Hey Eve Community, I felt like perhaps this is worthy of it’s own thread. ISD’s if this needs merging from it’s own thread I’m happy, but I hoped I could have my own thread due to the large number of arguments I wanted to put in here.
Again, I’d love constructive rebuttals to my arguments.
Thank you for taking time out of your busy schedules to take a quick read, I appreciate it immensely.
You have all heard of the war declaration changes where non-structure holding corporations would become ‘immune’ to war declaration, and I think I’d love to compile a few arguments for the current proposed change if that’s okay.
Danger
- If one wanted danger, nearly nine tenths of eve online provides that. The community are simply suggesting that the small green island at the centre of a vast ocean of pure lawless space could be a place where players who have to pay taxes on every structure they use (due to not having their own), could be subject to slightly less danger than those who don’t.
Our current dangers include:
- Null Security (0.0) space, encompassing the vast majority of eve.
- J Space (Wormhole Space) where danger is at such a level that even the local channel doesn’t exist.
- Low Security Space. Where the gate camp reigns supreme and the pirates roam free, argued by some as -the- most dangerous area of eve online.
- Abyssal Space, where environmental conditions have you killed in twenty minutes for not being good enough with no escape.
Why Make the Changes?
This could be in order to facilitate players (aimed at mostly newer) who wish to get into the game or build their social presence in eve online before losing it horribly to the first low-security gate camp they encounter when they decide to leave the cuddly green bubble of high sec. (Rancer inhabitants I’m looking at you).
In a new game, one could argue heavily that those initial ‘social’ structures such as corporations or guilds weigh heavily on whether a player initially stays in the game before they become hooked on the mechanics and content of eve online.
New players don’t care about whether you take sovereignty by deploying a POS or whether you activate a module; they care about whether they can play with all their friends, and about building their own home, even if that’s only chat windows and a ‘badge’ or ‘ticker’.
They are in danger of leaving if you disrupt this process too early by forcing them to stay docked up. They are not good enough to challenge you yet, and will statistically die without yet having been inside our virtual little world long enough to understand why they are dying and what they are doing wrong.
(Once established of course, they get killed in HED-GP when wandering around, and that’s their fault).
We are also talking slightly here, suicide ganks are still an incredibly common way to get podded in high security and I wonder if you all agree that high security is quite unsafe anyway due to factors such as alternate character armies and neutral healing techniques.
Thank you for hearing my two cents, enjoy your day.