
Daisuke Aoki
Gallente Independent Coalition
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Posted - 2010.07.30 08:14:00 -
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Edited by: Daisuke Aoki on 30/07/2010 08:15:28
Originally by: Bremmenn I have read that 80% of the playerbase lives in highsec? -this would seem to indicate most players find nullsec to hard to survive in or perhaps do not have the time to invest in going there. Either way i respect the lowsecs players who wish to pvp but at the same time respect the highsec people who do not wish to engage in that playstyle.
If a new player has half a brain and can read basic English and follow clear directions, there's not a whole lot they have to put up with or struggle with just as they're starting out. I remember reading myself that CCP frowns on people camping/can-flipping/etc in starter systems, which even makes the risk of being "griefed" less. If that's too hard for a new player, than Eve isn't for them, I think that's perhaps an effective filter against morons, to be honest.
You're making a false dichotomy between "lowsecs" people and "highsec" players, that being that you're assuming low-sec is strictly for PvP and highsec is strictly for "safe" PvE activities (carebearing).
Eve isn't a one-or-the-other game, and PvP isn't designed to be optional in this game. Whether it's actual combat or it's market PvP or competing for other resources, this game is *designed* to be cutthroat, a world with limited resources. In a similar sense PvE isn't really optional either, and even players who would never run a mission or want to interact with an NPC are still affected by the game's environment, not to mention a sizable chunk of otherwise PvP-focused players in nullsec make an income by killing NPCs (ratting).
I know a common argument is that more "cutthroat" players seem to be just being plain mean to innocent highsec-dwelling mission runners and such, but it's part of the game. Highsec isn't safe, it's *safer* - CONCORD doesn't provide protection, it provides consequences. Even in highsec with all of the game mechanics to discourage griefing, players are expected to defend themselves (for example, this is why you have the option to shoot someone for looting one of your own wrecks or jetcans - or not, if you so please.) Highsec players getting baited into this is a common tactic by the so-called evil "lowsecs" people. It's not a problem - either you learn not to shoot back and allow the flipper to abscond with your loot/resources, or you learn to defend yourself. It's one of the few elements of risk present in highsec space.
Eve is heavily based around risk vs. reward. If CCP decided to change game mechanics to completely eliminate the threat to highsec players from canflipping/looting, or even wardecs, it wouldn't be unreasonable (and in fact, I think this is the fair thing to do under such a circumstance) to drastically reduce the value of highsec resources and ISK sources such as mission rewards, to reflect its near-absolute safety in this hypothetical case.
People who say PvE players should be insulated from PvP with greater protections or even a separate shard are completely missing the point of Eve. They also puzzle me, as if all you wish to do in a game is to interact with an NPC in complete safety and be bothered by nobody and just get new loot and items, why are you playing a MASSIVELY MULTIPLAYER game, rather than a single-player one where you can be left alone?
Such a proposal goes against the essence of Eve and I think even if only "20%" (not sure if that figure is right) of players are in "lowsecs" (yes, that typo was very funny to me, I'm going to keep sarcastically quoting it) or 0.0, even most highsec dwellers would be against a separate or more insulated PvE environment/shard.
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