  
          Xorv 
          Questionable Acquisitions
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        Posted - 2011.10.24 04:16:00 -
          [1] - Quote 
          
           
          Adelphie wrote:[...]So my question to non-null sec players - What keeps you out of null, and what features would you like to see which might entice you to venture out here?[...]   
  I don't think that Sovereignty Null Sec can really be changed to entice many high sec dwellers to move there without changing it in a way that would be detrimental to those that do like to play in that environment. It's the casualness or "do things on my terms" and propensity to play solo or in small groups that characterize many High Sec players that put them at odds with Null Sec realities. Certainly removal of Local Chat intel would be a boost to those not adverse to PvP to venture into Null Sec, but live there is another matter, since with current Sov mechanics that's not really possible without joining a very large structured player Alliance.
  * So what keeps me out of Sov Null Sec is having to be part of a large player organization and playing on others' terms for causes I couldn't care less about, nothing is going to change that. I've done it, first time I played EVE, and hated it. Get rid of Local and I might visit, but I'll never live there.
  NPC Null Sec is another matter, I spent about half my time out there on my last venture in this game (just came back), and I did ok there as a solo player. But in terms of risk and efficiency in making ISK which is what a lot of people base things off, my move to NPC Null Sec would not be considered time well spent. But I didn't go there just for ISK, I went there for the challenge, the excitement of navigating the risks, and to try and be involved in the story by working for a Pirate Faction. Well the results were it was a bit of a challenge and it was more exciting than High Sec, but I didn't feel rewarded for it in terms of game mechanics, and running missions and building up standing with the local Pirates is completely meaningless..well aside that I'm punished in not being able to hunt local RATs without wrecking my standings.
  * What would get me to stay out in NPC Null Sec would be to make it more rewarding compared to High Sec (without making it another must group activity) and most critically make aligning with Local Pirate Factions and building up standings really mean something (and having negative standings have consequences). Make it feel like a home and make it feel like your part of back story of EVE.
  I really think NPC Null Sec is key to getting more people from the rest of space involved, by making living there about relations with the local NPCs not player Sovereignty, then it needs to be profitable enough compared to High Sec to attract more than combat PvP types and die hard RPers. Create more pockets of NPC Nullsec held by various NPC factions not just Pirates and see if communities begin to thrive out there. If they do it should add to trade and smaller scale PvP for the whole of Null Sec.
  High Sec PvE needs to be nerfed, again and again, and again! Sorry, but I really believe this. There should be areas of safe space to trade and do some sorts of industry and for raw newbies. However, in a Sandbox like this there should never be a safe place that is also competitive in comparison to the more dangerous space, it shouldn't even be close. Most mining shouldn't happen in High Sec, and if it does it should be heavily taxed by controlling Empires and Concord somehow, it's their space and their resources that keep it "relatively" safe. Missions are even worse, there should be no even moderately lucrative PvE combat missions that don't involve conflict with other players. So aside from FW, higher level missions should be in Low Sec and NPC Null Sec only. Either that or really make FW impact all players not just those that signed up for it and bring back Wardecs as they were pre Privateers.
  At it's very core what's wrong with EVE is the risk vs reward balance, pretty much everyone is very risk adverse, so raise the rewards for taking risks and heavily reduce for situations that result in near 100% safety. Make the risks look manageable if not avoidable. And don't create mechanics where the solution is always just to get more players, more alts, or a bigger ship. More Isk Faucets from PvP, much less from PvE. More variable outcomes in game play that involve actual player involvement in determining outcomes, ie adjusting Local Chat Intel to an enhanced scanner system, Null Sec gate camping (which is called zone camping in other games) is pretty weak game play too, I'd like to that turned into something better for all involved as well. |