What is Causing EVE to Die?

Too late and there’s nothing you can do about it. :wink:

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Try running various types of missions in High Sec. If you see scan probes on the Overview, be certain the gankers are in a station close-by waiting for the probe ship to track your location down.

Set all of the known ganker corps, such as Safety, which is ran by Akio Danuj to -10 status. When the local channel fills up with red -10’s warp and dock at a station and wait until they leave.

No, please, don’t do it.

Very cool stuff.

Like I said, the last part is the attitude people take. You can have the dying game, you win! But if someones asks why it’s dying, all I see is a bunch of peope desperate to ignore the people who have left, that seems… well, counter-intuitive.

As for your strawman, I don’t want ‘god mode’, I want to engage in combat when I am ready for it, or actively engaging in an activity that should warrant it. Merely existing in space is the current bar, whether in hi/lo-null/wh space, and with few rewarding activities that won’t prompt some kind of danger. Sure, some people think that’s how it should be, but that lack of ability to just exist causes people to lose things, log off, and not log back on.

I don’t think this at all. Like I said, the irony of my position is that in a WH you take the rough with the smooth. I had no problem with people attacking my POS. All I said was it would be good if there was some kind of alert to avoid a scenario where not logging in for 5 days loses you everything without ever knowing. I then used the fact I lost a lot of what I’d built to illustrate that when that happens - particularly at lower levels when the game can feel weighted against you, arcane, and intimidating - you run the risk of the person saying ‘nah, I can’t be bothered’.

And ultimately the game is poorer for not having enough casual players.

Anyway, as with the first response, as always, it seems like a lot of strawman arguments and ignoring the general thrust of my point, which is that people don’t all log into EVE to play under constant threat of death. People log in to do many things that ultimately are good for the game by virtue of the activity and retention of players. They leave because they are told that they must accept the risk of death every time they undock, by players with more resources, skill, and knowledge than them.

Yeah, I lived in a WH for years, I know the drill. But tell this to a first time player running hisec missions trying to feel like they’re making progress, being ganked by a bunch of guys who have already mastered the game, destroying all of the new player’s progress for no real advantage except for something to do. Sure it’s good practice, but this should really only apply in low sec and below.

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You not gonna get your mission boat ganked in high sec unless it is pimped out or a stupidly expensive ship.

The first time player was using mummys credit card …deserves what they get.

Don’t fly what you can’t afford to lose…deserves what they get.

This is entirely your fault as you knew it could be attacked at any time. It was your responsibility to log in every day to check on it. You then quit and blame CCP for your failure.

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By definition every game has an ‘ageing player base’ as people get older every day. But it is wrong to assume that it is like a conveyor belt with young people joining at one end and becoming senile at the other end.

It tends to be assumed that the older people in Eve are those who have simply been in the game a long time and were much younger when they started Eve. But I have found from discussions in corp chat, and from my own experience, that in many cases people start Eve when they are already old.

Not Zaera, she is 16 and has been for the last 300 years.

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Which is why my 4b Vindicator (fit and hull) sits on a shelf!

In the book, she was 5 years old. In the movie, played by Kirsten Dunst as pictured above, she was 10 years old (Actress was 11). In the series, she’s 14 years old. I’m sure she’ll be 25 if they decide to redo it again. They seem to keep wanting to age her.

disclaimer- I am not correcting you- just adding in some useless information :slight_smile:

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Supposedly it is a great mining ship - chuck on some mining lasers and give it a bash.

I heard that was a thing in the past. I’m sorry I missed it. That would have been an extremely funny sight!

I’ve had many ‘nah…I can’t be bothered’ instances in Eve…and come close to leaving. I just don’t think any instance could happen that would make it permanent. The lure of progressing so far always outweighs the setbacks.

That is how it should be, and has always been. I wouldn’t want to play Eve if it was not like that. The danger everywhere is the very thing that makes Eve exciting. Far more people ( including myself ) would leave Eve if CCP introduced ‘safe’ areas or ’ consensual PvP’ than leave due to the danger everywhere.

I was ganked in highsec just a few weeks after starting Eve. And gate camped by the same corp a week later. Three years later I was in a fleet and blapped the very person ( still in the same corp ) who had ganked me way back. Revenge…the best motivator of all.

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Did you miss the part where my first child was born the day of the first attack? I think I had maybe failed to login once for that long in 2 years prior.

Again, the answer to this whole question effectively comes down to listening to people who do not have any interest in the wider game’s success, and resent new players being allowed the freedom and ability to develop their skills and knowledge to match that of the veteran playerbase.

Eve is dying because of the repeated benefits given to large groups while doing little or nothing to support solo or small group play. This suppresses the lower end of the spectrum and you end up with an age-heavy large alliance trending distribution of players that do little to increase eve subscriptions.

CCP does everything it can to impart benefits to large alliances holding sov space; the very group that needs them the least.

Eve could have a re-awakening if they would follow a policy that provides REAL and substantial benefits to the individual, or very small group. This is the philosophy difference that has slowly brought eve to it’s lowest. Solutions are so easy. Here are just a few.

. Allow corporations to have sov, and all the benefits and capabilities of sov space.
. Allow super capitals to dock at NPC stations and increase NPC space as a whole.
. Sov costs should rise massively and geometrically with the number of systems you have sov in.

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I find these two quotes interesting as they’re quite contradictory. The obvious conclusion to draw is that you likely would not leave, and that if CCP did make things easier for players to exist and play in a way that suited them with no risk until they consented to it, you would adapt.

That’s good. I can’t help but feel though, that your 3 year wait time for revenge may once again be expecting a little much of the average new player… I mean there’s twitch gaming and then there’s practically comatose. My guy probably saw as many presidents as had interactions with you.

This is not CCP’s fault , this is covered under Murphy’s law 1.3.3.3.(b)

What benefits exactly? Specifically? I’ve heard people say this a lot, but I’ve never heard what those benefits are.

Agreed. But your statement was that it was my fault, which is equally untrue (albeit with some culpability around 9 months prior…).

Anyway, the thing you are seemingly not grasping is that it was an illustration of how fragile anything built in this game is, and why ultimately even after many years, players choose to walk away rather than build up again. If EVE wants to thrive, it has to find a place in peoples’ lives, not the other way around. The fact I was unable to even set up a reliable alert system (though I did try) to ping me if an attack should happen, meant I could not even just plan ahead.

The onus cannot permanently be on the player to accommodate losses via bad luck, griefing, a steep learning curve, or an unbalanced fight . Or rather, it can, but the game will wither away as it has done, because there is little incentive for those players who want to simply exist, to continue pro-actively investing their ever-more valuable time into a game that doesn’t try to fit around their lives.

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