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Karle Tabot
State War Academy Caldari State
48
|
Posted - 2014.02.16 04:27:00 -
[1] - Quote
I suggest that if CCP were to simply significantly increase the number of low and null sec systems, as well as the number of routes to such systems, that it would do more to increase the number of players, the amount of their activity and the opportunities for players in low and null sec, than anything it has done in a very long time. |

Bertrand Butler
Cras es Noster
190
|
Posted - 2014.02.16 04:31:00 -
[2] - Quote
Yep, its not like low and null have a low player density or sth right now.. |

Varius Xeral
Galactic Trade Syndicate
2224
|
Posted - 2014.02.16 04:43:00 -
[3] - Quote
low and null (and perhaps WHs too) player densities are problematically low
you have no clue what youre talking about, so stop talking Official Representative of The Nullsec Zealot Cabal |

ACE McFACE
The Scope Gallente Federation
1751
|
Posted - 2014.02.16 04:59:00 -
[4] - Quote
You can build it, but that doesn't mean they'll come You should be notified if someone quotes your post so you can continue the argument! |

Karle Tabot
State War Academy Caldari State
48
|
Posted - 2014.02.16 05:08:00 -
[5] - Quote
I do not have your experience in this game Varius Xeral, but that should not keep someone from contributing.
Your and the previous poster's point is that the player density is and has been low in low and null sec. I do not disagree. But how long has this game been out, how long has that been the case, and how long has there been a goal to change that? Maybe some new way of thinking is in order?
It seems that if risk versus reward considerations are the key, and I think they are, that efforts towards increasing the reward alone have not worked. If you were to have an increase in systems and an increase in the routes to and through those systems, it would be more difficult to control the lawless areas, and more difficult to gate camp enough of the entry points to discourage players from venturing into those areas. It would seem that it would open up greatly more opportunities for new, small to medium and not yet established territory groups, as well as for explorers, and anyone seeking to enjoy the isk rewards of those areas.
So providing more space and more routes to it would both reduce the risk, without changing the mechanics or rules, and increase the reward in the form of more opportunities in all that low and null have to offer.
I am not sure you would not still be right about the density, but is density the prime element here? Or is it the number of players and the amount of their activity? |

Unsuccessful At Everything
The Troll Bridge
10282
|
Posted - 2014.02.16 05:20:00 -
[6] - Quote
If you build it.... Goons will take it... and renters will come.
Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Varius Xeral
Galactic Trade Syndicate
2225
|
Posted - 2014.02.16 05:29:00 -
[7] - Quote
Maybe if we all had purple space ponies...
Stop posting. Official Representative of The Nullsec Zealot Cabal |

Infinity Ziona
Cloakers
1694
|
Posted - 2014.02.16 06:44:00 -
[8] - Quote
Karle Tabot wrote:I suggest that if CCP were to simply significantly increase the number of low and null sec systems, as well as the number of routes to such systems, that it would do more to increase the number of players, the amount of their activity and the opportunities for players in low and null sec, than anything it has done in a very long time. How long does it take you to get from your driveway to the end of your back yard?, assuming you don't live in a flat. Thats about how big a solar system is in EVE.
This is why players don't go to low and null as much because the systems are so small. Players balance up (1) the odds of being killed (2) the probable profit vs high sec if they're not killed (3) the loss if they are killed.
In a game where you can be probed down in less time than it takes to do what I asked you, to go from your driveway to your rear yard, the probability of being killed and the loss far outweigh any profits.
Rather than more systems and more entries, what I think would help would be 1) spawning around gate range increased to match new tackle methods (bubbles, dictors, recons, inties) 2) taking existing systems and utilizing their existing space to make them more like solar system size and less the size of your house.
Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

