Without an in-game driver to fight, CCP is relying on players to keep the cycle of destruction going. They just buy whatever they need in Jita and ship it where needed. No large group went to war to control space in low sec to mine exclusive ores. Many of the changes introduced during the scarcity era were intended to get players to move into new areas and create conflict. Near limitless resources are available, with only a fraction being harvested by players. Space is largely empty, with players only plundering the most optimal moons and anomalies. War is unprofitable to everyone except the arms dealers. War is exceedingly expensive and rarely pays for itself in conquered resources. Whether it is retaliation for a previous war or “teaching someone a lesson”, war rarely is over resources. Currently, wars in the game are driven almost exclusively by player grudges. The game design of EVE does not lead to war. The game gives players no reason to fight “If there were no mystery left to explore life would get rather dull, wouldn’t it?” – Sidney Buchman The willingness to grind for endless hours. The only variable are the players themselves. No risks that aren’t understood and fully calculated to significant digits of accuracy. In a grimdark world of internet spaceships, there are no mysteries. An individual can build any item in the game from the base ores and gases by themselves with minimal interaction with other players needed.Įvery mission, anomaly, and event is detailed with recommended tactics in a hyperconnected environment, where any innovation or detail found by a single player will be in the hands of hundreds within a day and tens of thousands within a week.ĭedicated software, connected to a constant steam of ESI data allows players to have unparalleled knowledge of nearly every detail in the game, allow even more optimization around near instant action to events whether in the market, in space, or in org change. A single player can cloaky camp an entire region. Burner missions can be tripled boxed while livestreaming. Almost every aspect of the game is min/maxed and players can completely optimize their gameplay. Here are the big issues that are difficult to solve any way you look at it.Īfter almost 20 years, players have solved EVE Online. If you think that ship balance is the fix, you can stop reading now.Įven the proposed changes to Faction Warfare seem to be a subtle shift compared to the big issues facing the developers when stepping back and looking at the wider reasons for dissatisfaction. I will try to point out the major issues that are factors in the overall malaise.ĭespite player calls for minor changes like “fixing the HAC meta” and “citadels are evil”, the overarching issues with EVE are far larger when it comes to getting more players involved with the game. EVE is not dying, but the game is not in a great state.
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