
LegendaryFrog
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.05.16 13:39:00 -
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Edited by: LegendaryFrog on 16/05/2011 13:44:03 Edited by: LegendaryFrog on 16/05/2011 13:41:20 There is nothing wrong with these changes. They help to make EvE a more user-friendly place (by avoiding the issue where a mission runner must look something up on an external webpage in order to understand game content)
That said, as other people have pointed out, it does further highlight the issues with some of the recent 0.0 changes, and the risk/reward balance as a whole.
Leaving out broken tech moon income (which is an alliance level asset, and rarely even reaches the pockets of most 0.0 citizens), ISK making efforts in 0.0 and low-sec space often resemble the same efforts in hi-sec. Missions are comparable to sanctum running and ratting, and activities like PI and Incursions are available across all of these security boundaries.
PI and Incursions are both things that are generally considered to be properly scaled (PI is less profitable in hi-sec than 0.0, incursions favor low-sec which frankly needed the support). However, what is very likely the most often utilized isk-making activity... npc hunting (whether through missions, sanctums, complexes, or belt ratting) does not have the same level of risk/reward balance.
For performing roughly the same activity, the reward for 0.0 citizens should be substantially (not trivially) higher than the reward for the same activity in hi-sec. This is to reflect the greatly increased risk (no concord protection) and effort involved in simply living in 0.0 (The need to fight in wars to capture and defend sov, the logistical effort to build up the infrastructure for months).
Recent hits to average 0.0 citizen life (the anomaly nerf, while not bad in its intention to diversify 0.0 space, was the most egregious of the nerfs to everyday profitability for 0.0 people, and with the decrease in scan time to 10 seconds, there is more risk to go along with the lower reward ) when combined with buffs to high-sec isk making further skew the risk/reward balance in the wrong direction. The potential for vast wealth should be one of the elements that drives the desire to risk the move from high-sec safety to 0.0, in addition to the promise of PvP excitement (0.0 needs its industrialists as much as it needs PvPers)
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