I agree that “game servers shut down” = ‘dead’. However most posts are about “EVE is dying” as in losing players and in some cases, game content or options. Although as you say, some population loss is standard for older games.
That said, for many players a ‘dead’ game is one that simply doesn’t have the players, the activity, or the development effort to be interesting anymore. If it’s dropped so far off the radar that it’s not worth playing, that’s equivalent to dead for some.
CCP and their total ignorance and constant search for some magic (NFTs, FPS, Mobile, etc…) bullet to increase revenue…
They make the game, Eve Online, more hostile to players every week. They cater to the same clique groups who have ‘run’ the game for 15 years, and only reinforce the insurmountable gap between the haves and have-nots every single day.
My real job is less tedious than ANYTHING in Eve Online today, and I actually get reward from my real job. Eve just punishes and takes. Reward is the rarest idea in Eve Online today. Events are limited, and if you do have the hours and hours to spend searching for sites, the rewards, if you ever find a site, are hardly above basic Level 4 loot.
Certainly the graphics are the best…but I’ve seen a lot of complaints that the games became increasingly ‘dumbed down’ with each new one. I have Morrowind, and I don’t think people who love Skyrim would enjoy it so much, because it is way more complex a game. Personally I think Oblivion is better than Skyrim…it has a much larger range of spells and weapons. I tend to agree with the ‘dumbed down’ comments.
I have never played any of them but Skyrim so I can’t judge. I might try Oblivion on your recommendation.
That expression doesn’t mean anything to me and I’m tired of reading it frankly. It’s a lazy way to describe something that maybe ought to be different or improved but every time someone uses it I start thinking they’re the ones who are dumb. Although I don’t think you are dumb, far from it. It’s just a lazy expression invented by silly old men who yell at clouds.
As a merc, A solution is absolutely needed. The biggest issue is that the game is old. Many of the vets, as said so eloquently in several responses prior, we’re old dogs used to playing a game as it was made and intended back then. The new generation, as also mentioned proir, wants instant gratification, to buy their way to success, and no loss. It is this that will do the most damage to Eve in the long-run. Eve is at a tipping point where CCP has to try to stay true to the originals AND cater to the new style of players. As we can see, this is completely unsustainable, not a viable way to maintain a games longevity, and will end in alienating both. Eve is a niche game. A game good enough (at a time) to get players to sacrifice their time to it for hours at a time and play it for years. How many other games can and have done the same thing consistently?
Eve has been broken in so many ways since its inception. Wonky mechanics have plagued it since launch, many of which have never been or only partially been addressed. The War system, for example. It was always broken…now it’s just smashed and that hurts a large player base.
The problem is…and I hate to admit it but even the vets cannot deny it, Eve has become boring. Everything that created the content is either broken or has been nerfed. How many countless hours have players spent ship spinning rather than playing? I have seen corps, alliances, and players come and go. Everything always starts strong until boredom sets in. Roams get smaller and fewer until no one is online…then you move on to another corp/alliance…rinse and repeat. This gets old. Let the players create the content and Eve will revive itself.
I see so many posts and complaints about ganking and how it’s become so prevalent. Ganking has always been a thing but there is some truth that there has been an increase. Truth is, the game has become so stale that it’s one of the last bastions of player created content other than null-block monotony and politics. CCP should consider that the game was great to begin with and fix the existing issues as opposed to creating new ones.
I miss the game for what it was. What it is now is stale, boring, and caters to, for lack of a better way to put it, spoiled children. There are many MMO’s out there with the theme park mentality some are looking for. Eve doesn’t have to be, and shouldn’t, be one of them.
The wardec system is made nonsense of by the ability of people to corp swap in an out of war eligible corps. I’d have it so that a person cannot leave a wardeced corp while the war is still on…rather than scurrying back to the safety of some non-wardec corp. This would benefit the game hugely, as it would force players to learn to cope with PvP and gain experience.
The consequences of being wardecced were easy to avoid in the past. You already know about corp-hopping.
But some players simply logged out their wardecced characters and continued playing on alts for the duration of the ‘war’. Those that didn’t have alts took a break from the game and returned when the heat had died down.
You can’t force people to commit to defence unless there is something they deem to be worth defending.
In Highsec, that cannot be territory, since there’s no Sov in Highsec. No one cares about structures, which can be erected and destroyed comparatively easily.
So, what is it that EVE players value? I can only think of two things: wealth and skill points. If the losers of a war suffered a significant hit in either or both of those areas, the torrent of tears would drown us all.
It won’t happen, of course; but any attempt to coerce the indolent into defending something which means little to them, is bound to fail.
You are sort of missing the point. People corp hop even after a structure has been destroyed, because the war still has a cool down period and they want to be able to mine, visit Jita, etc, without bumping into lots of flashing red stars. I’ve only ever once corp swapped out of Wrecking Machine, and my alt in AO13 ( which is permanently war eligible ) stays in that corp too. People can’t moan that wardecs prevent PvP at the same time as they are hopping out of wardec corps at the first opportunity.
Well for people like me instead of only getting 1x the amount they would get 1.5x the amount which is more money and I think businesses like more money.
And tbh even if the option did exist I would prob only do it for 3 months then get used to the idea of having an alt around permanently and upgrade it back to omega to get more training done thinking hey ill drop back down to beta after awhile but get hooked training it.
Like for example this platinum pack I bought it for my main but I don’t see the point buying it for my alt as well because he just is not sustainable long term.
Well, there’s also ships and killmails - people do care about that.
However, they changed wardecs so people can easily keep all their valuable ships outside the wardec, and without anything to kill (aside from a meaningless structure) nobody cares about wardecs either.
Actually, CCP’s own stats show that far too many of them took a break from the game and never returned.
You’re barking up the wrong tree here. Although at least not as wrong as Gloria/Altara’s opinion that if you lock players into wardecs, they’ll somehow learn ways to ‘deal with’ PvP.
The problem literally stems from EVE’s “overwhelming force wins all” setup. EVE PvP is lossy - any PvP that results in destruction constitutes a loss of value to one or more players. Since by far the majority of MMORPG players don’t play games to experience loss, they typically respond in only a few ways.
A few determined players learn how to manage their risks vs. rewards, and continue to play while taking (hopefully) fewer losses. PvP-oriented players typically resort to managing their risk by only taking on engagements they’re highly likely to win (which only makes sense, if somewhat cowardly/unsporting). Most players who get faced with PvP they neither desire nor have any significant chance to prevail in (because if the combat wasn’t highly in favor of the attacker, the attacker wouldn’t initiate) simply refuse to participate. And too often, that means leaving the game.
Attackers generally only attack when the odds are highly in their favor and they stand to gain something. Even if it’s only another tick on their killboard. That’s rational gameplay. And defenders who stand to lose something and gain nothing will refuse to engage in PvP, because there’s nothing in it for them. That is also rational. The only winning move (for them) is not to play.
Over time, EVE consistently weeds out the people who don’t want to be a PvP target, and consistently channels PvP-oriented people into stronger groups and higher-chance-of-winning engagements.
Essentially EVE is inbreeding its’ player base into one where the basic foundations of EVE PvP no longer function.