Herzog Wolfhammer
Sigma Special Tactics Group
4328
|
Posted - 2014.02.16 06:54:00 -
[9] - Quote
Infinity Ziona wrote:Karle Tabot wrote:I suggest that if CCP were to simply significantly increase the number of low and null sec systems, as well as the number of routes to such systems, that it would do more to increase the number of players, the amount of their activity and the opportunities for players in low and null sec, than anything it has done in a very long time. How long does it take you to get from your driveway to the end of your back yard?, assuming you don't live in a flat. Thats about how big a solar system is in EVE. This is why players don't go to low and null as much because the systems are so small. Players balance up (1) the odds of being killed (2) the probable profit vs high sec if they're not killed (3) the loss if they are killed. In a game where you can be probed down in less time than it takes to do what I asked you, to go from your driveway to your rear yard, the probability of being killed and the loss far outweigh any profits. Rather than more systems and more entries, what I think would help would be 1) spawning around gate range increased to match new tackle methods (bubbles, dictors, recons, inties) 2) taking existing systems and utilizing their existing space to make them more like solar system size and less the size of your house.
Looks like we need.... DEEEP Space!
Bring back DEEEEP Space! |

Cheng Musana
Purple Space Ponys AAA Citizens
56
|
Posted - 2014.02.16 07:24:00 -
[10] - Quote
Player desnitiy in nullsec is really low. You can do alot of jumps without encountering anybody after you got past the bottleneck systems. Even if we would get new space whats the point? People who want to stay in highsec will stay in highsec. |

Arkady Romanov
GoonWaffe Goonswarm Federation
104
|
Posted - 2014.02.16 07:49:00 -
[11] - Quote
I can go from VFK in Deklein to FD- in Syndicate and see perhaps half a dozen players along the way. Perhaps one of those might be non-blue to me. We do not need more space, we need more reasons for people to actually be in that space, using it.
Ideally fixes to make Null more desirable to live in (not just daytrip to) without it becoming a dangerous isk faucet. This won't draw the hardcore highseccers there, but it might at least get all the null players off their hisec alts and back "home." Hopefully it would encourage others who hadn't considered null before to give it a try as well.
Revitalization of null industry to make it actually desirable to mine and manufacture there is also desperately needed. It is a sucking chest wound that has been ignored for way too long. Adding slots to null outposts is welcome, but isn't sufficient and doesn't address the fundamental problem that the cost/benefit of manufacturing in null doesn't add up.
At the moment, the only reason to hold space in SOV null is for the ****-waving opportunities. |

Rumtin
Imperium Technologies Get Off My Lawn
58
|
Posted - 2014.02.16 09:27:00 -
[12] - Quote
Arkady Romanov wrote:I can go from VFK in Deklein to FD- in Syndicate and see perhaps half a dozen players along the way. Perhaps one of those might be non-blue to me. We do not need more space, we need more reasons for people to actually be in that space, using it.
Ideally fixes to make Null more desirable to live in (not just daytrip to) without it becoming a dangerous isk faucet. This won't draw the hardcore highseccers there, but it might at least get all the null players off their hisec alts and back "home." Hopefully it would encourage others who hadn't considered null before to give it a try as well.
Revitalization of null industry to make it actually desirable to mine and manufacture there is also desperately needed. It is a sucking chest wound that has been ignored for way too long. Adding slots to null outposts is welcome, but isn't sufficient and doesn't address the fundamental problem that the cost/benefit of manufacturing in null doesn't add up.
At the moment, the only reason to hold space in SOV null is for the ****-waving opportunities.
Couldn't have said it better myself.
To add some things though, they need to stop nerffing null sec. The last time I saw any figures on population percentages, they (CCP) claimed that about 32% of the player base was in 0.0, while only 7% was in Low sec. I totally agree with the risk vs reward and believe the best way to encourage more players to get out of High sec is to give them significant reason to leave High sec by making sure that the amount of potential profit to be made is increased dramatically with the increase in danger towards the pilot. I don't feel that the current profit margins in Low/Null sec do enough to accomplish this. However, if it did, I do believe that not only would more pilots go to Low/Null, but those many empty dead systems would start to see life (other than just the average commuter).
IMHO High sec should be space for the new players who are still training up skills and building inital capital, enough for them to be able to come out to Low/Null, but high sec shouldn't be a place for older vets. Although there shouldn't be anything equivalent to what other games enforce, like a level cap or something. Its just if the pilot wants to start making serious isk, they need to leave high sec.
I know others will disagree with what I've said, and I understand its not a permanent fix, but ill still be one to advocate for Nerfing high sec into the ground.
~Rumtin |

