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  1. #21
    Secondary Hivemind Nexus Cooper's Avatar
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    Quote Originally Posted by Blackcompany View Post
    A good point & perspective I had not considered. In a way, the blame for sparse populations in low, null is the fault of current residents. When all new arrivals are hapless victims, new arrivals stop coming. Good point.
    This.

    Venturing into low sec without a decent corp which has been around to escort you and basically hold your hand for a while is the equivalent of sticking a great big "blow me to bits" sign in 2,000 foot high neon on your ship.

    Which is good in some respects; low sec PvP is properly ruthless for those who can handle it.

    But don't go QQing about the end ov EVE when you complain that there aren't enough targets of opportunity. When your targets of opportunity equates to "idiot newbies who wandered into low sec where the chances of not being blown to bits within 10 minutes are tiny".

    What you want are more idiot newbies. Which makes you a lazy pirate. What you need is to adapt your 'hunting' techniques to go find people.
    Quote Originally Posted by CROCONOUGHTKEY
    KING GEORGE IS A FROG
    le BANG~__-MICHEAL FUCK OFF~~__-INTERPOL KNOW YOU WELLBIENG~—
    OFF
    NOT RUSHMORE MOUNTAIN
    KILL WESTON KILL MUST KILLTHEWESTERNINMYHEADDOESN’TEXSIST
    TEXASISDEADINPARISHEWASAMAN..BINGBING.TETTOHEAD.SP ACEOK,TIMEDEADANDSTOPPED1920HOKKAIDO.UNDERSTOODAT1 ONE.
    UNDERSTANDTHISANDFUCKOFFPIRATEBAY.TIMEDOESNTEXSIST FORMEASIMPATEKPHILLPE.
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  2. #22
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    Quote Originally Posted by Blackcompany View Post
    A good point & perspective I had not considered. In a way, the blame for sparse populations in low, null is the fault of current residents. When all new arrivals are hapless victims, new arrivals stop coming. Good point.
    Wrong.

    This is fundamentally a problem of game design. The ball is squarely in CCP's court. They set the parameters which define how the community works, and they are 100% to blame when it deteriorates as a result of their design.

    The main problems of Eve can be summarized as power creep, imbalance of risk and reward, and power projection. Frigates all but vanished from 0.0 aside from niche roles as a result of the overabundance of high tracking medium weaponry. Dreads vanished as a result of supercapitals and CCPs continued unwillingness to address the problem. Alliances in specific regions have become so rich that even taking their income away doesn't hurt them, because CCP has failed to address the issue of moon mineral imbalance in over 6 years.

    Address these issues (and the countless other ones) and newbies become viable again.

  3. #23
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    Quote Originally Posted by Batolemaeus View Post
    Wrong.

    This is fundamentally a problem of game design. The ball is squarely in CCP's court. They set the parameters which define how the community works, and they are 100% to blame when it deteriorates as a result of their design.
    But it seems the design goal is to make the game more accessible for the casual player, so by that measure they're succeeding. It could well be cyclical though: if there's no-one to pirate from, pirates will stop patrolling those areas. Which then makes them feasible for commercial operations again, which makes piracy viable again and so forth.

  4. #24
    Quote Originally Posted by deano2099 View Post
    But it seems the design goal is to make the game more accessible for the casual player, so by that measure they're succeeding. It could well be cyclical though: if there's no-one to pirate from, pirates will stop patrolling those areas. Which then makes them feasible for commercial operations again, which makes piracy viable again and so forth.
    I have to agree. Actual pirates don't plunder on a daily basis. They typically gear up for one juicy target and spend their gains on grog till they have to plunder again. Methinks you need some crop rotation system.

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