|Posted - 2011.08.04 12:47:00 -
I see a lot of positive responses from people hoping things will get fixed, but such a list of general ideas makes it hard to visualise how it will affect gameplay. I see plenty of things that can go wrong. Sadly I am one of those people who's afraid you'll mess up ... again.
Let me be clear that my response is from a highsec carebear point of view. I want to go to 0.0, but it's just so much easier to make lots of isk in highsec. 0.0 is just not worthwile.
*Nullsec as THE land of opportunity and adventure
Sorry, but that only works in the ideal situation that nullsec is accessible for every player in Eve, which currently it is not. Until that time you must cater for all players or they will leave.
*... players can ... exercise power over other players
Sorry, but I don't see any need for this. Renter alliances are bad. Those alliances should be able to get a place of their own. Broken mechanics force them into a position where they make a powerfull block even more powerfull.
*Keep a carefull eye on economic balance
The economic link between nullsec and other areas of the game implies that you cannot look at nullsec without keeping an eye on other parts of the game. You may be able to solve some of the nullsec problems by changing some of the general game mechanics or making changes to other parts of the game. I fear a tunnel vision.
* sov warfare
(My opinion is mainly a repeat of what has already been said in other words.)
Obtaining sov should not be another tedious thing to do. This can be accomplished if sov is more an indicator of effective control (activity) in a system rather than a seperate feature that requires special effort. Just doing the things people do in areas they effectively control (missioning, mining, camping station/gates) should automaticly (help to) give you sov.
To make it less tedious to take over stationary structures, sov could then also affect how much time/effort is required to take them over. Once you have chased off the enemy (for a period of time), you can easily take/destroy their structures.
* doing something just "because it would be cool/neat/awesome" is always a bad idea and will come back to bite you later
I would like to add Incarna to the list of failed ideas. Exactly one of those "awesome idea"s that doesn't fix "an actual problem" or "has a clear, functional and necessary goal".
I think we should add another lesson learned. The recent nerf to nullsec was a failure that resulted in people leaving nullsec. If you nerf peoples income in nullsec, they will go elsewhere. If you nerf highsec income, that could make people try their luck in nullsec.