Your Dad Naked
State War Academy Caldari State
98
|
Posted - 2014.02.16 09:29:00 -
[13] - Quote
Low-sec needs to become safer. In it's current state PVE'ers see no reason to go there for PVE. As a result low-sec population is basically small-scale PVPers, people transporting stuff into hi/null, and FW PLEXers.
I would suggest bringing CONCORD into low-sec, with two key points: 1) Response time scales down much like in hi-sec; 0.4 might have a 25-30 second response time, where as 0.1 would be closer to a minute. Numbers can be debated, perhaps response times could be a bit longer or scale further. 2) CONCORD does not automatically blow up your ship. They are insanely strong and virtually impossible to kill, but if you warp out before they get you (or scram you) you're safe. They will chase you, but will leave you alone in certain areas; starbase, PVE complex, etc.
Without such a change people simply won't flock their for anything besides the 3 things mentioned at first. |

Moneta Curran
Lunar Industries Ltd
276
|
Posted - 2014.02.16 09:36:00 -
[14] - Quote
Your Dad Naked wrote:Low-sec needs to become safer. In it's current state PVE'ers see no reason to go there for PVE. As a result low-sec population is basically small-scale PVPers, people transporting stuff into hi/null, and FW PLEXers.
I would suggest bringing CONCORD into low-sec, with two key points: 1) Response time scales down much like in hi-sec; 0.4 might have a 25-30 second response time, where as 0.1 would be closer to a minute. Numbers can be debated, perhaps response times could be a bit longer or scale further. 2) CONCORD does not automatically blow up your ship. They are insanely strong and virtually impossible to kill, but if you warp out before they get you (or scram you) you're safe. They will chase you, but will leave you alone in certain areas; starbase, PVE complex, etc.
Without such a change people simply won't flock their for anything besides the 3 things mentioned at first.
Just no. Stick to high sec, you *****.. don't try to ruin the game for everyone who actually has a pair.
|

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
751
|
Posted - 2014.02.16 09:46:00 -
[15] - Quote
When I was trying to compare things a while back, Vale of the Silent ( a region of 100 systems), typically had less than 1 person per system logged on, and less people in total than Osmon. Osmon and the surrounding systems (all people working the same agent), typically has twice as many people logged on, as a relatively large nullsec region.
ie it was pretty easy to find times where the region had 70 people, and Osmons constellation had 300.
|

Arkady Romanov
GoonWaffe Goonswarm Federation
105
|
Posted - 2014.02.16 09:50:00 -
[16] - Quote
Tauranon wrote:When I was trying to compare things a while back, Vale of the Silent ( a region of 100 systems), typically had less than 1 person per system logged on, and less people in total than Osmon. Osmon and the surrounding systems (all people working the same agent), typically has twice as many people logged on, as a relatively large nullsec region.
ie it was pretty easy to find times where the region had 70 people, and Osmons constellation had 300.
I would really really really like to see some statistics of how many hisec mission runners are actually nullsec player's mission running alts. |

