‘itchy’ enough o7.

Underrated post.

I don’t agree with all of these proposals, but I think the argument is sound. EVE isn’t a spaceship simulator; it simulates human economic, political and social interactions with spaceships. But it’s still a game and it still has limitations - the walls of the sandbox.

Some of those limitations are game mechanics and some of those emerge from the game mechanics.

We could debate all day about cause/effect. So, while I agree with another poster that we need to reintroduce a sense of awe and a sense of fulfilment at overcoming a challenge, I don’t think introducing arbitrary mechanics is the solution. A well maintained ship doesn’t just disintegrate after a year (e.g. look at HMS Victory or the USS Constitution) and no-one likes space rifts which randomly destroy ships (CCP to note)

I think we need internal and external disruptions:

  • Resources: In my view this is the biggest issue. The (easy) availability of resources to those who already have resources has been a problem since Exodus in 2004. The game genuinely felt different before that took effect. Maybe too late now, but two changes might help provoke conflict: (a) stronger regional limitations - not just ice and a few asteroids - mid/high end moon ores should only spawn in certain regions and (b) all resources should expire over time. Especially moon goo. Call it ‘plate tectonics’ or ‘over-extraction’. No more dyspro here - need to find another moon - oh someone claimed it already - Must fight.

  • Realistic dynamics: Meaningful (i.e. expensive) maintenance costs, scaling up with the size of the empire / station / ship. A ship/station needs crew (pay and rations) - a monthly bill like an NPC station office. Might discourage structure spamming too. Also, crews come from planets; planetary populations need feeding / entertaining / governing / security / health. Okay, so executed poorly it could turn EVE into a 4X game, but it’s these sorts of factors which real life states have to deal with. Scaling up doesn’t come without disadvantages; you want to claim 152 systems then you manage them (not just pay a tiny bill).
    Edit: Actually introducing crew would mean temperate planets become a whole lot more valuable and worth defending.

  • External factors: Pirate FOBs were a step in the right direction. Additional disruption by external forces would spice things up. Maybe start with rogue drones taking over untended structures? Larger empires should be difficult to defend from within as well as from without.

  • Expansion: Space is infinite - this sandbox shouldn’t have walls even if the places outside the walls aren’t necessarily places we all want to go to (so like Abyssal space but without the timer). New risks, new rewards, new challenges to continually force us to adapt… and rekindle that sense of awe and achievement.

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You already have heavy tacklers and dread bombs. All the tools are there.

Of course, but that was not the point.

I have felt somewhat that way since 2014. I took a break from the game for a year and a half, then upon my return I scaled down, a lot. Moved back to HS and kinda came around full circle. Now I just daytrip into LS or WHs (for the ISK) when I wanna buy a nice new ship or 2 and actually avoid NS except some misc stuff or when I reactivate my NS toon which literally depends on who is playing. I’ll only play with certain people, rest of teh time I just chill.

CCP had a really great opportunity with the abysmal space, so much could have been done and so much better with all this new content, even Resource Wars. But they completely and utterly blew it. Whoever is in charge of these things doesn’t seem to get the fact that people just won’t go for content if they have no good reason to do so vs what they’re already doing.

What really got to me was the realization of just how much of all that blob and cap blob stuff comes from botting, afk play, multiboxing and all the other forms of that sort of cheese and crap. What’s worse is once I became established and got my own accounts running (general combat, explo, hauler, miner/indy) I started being pushed into botting and AFKing with the rest of them. And it wasn’t jsut my own alliance eitehr, its all of them. That’s when basically, almost all of NS has become nothing but utter and complete shiht to me and it has been just getting progressively worse from that time on.

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agreed on that. the resource and economy systems need a shake and crash globally, not just for null sec but for the long term health of the game:

1. more and harder ISK sinks and lower ISK printing potential from PVE:

it will probably take a few years before the global ISK bank of the whole cluster balances out to the amount of stuff stacked here and there, but this has to be done. it will hurt people that cant afford the Omega status initially but Alpha exist and you will have to adapt, not cry because you cant get 1.5 billion in a few days as it was before.

eventually the price of things will change, PLEX will probably reduce in cost allthought ships could get significantly costly (in the case that industrialist dont change the prices due to materials costs vs other costs in production). all those capitals and supercaps will become significantly rare as less people will be able to replace them due to material costs to produce and the isk required to buy them.

this in time will mean capital and supercapital fleets will become smaller, or at least once the amount of them stored gets depleted. these ships were never intended to be amassed in such quantities, its because of that rampant and static production of money and materials that large groups have been able to manufacture them like cookies.

this change wont also affect capital pilots but also T3 and perhaps Pirate hull enthusiasts. sorry but these ships are supposed to be rare too. its about time they become more scarce, not a spammable doctrine.

