Jenn aSide
Shinigami Miners Test Alliance Please Ignore
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Posted - 2016.08.19 03:15:37 -
[1] - Quote
Infinity Ziona wrote:Bring more players into EvE requires that CCP recognize the following:
a) The majority of subscribers in any MMO are PvE players b) PvP players are subsidized by PvE players c) PvE players don't like to be forced into non-consensual PvP d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)
Solution to a)
Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.
Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.
Solution to b)
To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 100 to 1 ratio.
Solution to c)
A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.
Solution to d)
Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.
A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.
An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:
Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).
Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump.
As usual, this kind of idea would be the worst kind of thing to happen, continuing the recent trend in EVE of creating a game that EVE players don't like but that somehow isn't safe (coddling) enough to attract average MMO players.
A good business knows you don't build towards your weaknesses, but towards your strength. EVE's strength is player interaction (CCP is horrible and PVE content and has wasted a lot of time on it). EVE appeals to PVP players PVE players who aren't afraid of dealing with other peoples. Trying to cater to the 'leave me alone' side of PVE players would alienate the rest of us,
I mean really, how many years does CCP have to prove that they aren't a standard MMO maker (and thus can't make a game with mass appeal)? Does CCP have to go out of business trying to do that to convince some of you that they should just work to master their niche instead of trying to be like everyone else?
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