Nevyn Auscent
Broke Sauce
1093
|
Posted - 2014.02.16 09:53:00 -
[17] - Quote
Arkady Romanov wrote:I can go from VFK in Deklein to FD- in Syndicate and see perhaps half a dozen players along the way. Perhaps one of those might be non-blue to me. We do not need more space, we need more reasons for people to actually be in that space, using it.
Ideally fixes to make Null more desirable to live in (not just daytrip to) without it becoming a dangerous isk faucet. This won't draw the hardcore highseccers there, but it might at least get all the null players off their hisec alts and back "home." Hopefully it would encourage others who hadn't considered null before to give it a try as well.
Revitalization of null industry to make it actually desirable to mine and manufacture there is also desperately needed. It is a sucking chest wound that has been ignored for way too long. Adding slots to null outposts is welcome, but isn't sufficient and doesn't address the fundamental problem that the cost/benefit of manufacturing in null doesn't add up.
At the moment, the only reason to hold space in SOV null is for the ****-waving opportunities. Cost of manufacturing in Null is already lower than cost in high. All the claims otherwise are pure propaganda by the nerf highsec crowd. It is desirable to mine in Null also. With the recent ore changes Null ore will always be more valuable than high sec ore. Even before you account for the larger boosts in Null possible.
What does need to happen in Null, is a significant increase (Probably talking at least a factor of 10) in the number of players an individual system can support at once. Right now (And I believe the numbers on this based on my own experience.) most Null systems can perhaps support 2 players at once making income. The best might get up to 4 or 5 at once.
Obviously you can have any number of miners with mining anoms, but mining is not really a 'support' mechanism while it is such low value relative to the cost of ships (& always will stay that way unless an individual ship can mine more, or a ship requires less to build).
What should be happening is the ability to have 20-30 players using a system at the same time for Anomolies, Ratting, Sigs, etc. This then starts to provide a real density which makes it worth both hunting players, and defending the systems actively, rather than only caring about the sov strong points for defence. |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
752
|
Posted - 2014.02.16 10:56:00 -
[18] - Quote
Nevyn Auscent wrote:
What does need to happen in Null, is a significant increase (Probably talking at least a factor of 10) in the number of players an individual system can support at once. Right now (And I believe the numbers on this based on my own experience.) most Null systems can perhaps support 2 players at once making income. The best might get up to 4 or 5 at once.
No, that is exactly what null doesn't need. That would allow the existing population to completely draw apart into little fortresses with 50 dead systems between them.
I've already pointed out that at most times of the day a "busy' region with renters and sov holders has a population of 70 - 100 online people. |

Bloodmyst Ranwar
The Drunken Empire Fatal Ascension
29
|
Posted - 2014.02.16 11:11:00 -
[19] - Quote
I wouldn't say that we need more nullsec. I think we have plenty of null sec, however changes need to be made to try and entice more pilots to venture out there (who are not apart of the large alliances).
However, I wouldn't mind seeing another low sec region like Genesis (non-factional warfare), that shares the same traits as Great Wildlands, in respect to the amount of systems that have stations.
Generally speaking though, I don't think we need more space... just more reasons for the smaller gangs/solo pilots to venture into low/null sec. |

Victor Andall
Complexes and Abaddons
107
|
Posted - 2014.02.16 12:25:00 -
[20] - Quote
Arkady Romanov wrote:I can go from VFK in Deklein to FD- in Syndicate and see perhaps half a dozen players along the way. Perhaps one of those might be non-blue to me. We do not need more space, we need more reasons for people to actually be in that space, using it.
Ideally fixes to make Null more desirable to live in (not just daytrip to) without it becoming a dangerous isk faucet. This won't draw the hardcore highseccers there, but it might at least get all the null players off their hisec alts and back "home." Hopefully it would encourage others who hadn't considered null before to give it a try as well.
Revitalization of null industry to make it actually desirable to mine and manufacture there is also desperately needed. It is a sucking chest wound that has been ignored for way too long. Adding slots to null outposts is welcome, but isn't sufficient and doesn't address the fundamental problem that the cost/benefit of manufacturing in null doesn't add up.
At the moment, the only reason to hold space in SOV null is for the ****-waving opportunities.
Then came that day when I agreed with one of the Goonswarm.
As a filthy highsec pubbie I can state the following:
There's rarely any reason for me to go to low aside from every now and then when I feel like doing some frigate PVP. Never even went to null. The only time I'm planning on actually going to null is when I train for a covops frigate to run data and relic sites in relative safety.
I run a trader alt so that guy's obviously always docked in a highsec station.
I also run a miner alt and going to low is just suicide for one of those.
So I guess I'm actually advocating the nerf of highsec?
Then players would be forced to go to low and null. Players would have to interact with other players and get escorts. EVE becomes more organic. It becomes more of a social game instead of solo carebears like myself running around in highsec. I just undocked for the first time and someone challenged me to a duel. Wat do?
http://andallcombat.wordpress.com/current-tournament/ |

