
vikari
Association of Commonwealth Enterprises Nulli Secunda
132
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Posted - 2015.08.14 00:48:18 -
[1] - Quote
You're asking for feedback, so I'll voice issues I have. I will not give idea's for solutions because, as a general player I am definitely not qualified to understand the full dynamics of any change you make, their ease of implementation or their full effects of them.
Issues:
Jump Fatigue: It reduced combat opportunities. Not just the largest server crushing fights, but also the chance for small fights. Maybe that was the idea. I do know in a world where we want immediate entertainment, and can receive it, Eve has taken a step back in this arena. We have enjoyed a game where our fun can be readily available within 30 minutes or less. We are very hard press to find that entertainment now. If we make an hour long or longer trip the fun may never be available, and that leave us with two or more hours of our gaming time wasted. Given Eve's demographics, most of the player base is mid aged adults with limited time after they come home from work. War was a goal oriented event, with big battles readily available content. Getting all of those again would be extremely unlikely in the current Sov system. Maybe we have more space then we need? There is no region or even constellation in nullsec that will have constant fighting over its Sov, and deployments are not a viable option for Sov holding alliances. I'm reminded of WoW, and the town Halaa. The town was in constant flux because there was reason to want to take it, if even for a little while. I'm sure many of the Dev's would understand what I mean by this. Eve lacks that sort of incentive to push constantly conflict over Sov.
Entosis Link: This has led to a system that in its current form lack and emotional reward for success. In the past defending or attacking led to risk. Not just for the alliance but for the individual. My ship could be lost, and in some cases the cost could be very substantial. Alliance has fielded fleets they could never afford to lose, and it was those risks that were emotionally exciting. I could lose everything, or take it from someone else. The feeling of crushing them was amazing. Now Sov is a system that does not put any individuals at real risk of loss. "Troll Ceptors" seem to run the majority of Sov combat, but ultimately the system doesn't push any alliance towards risking significant amounts of isk. There is no need to justify the loss of billions of isk, and maybe that helps the smaller group, but it takes a significant reward away from us that motivated fights. Even if the GÇ£Troll CeptorsGÇ¥ are resolved, the system in its current incarnation doesnGÇÖt justify the use of capital fleets of any size, or the use of supers. The escalation of ships is not as powerful as using the Sov system to simply exhaust the owners of it, through constant harassment. The Sov system supports risk aversion.
Alliance Level Income: Alliances were handed a Sov system that was ment to stress them to the point of releasing large swaths of space that was unused. It did not replace the income source related to holding large swaths of space. Not just renters, but also moons. CCP buffed space to allow for greater occupancy, but there is no way for an alliance to pull in a portion of that income. If the alliance had something as simple as a tax, it might be effective, but ultimately the lack of a system that allows for alliances to bring individual income up to the alliance level pushing alliances to fight the very Sov mechanics that CCP has introduced. I believe this has resulted in people pushing themselves to exhaustion, and ultimately walking away in favor of some much needed rest.
Removal of Types Game Play: Many of your old vets have felt a disconnect from CCP. They are highly skilled players that have come to enjoy a style of game play that you have removed. There are multiple styles I'm referencing. Two of which that come to mind are Deployments and Capital Fleets. Deployments were heavily nerfed with Jump Fatigue, and this lead to groups like PL having significantly more work to accomplish their style of game play. Second style is a capital centric style. Many players are almost purely capital based, with a few being dedicated to supers and titans. These ships ships no longer have a purpose. I know CCP want to take a serious look at these ships and give them some options for game play. However before options were designed to allow them to continue their use, they were given a lack of any use. This basically takes a number of peoples large investments, and makes them worthless for the current time. Many of these people are leadership/enablers for the larger populous and that leads to greater effect over all as these people log in less often or express their unhappiness about the situation. Though it may be a small group of players, their interest in this game has wide reaching effects.
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