
Cyan StormForge
Solitude Dynamics
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Posted - 2013.01.21 17:26:00 -
[1] - Quote
I've been playing for 2 years now as a (mostly) solo player and I just wanted to give some of my own insight to the Dev's.
The reason why some of us enjoy a solo play style is simply because there is less hassle. A solo player never has to worry about what time he or she logs on; we don't have to worry about griefers infiltrating our corporations and causing isk/item/member losses, and we are free to make our own choices in the game. And let's face it, some of us are smart enough to realize that some corporation owners out there are only concerned about what their members can do for 'their' bottom line- nothing more.
Because of these things we are well aware of and very comfortable with the idea that it is ultimately up to 'us' to make ends meet. If we lose a ship, it is on 'us', not on someone else's precious little KB where we then have to hear about it for the next several weeks. We may be a bit anti-social for whatever reason/s, but make no mistake; we are definately some of the most driven, motivated, caring, helpful, and resourceful people in the game and it would pay CCP to at least hear us out for a change.
It is my belief that the game mechanics and learning curve of the game are right where they need to be for 'all' new players. But when a person chooses to play solo, it definately becomes more of a challenge to get ahead. In this regard, the game is not broken-it's right where it needs to be. However, where/when there are problems that effect all players in the game, solo players always take the harder hits.
Based on personal experience (as a solo player), the last 4-6 months have been chaotic at best. The nice, quiet & peaceful hisec systems that I have mined, probed, and missioned for almost 2 years have been overrun by an abnormally high number of other players, some of which do nothing more than grief other players. Planetary resources in hisec have become so rare that it almost 'forces us' to buy the mats for our projects, cutting into profits needed to start new projects. Weeks will go by before I see even half an ore belt to mine. There are now 60-80 people mining ice in belts that normally never had more than 30 people in a weekend, and cosmic signatures & mission areas being looted at rates I've never seen before.
So, what are the options a solo player has to get beyond these issues? Well, we could do more missions, but the story lines are broken, they are too repeatitive, and the reward system needs work. We could move to NS, LS, or WH, but to do what? A solo player is very limited in what he or she can do in these areas of space to be productive, short of piracy, ninja mining & PI which arn't exactly safe or all that profitable- especially for the inexperienced. And because of this combination of in-game issues and lack of alternatives, most will eventually choose option 3. Leave the game.
Now, many of the people who have posted here had some really great ideas, but I'd like emphasize some of them and possibly add a few of my own:
1. Make it so that all cosmic signatures, complexes, and mission areas have one 'unique' key card specific to a main entry gate that the player and his fleet must obtain from a boss before advancing further into the dungeon- one that actually works and cannot be obtained from another mission or complex and used by a would be thief. The key vanishes when all rats are destoyed, 'and' the last player leaves the last room of that specific dungeon/area, just like when you turn a mission in to an agent.
2. Create and integrate a few new ores/minerals into current technology or new technology that gives miners something else to go after. Make asteroid/ice belts a more dangerous place to be based on sec level. I personally like the idea that some of these ores/minerals can only be found in another Empire's space, and/or low, null, wh space- thus adding to the confict and forcing more players to explore places they currently stray away from. Make them priceless (no cash value), non-tradeable, extremely rare, and/or very hard to obtain but needed for certain specific equipment.
3. The use of jump gates and WH's could be a very valuable asset to expansion, as one player within these posts has already mentioned. Solo players and small corporations could seek out WH's or dead space pockets, in which to take refuge. Once again, gates can have keys to limit access- maybe the locks can be picked by someone with an Advanced Hacking skill and special module. Not only can these entrances limit the size of the ship that can access the area/s beyond, but why not also limit the number of ships. Simply put, a single pilot or small gang should not have to defend his/her or their home from an endless barrage of enemies. To go on, these WH's and pockets don't have to be rich in resources, rats, or even signatures to support the purpose of giving the little guy a fighting chance.
4. Lastly, re-locate all new players/toons with less than a certain number of days, weeks, months, playing hours, or experience points to a brand new set of systems that I would call a Stellar Nursery- one for each empire's space. This area would be completely segregated from more experienced players- no trade, no isk advances, no ganking, or scamming because there would be no need. Each Empire's Nursery would have their respective schools and training. The rookie ship program, skill books, ammo, implants, ect (all within a limit) would all be freely provided. Ship losses by pvp or ganking would not be recorded on a toons record in this area. Plus nothing tangible could be farmed or collected and then moved to regular space. Upon graduation, the toon is allowed to keep skill and standings points, plugged in level 1 or 2 implants, his rookie gear, certificates, and is alloted a set isk award. He or she then accepts a prompt confirming graduation, and then appears at a specific or random station, relative to their chosen profession, empire, or sec staus. |