Angelica Dreamstar
Epic Boo Bees
509
|
Posted - 2014.02.16 12:28:00 -
[21] - Quote
*sighs*
First, page two! EVE ONLINE: The universe is ours!- Join the Epic Boo Bees! (RP,PvE/PvP,wardecs,new players!)You are at it from day 0! |

Karle Tabot
State War Academy Caldari State
48
|
Posted - 2014.02.16 12:33:00 -
[22] - Quote
Herzog Wolfhammer wrote:Infinity Ziona wrote:Karle Tabot wrote:I suggest that if CCP were to simply significantly increase the number of low and null sec systems, as well as the number of routes to such systems, that it would do more to increase the number of players, the amount of their activity and the opportunities for players in low and null sec, than anything it has done in a very long time. How long does it take you to get from your driveway to the end of your back yard?, assuming you don't live in a flat. Thats about how big a solar system is in EVE. This is why players don't go to low and null as much because the systems are so small. Players balance up (1) the odds of being killed (2) the probable profit vs high sec if they're not killed (3) the loss if they are killed. In a game where you can be probed down in less time than it takes to do what I asked you, to go from your driveway to your rear yard, the probability of being killed and the loss far outweigh any profits. Rather than more systems and more entries, what I think would help would be 1) spawning around gate range increased to match new tackle methods (bubbles, dictors, recons, inties) 2) taking existing systems and utilizing their existing space to make them more like solar system size and less the size of your house. Looks like we need.... DEEEP Space!
I had not seen your thread DEEEP Space before, but you speak to and expand upon much the same as what I have tried to mention here.
IMO we are too subject to "bottle-necking" and to being tracked & monitored and controlled by the present structure. Related to this is having local for all these systems, which is essentially CCP providing the monitoring and tracking. '
I guess to some it is a surprise that in lawless space where there is so much risk, being trapped in a small cage and with limited entrances and exits, and CCP provided automatic monitoring and tracking, there is not more activity and risk taking to get the riches, etc. of low and null sec.
In a nutshell, the negative effect of risk has been underestimated, and the positive effect of reward has been over-estimated.
The present status quo is not workin |

Arkady Romanov
GoonWaffe Goonswarm Federation
107
|
Posted - 2014.02.16 12:33:00 -
[23] - Quote
Victor Andall wrote:Arkady Romanov wrote:I can go from VFK in Deklein to FD- in Syndicate and see perhaps half a dozen players along the way. Perhaps one of those might be non-blue to me. We do not need more space, we need more reasons for people to actually be in that space, using it.
Ideally fixes to make Null more desirable to live in (not just daytrip to) without it becoming a dangerous isk faucet. This won't draw the hardcore highseccers there, but it might at least get all the null players off their hisec alts and back "home." Hopefully it would encourage others who hadn't considered null before to give it a try as well.
Revitalization of null industry to make it actually desirable to mine and manufacture there is also desperately needed. It is a sucking chest wound that has been ignored for way too long. Adding slots to null outposts is welcome, but isn't sufficient and doesn't address the fundamental problem that the cost/benefit of manufacturing in null doesn't add up.
At the moment, the only reason to hold space in SOV null is for the ****-waving opportunities. Then came that day when I agreed with one of the Goonswarm. As a filthy highsec pubbie I can state the following: There's rarely any reason for me to go to low aside from every now and then when I feel like doing some frigate PVP. Never even went to null. The only time I'm planning on actually going to null is when I train for a covops frigate to run data and relic sites in relative safety. I run a trader alt so that guy's obviously always docked in a highsec station. I also run a miner alt and going to low is just suicide for one of those. So I guess I'm actually advocating the nerf of highsec? Then players would be forced to go to low and null. Players would have to interact with other players and get escorts. EVE becomes more organic. It becomes more of a social game instead of solo carebears like myself running around in highsec.
It's not about "forcing" people to do anything. The idea is to have appropriate rewards and opportunities for people and alliances who are prepared to go through the effort (and risk) of building a SOV fiefdom.
Holding SOV should provide more rational, tangible benefits. It should be desirable to encourage people to take risks, go out into null to make ISK or assets.
You don't HAVE to, but if you want to, the rewards should be there. |

