Kinis Deren wrote:
Don't get me wrong, I'm all for risk vs. reward balance (which applies to all sec) and tackling the dangers of runaway inflation. However I don't support players calling for the nerf bat to be swung against another group just because of their playstyle, where they decide to live or which corp/alliance they belong to.
I don't hate High Sec players, I think they are vital to support my playstyle. I think a galaxy where it's all essentially Null Sec would be fascinating. It would make for a rubbish game though.
I also think High Sec players (as a community) should have as little or as much risk of losing their ship as they want, however income should be in line with this.
If you support risk vs reward balance, you have two options to look at the current situation:
- High Sec is fine, Null has too much risk for its level of reward
- Null is fine, High Sec has too much reward for its level of risk
Now let's move onto the next part of the problem. How do you fix this balance? Again you have two choices:
- Increased/Decrease risk
- Increase/Decrease reward
Now if I'm honest most people would agree that Null/High are in "OK" places regarding risk vs reward. Despite wailing and nashing of teeth the mining barge buff hasn't caused the end of the world. Miner bumping is a hilarious and totally EVE like response to the buff and freighter ganking people carrying daft amounts of isk without and escort is the new in thing.
So if we agree that both High and Null have the correct amount of isk that only leaves reward. So you're left with two options depending on your answer to the first point:
- Increase reward in Null
- Decrease reward in High Sec
The consequences of increasing rewards in null are higher prices, high inflation meaning that high sec players have to work harder to earn money ANYWAY. The only way to earn more money would be to move to Null.
The consequences of a decrease in High Sec income is that high sec players would have to work harder to buy the same things as they do now.
As you can see, the end result will always be the same.
So, with this in mind, are there any other advantages?
Yes, nerfing High rather then buffing null helps avoid power creep. As say the buff to null is too good, what then? Well you can't nerf null, as you wouldn't nerf high. So instead you buff high. And thus the cycle continues.
At least this way if High Sec income gets nerfed and it's too much, CCP can either then buff high income or nerf null.
It's all about setting a base line. Your argument is flawed, if you actually cared about risk vs reward you'd come to the logical conclusion that nerfing high sec income is the best option.
I haven't mentioned Low here as thats a whole host of other problems.