2. a complete revision of the resource mechanics of the cluster:

instant resource respawn has to disappear from the game, in all regions. one aspect i like of PI is that eventually the yield of resources gets down to a level where you may have to stop production. Moon Mining ops are now gated by extraction time, fuel and asteroid disintegration mechanics allthought i’d say the moon mining economy is still oversaturated, needs to get a reduction in yields too.

but apart from that we are still seeing the same regular belts respawning daily, ready for Ventures and up to devour them day after day without any kind of consequence apart of some barges, and whales killed here and there. there has to be a diminishing return system for Asteroid and Ice belts, Ore and Gas sites are fine mostly because they only last a few days and then move elsewhere. but local sources of ore and ice should have become depleted by now in some systems or entire regions.

when a wormhole gets depleted of its anomalies people moves on to another, or in the case of a group they farm their static connections. this method shouldnt only apply to wormholes, it should apply at all regions of space. the entire systems around Jita or other trade hubs should have gotten depleted of resources already. how many time has passed since people settled in nullsec? more than a decade probably, at this point regions like Delve should have gotten dry on NPC rats and raw materials for production. by contrast, many parts of lowsec should be ripe for exploting atm.

this should be one of the biggest content drivers in the game. because people would have to move out regularly to keep their income and local production running smoothly once the global economy and the local storage of prime materials gets to a new balance.

Yes. This sort of change would make it closer to real life challenges with resources. Like crop rotation, but with asteroid belts.

I have long time asked why the rats don’t just stay exterminated once they actually are in an area and start spawning elsewhere. Instead they come back with bigger rats and more numbers ? Its nonsensical. And yea, they should definetly move the spawns around. Think the only limitation to this would be missions, but even then they could still move, just as long as they don’t leave general area, but could still move to different systems.

I’ve only been around EVE for several months and two years ago for several months - but all I did was mine.

I think what I see is basically this.

People are saying EVE sucks more now than it did because it’s too easy.

Make it harder.

I agree with the limited resources ideas. Material restructuring. Creating an actual degree of scarcity.

  1. leaders continually find new ideas to implement into EVEs game play (they create new gold rushes), followers follow along behind and in your case apparently get bored rather quickly.

  2. Self-Pity posts are about as anti-EVE as it gets so perhaps the reason you’ve wanted to quit so many times during your 14 yr game play is because at heart EVE isnt really a game you should have been playing in the first place.

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CCP is bad at maintaining game mechanics and balancing them. EVE was always like that. People see a niche or overlooked part of mechanics where nobody in CCP though it would go this way, or the bug that stays for years, people see it can be used to take massive advantage of and they do stuff that then makes CCP hide a head in a sand pretty much untill there is enough of momentum on reddit to move things in different direction. Or CCP just embraces it and calls it a game feature.

Hmm, no not quite. A newbie or a small corp should always be able to gather resources to maintain a reasonable level of in-game activity. Like a nomadic tribesman foraging for subsistence.

However, a large multi-solar system spanning empire with thousands of pilots should not be able to subsist off the same game mechanics. A real life state has to manage farms and fisheries, import resources it cannot produce, deal with the myriad security/economic/social issues arising from having millions of people living together etc etc.

The EVE equivalents - the alliances and coalitions - do not suffer the same problems (at least not to a realistically comparable level) so they’re free to just gather resources, build and hoard.

EVE was always about the risk of losing something valuable or the opportunity to incur that loss on someone else. Gathering enough isk to buy a battleship used to be a challenge. It took me months and I still remember the sense of achievement. Gathering enough to build an outpost was a stupendous achievement at the time they were introduced. I remember players just flying across the cluster simply to look at the things. The loss of the first titan was massive news.

Nowadays none of those things are special. If the alliances involved in the latest massive battle can afford to easily replace multiple faction fitted titans worth tens of trillions… then value is no longer meaningful.

Right, that sort of realism is doable I’m sure. I know what you mean. About big groups having to manage finite resources and tribal groups being able to mamas based on what’s out there… all of it is doable it’s just about thinking what you want to make happen and then working out how to math and program.

Big empires in Eve deal with all those things. Have a glance at all the organization and infrastructure behind the Imperium for example, and you will know that they do have to deal with those things.

The main problem is, that those things simply don’t die enough. Players have been building titans since their introduction, and they have always been building way more than actually went down in battle. Up until B-R5RB, you just wouldn’t see a battle where more than just a handful of titans died, and titan engagements were very rare in the first place. Even nowadays where hundreds of titans clash, only a few dozen do not make it out. That’s why they can be easily replaced: Both sides of the current war have big stockpiles of titans, simply because they never lost them in significant numbers. The war will likely be over before these stockpiles are depleted, and then they will have another 2 or 3 years to replenish them before the next big war happens.

I’d say just remove tethering and Scram immunity for Supercarriers and Titans. Once commited, they either win or die.