Infinity Ziona
Cloakers
1697
|
Posted - 2014.02.16 12:49:00 -
[24] - Quote
Moneta Curran wrote:Your Dad Naked wrote:Low-sec needs to become safer. In it's current state PVE'ers see no reason to go there for PVE. As a result low-sec population is basically small-scale PVPers, people transporting stuff into hi/null, and FW PLEXers.
I would suggest bringing CONCORD into low-sec, with two key points: 1) Response time scales down much like in hi-sec; 0.4 might have a 25-30 second response time, where as 0.1 would be closer to a minute. Numbers can be debated, perhaps response times could be a bit longer or scale further. 2) CONCORD does not automatically blow up your ship. They are insanely strong and virtually impossible to kill, but if you warp out before they get you (or scram you) you're safe. They will chase you, but will leave you alone in certain areas; starbase, PVE complex, etc.
Without such a change people simply won't flock their for anything besides the 3 things mentioned at first. Just no. Stick to high sec, you *****.. don't try to ruin the game for everyone who actually has a pair. I'm not sure how exactly it would be ruining the game....? Please explain?
Here's my PoV:
1. Low sec pvp can be found easily in FW which doesn't cause a concord response so it wouldn't ruin faction warfare (good) 2. It would ruin FW Awoxxing (good) 3. Piracy is dead anyway. 4. You can do the exact same thing in npc null sec as you can in low sec in regards to killing anyone everywhere anytime... 5. Low sec mining is non-existant. 6. Low sec missions are non-existant.
I like his idea. It would bring balance. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

Herzog Wolfhammer
Sigma Special Tactics Group
4330
|
Posted - 2014.02.16 13:27:00 -
[25] - Quote
The bottom line is: the warp disruption bubble.
I would bet a case of elite tech 2 homebrew that CCP is watching the metrics on the use of interceptors.
Heck even I have one now and I had the skills for them for a very long time. I wonder if me being in something other than a Cyclone caused some code to run in debug mode.
Plain and simple, it's those bubbles and 20+ of them on the gate staffed by people with nothing better to do.
Do something about those and..... they'll resort to dictors and sensor-boosted instalock inties hence the test with the interceptors having all-around interdiction nullification. The cost and time of Tech 3 ships with this capability were too high of an entry fee. So I'm betting the root question is: what if everybody could do this?
Those of us who have mastered wormhole travel can speak of ships that travelled countless times between highsec and nullsec without so much as a scratch from PVP.
And yes, using intel and alternate routes IS PVP. There's no game mechanic that forces anybody to dutifully march to the gate camp so one playstyle can gleefully get their way. CCP gives everybody the same tools.
I noticed that the Buzzard was 20 million ISK today in Jita. This is a better exploration ship than the Astero.
Do something about these pointless kill everything that moves camps, and then we'll see more action. That's all. People who sit on gates all day obsessing about their KB green are the same kind of aspergian train wrecks who can mine rocks all day obsessing about their wallet. One playstyle is not holy and the other is a stain. Both are a stain. I have seen the same kind of tears from a failed camper as I have from a ganked miner. The idea of doing either of them makes me want to pop my skull out. I was never on Ritalin. At least some players are breaking the min-maxer obsessed miners out of their trance (Order) . The tools are there to dis the gate camps too. Bring back DEEEEP Space! |

