Consistency is great, but that reply dodges the actual issue.
No one is asking to ‘pith the heart out of New Eden’ or erase risk, death, or the harshness that makes EVE unique. I’m pointing out that some systems haven’t aged well, and pretending they’re a ‘fundamental property of the universe’ doesn’t magically make them good game design.
EVE’s identity isn’t threatened by fixing outdated mechanics like disposable ganking fits, shuttles dying to boredom-thrashers, or travel being artificially padded with tedium.
Risk is part of EVE. Pointless frustration isn’t.
Lore doesn’t get broken if shuttles stop being free killmails. Lore doesn’t get broken if travel becomes less of a chore.
Lore doesn’t get broken if crime and punishment both work instead of just one.
Wanting the game to evolve in the areas that drive players away isn’t an attack on EVE’s soul—it’s literally what keeps the universe alive. ‘Consistency’ without improvement is just stagnation with a poetic coat of paint.
New Eden will outlast all of us, sure. But whether players want to be in it depends on CCP fixing the parts that no longer make sense. That’s not heresy—that’s caring enough to want it to be better
sure, there is plenty to fix
EverMore agents won’t give me a mission past certain level despite having more than enough standing. [Yes I fly haulers @Zaera_Keena]
Are these reasons not to play anyway? idk, maybe, but why this hill when there are workarounds and opportunities to explore - even exploit.
If CCP feels threatened by your imaginative solutions to their unexpected features they will soon tell you.
Yeah, there’s definitely a lot that could use fixing, and the EverMore agents are a perfect example of weird, inconsistent progression. Stuff like that stacks up over time.
But I don’t think it has to be a reason to quit.
EVE has always been this strange mix of broken systems and creative players finding ways around them. Half the fun is using the tools we do have to carve out something that works — until CCP notices and decides it was “unintended.”
So yeah, I get the frustration, but there’s still plenty to dig into if one is willing to poke around the rough edges.
Blah, blah…..you keep inventing these conspiracies and ‘stats’ out of nowhere. Which makes you the troll. You just blurt out unsubstantiated claims of what you allegedly witnessed, which we have no evidence of and which anyone can make up. Like your claim a few weeks back that you travelled from Amarr to JIta and saw ‘no-one’……which even on the lowest possible concurrency day is clearly a complete load of Moloks.
I get the feeling that you are calling travel in EVE a chore, padded with tedium.
And that you think shuttles should not be free kills. And that ‘improving’ both is not an attack on EVE’s soul.
I do think this does attack EVE’s soul.
In two ways.
First, any ship in this game should have some risk of dying. Invulnerable ships go against EVE’s soul. Imagine if you could transport hundreds of billions of ISK with zero risk at all. That would be crazy in a game like EVE, right?
Shuttles are really hard to catch with their small signature and high agility, but the main way to take them out (smartbombs) is easily avoided if you know how to fly to not get into a smartbomb’s limited range.
Second, travel in EVE is meant to be tedious. By design.
The fact that it takes a nontrivial amount of time to get from one location to another is what determines the size of the EVE universe. It is what makes location and local economies work in this game. Reducing travel times shrinks the universe.
Also, the fact that on your travels you can encounter challenges like gate camps, gankers or other dangers is what keeps the universe dangerous, a fun challenge. It is what makes the universe alive.
If CCP were to make travel ‘less tedious’ it makes the universe smaller and safer, two things that go against the core of EVE.
They did make it less tedious, with jump drives. Only it isn’t available to just just everybody and every ship and that’s okay by me but a lot of people agree that travel is a chore in New Eden and I think it isn’t very realistic but oh well…
once you leave Amarr, there are maybe 3 systems that contain more than 2 to 4 people. I know of a cluster of maybe eight 0.7 systems that always had 0 people. They just recently started having at most 5 people on any given day.
They’ve effectively shrunk the universe repeatedly to the point that it’s difficult to understand how anyone could even find travel “tedious”.
When I first started playing, if you were simply warping gate to gate, you had to slowboat 15km to the gate. If you didn’t want to do that, you needed a bookmark 15km past the gate to warp to, instead. Bookmark library copying was a whole industry. THAT was tedious.
Today we have jump freighters, blops, Thera, Turnur, drifter wormholes, Pochven filaments, 15 jump clones. Oh, and Ansiblex. How could I forget ansiblex. You’re basically never more than 15 minutes from Jita if you use your head even a little bit.
It would be cool if, e.g., the Odysseus had a role outside of a few degenerate multibox farming applications, but there’s no real point to the type of nomadism it would ostensibly be useful for because everywhere in the multi-thousand-system universe is actually 10 minutes away from a trade hub.
Personally, I’d be happy with true interstellar travel. No traveling 5 to 10 light years with being completely invulnerable to attack. I’d like to actually travel at warp from system to system. It would take a long time and you’d be subject to bubbles… if someone could actually manage to put on in your path.
And imagine finding rogue planets between systems. That would allow for hidden bases that you found, but no one else has. Sure, it would take a very long time to get to Jita, but hey- that’s what jump ships are for- bypassing gates like they always have. Then, you could light a cyno and use that to get back to your hidden base between systems.
I doubt that’s what the designers intended when they made this game.
“I want travel to suck. Really suck. I want it to be as tedious as we can make it.”
If it was, they could have done a lot worse! I have some ideas that would REALLY make it tedious! Travel is not tedious right now.
Yeah, I don’t care. I’d still like it. I mean we already have worm holes, Poch, etc… hidden places that are hard to get to. Areas that have gateways that can be closed manually- making the residents safe and isolated. I don’t see how it would be any different
I just tested this nonsense claim. 45 jumps…well I’ll do half of it…
Amarr…318 people
Sarum Prime…26 people
Hama…5 people
Bagodan…9 people
Barira…9 people
Yuhelia…6 people
Hati….5 people
Uadelah….5 people
Esescama….5 people
Odin….4 people ( the only system with 4 or less…up to the half way point )
Ohide….8 people
Sasoutikh…5 people
Mehatoor….17 people
Eredan….6 people
Lisudeh….15 people
Sasta….5 people
Jark…8 people
Odatrik 8 people
Abudban…43 people
Avesber…10 people
Onga….8 people
I’m half way there and only ONE system in 23 jumps had 4 people or less…and not a single system had none. And of course, the rest of the route has Hatakani, Sivala, Uedama, Juunigaishi, Perimeter…all of which regularly have dozens of people.
And this is a far cry from the original claim of meeting ‘no-one’ on the entire route !
I’d like it if all the gates and rifts were interdict-able with varying degrees of success.
The jump gate network should be “the devil’s cat’s cradle” described in the Vorkosigan ‘sci-fi’ series of books where holding both sides of a gate with maybe a structure and fleet actually means something.
I want diplomacy, negotiation and tolls and the ability to self-destruct in perfect timing at gate or rift to really ****-up whatever’s following.
I want these things because the only real challenge in this world are the people willing to put in the effort to make it interesting and take the abuse that follows on from it.
EVE has never had enough players to decently populate every system. Ever. Even at its absolute peak of 65k players, that is only enough players for there to be 8 in each system….