Rumtin
Imperium Technologies Get Off My Lawn
58
|
Posted - 2014.02.16 16:56:00 -
[26] - Quote
First of all,
Infinity Ziona wrote:1. Low sec pvp can be found easily in FW which doesn't cause a concord response so it wouldn't ruin faction warfare (good)
contradicts
Infinity Ziona wrote:2. It would ruin FW Awoxxing (good)
If pvp can be found easily in FW which you claim wouldn't cause a concord response, then how would "Awoxxing" be any different?
Infinity Ziona wrote:3. Piracy is dead anyway.
Just because you don't practice it, doesn't mean nobody else does.
Infinity Ziona wrote:4. You can do the exact same thing in npc null sec as you can in low sec in regards to killing anyone everywhere anytime...
First of all, there are several things different in Low sec compared to Null sec. For starters you cant use bubbles in Low sec, unless you actively aggress someone you cant engage (as in the case of the Dominix drone assist not working there). Although concord doesn't respond there, fighting on Gates or stations still has NPC gun interference that does make a difference. I wont bother with the last two you mentioned as I don't care about those aspects of the game very much atm.
Making Low sec safer is not the answer, nor is it going to help get people out of the congested high sec either. It wouldn't address the OP's original concerns, although adding more null sec space isn't going to fix that problem either. In order to get more people out into Low or Null requires some incentive to GO there. By making Low & Null more appealing by making sure pilots have the potential to generate more income there, is what's needed. That's what's going to give pilots a reason to go there.
TL;DR: Nerf High Sec.
|

Pok Nibin
Filial Pariahs
239
|
Posted - 2014.02.16 17:11:00 -
[27] - Quote
What'd I miss? Someone's asking for suggestions? Dont fight it; Rejoin your Amarrian patriarchs; You know you want to. |
|

ISD LackOfFaith
ISD Community Communications Liaisons
1221

|
Posted - 2014.02.17 17:16:00 -
[28] - Quote
Removed some personal attacks. Please stay on topic, courteous, and constructive. ISD LackOfFaith Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department @ISD_LackOfFaith on Twitter |
|

Alduin666 Shikkoken
Perkone Caldari State
485
|
Posted - 2014.02.17 18:00:00 -
[29] - Quote
Oh look, another high sec person thinking he knows how to fix low/null problems. Honor is a fools prize. Glory is of no use to the dead.
Be a man! Post with your main! ~Vas'Avi Community Manager |

Alaric Faelen
Sabotage Incorporated Executive Outcomes
235
|
Posted - 2014.02.17 20:05:00 -
[30] - Quote
Back to the OP... First reply nailed it. If anything, Eve is already too large for it's player base. While care bears howl about not getting one jump into low/null before being killed- the fact is that once beyond border systems/bottlenecks- one can make a dozen or more jumps without so much as seeing another name in local. Vast, vast tracts of Eve are wholly uninhabited while only a small area has a thick population density.
It's not a matter of space per se, but rather 'safe' space. Eve's population isn't broken down by activity but rather by risk avoidance level. You could double, triple, quadruple the amount of 'non-safe' space in Eve and it wouldn't matter at all. But if you expanded high sec, with more risk-free rewards and expectation of zero PvP ever....then more players would move there and thin the current empire herd a bit.
Don't forget CCP did expand space with the addition of Wormholes. But that is dangerous, non-safe space and so a very few people that would have left high sec anyway found a home there. The vast majority remained rooted to high sec and it's risk-free game play.
More activity is not related to the amount of space in Eve, only the amount of 'safe' space to do any given activity in. Care bears aren't leaving the safety of NPC cops regardless of how much acreage you offer them. |
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