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blankseplocked What is EVE's current top flaws, and how would you solve them?
 
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Tobias Sjodin
Habitual Euthanasia
Pandemic Legion
Posted - 2008.03.09 04:37:00 - [1]
 

In my opinion:

1. Lag
2. Territorial warfare
3. Being an outlaw isn't as appealing anymore.


1. I would try and make more space interesting for players of all character ages. Not just the best agent systems, etc. - making the eve populace attracted to spreading out over EVE instead of gathering in heaps in central areas, I believe will help prevent blobbing, which helps prevent lag in combat (which is the type of lag most people are complaining about).

2. POS-warfare is too one-dimensional and predictible. Game-mechanics around how to take over space needs to be more versatile for both attackers and defenders. For instance, it would be nice if there was a way to break sov without having to do POS-warfare and POS-warfare only. It just seems weird that a POS somehow would make a system magically unconquerable. Perhaps removing the POS-option of claiming regions, and instead doing something to the gates themselves could be something. Taking over a gate shouldn't require dreadnoughts imo. - well, wouldn't that make the dreadnought class even more useless? Well, I suppose so. :P

3. Right now there's one advantage of being an outlaw, and that's the ability to attack anyone in low-sec anywhere. And a heapload of disadvantages. It's basically the same concept that existed in many AD&D-RPG:s "Well, you can be chaotic evil - but choosing that path will be severely more difficult, everyone will hate you - because the only thing that prevails in this world is love and the ways of the 'morally righteous'". OK, it's a crock of horseshi+*. Outlaws can be attacked by anyone, have sentries against them, can't go into .5 and above without a shuttle or a pod, can't bring anything from .5 or above without a hauler alt (game design is basically saying: you want to be outlaw, you have to have a hauler alt, which is flawed imo).
I'm fine with these flaws, but there needs to be more merit to it as well.


Your ideas.

DroneBay Diva
Garoun Investment Bank
Posted - 2008.03.09 04:41:00 - [2]
 

Originally by: Tobias Sjodin
In my opinion:

1. Lag
2. Territorial warfare



3. Useless areas of 0.0/ lack of appeal of lowsec

Many regions of 0.0 have really really crap rats/ores. All the good areas are taken by major alliances, and the rest is total crap (can make more ISK/hour running highsec lvl 4s). Same deal goes for lowsec.

Brun Thorvald
Posted - 2008.03.09 04:57:00 - [3]
 



The whining of the gankbear.

Reason #1 is closely connected to reason #3.

Being ganked is not fun. People avoid not fun. Therefore, people avoid going where not fun things happen frequently.

Yeah, yeah. You call it 'picking your engagements'. Same thing.

People blob because it works. Full stop, end of story. Blobs take space. Blobs dominate. Thats why people use blobs. Heck, the biggest blobs are in 0.0, well away from 'the central areas'.

With reason #3 ... o-u-t-l-a-w. You are outside the law. The law should not protect anyone who has a go at you, 'You killed Erik Bloodaxe when he was asleep ? He was Outlawed. Case dismissed'.

But you, my friend, want to be an outlaw on EZ-mode. Not only do you want to be an outlaw, you want targets served up to you.

Freakin gankbears.

Brea Lafail
Posted - 2008.03.09 04:58:00 - [4]
 

1. Needs more Triple Triad.
2. Lag
3. Should be possible to PvP solo, Ill play a massively single-player online game if I wanna
4. moar triple triad

Solutions:
1. Include triple triad
2. stop spending so much money one graphics that no one cares about a week after they were released, and upgrade servers more.
3. stop nerfing all the decent solo ships, ****s
4. see item 1 in which I outlined the requirement for more triple triad.

The Drill
Posted - 2008.03.09 05:09:00 - [5]
 

Quote:
You can now apply the same filtering on the overview to the brackets in space cleaning up much of the clutter you see on screen
You will now be shown who is warp scrambling or jamming you in the overview


They fixed my main two.Laughing

Scoundrelus
The Black Fleet
Posted - 2008.03.09 05:38:00 - [6]
 

Originally by: Tobias Sjodin

1. Lag



Never had a problem. If people jump 400 people into a system and want to complain about lag, I think CCP should ignore them. Frankly the only places I've experienced lag are like crazy Jita and stuff, but rarely in normal space.

Originally by: Tobias Sjodin

2. Territorial warfare


I claim territory by sitting there and saying "This is mine now, go die."

People usually die after that.

Originally by: Tobias Sjodin

3. Being an outlaw isn't as appealing anymore.



When was it ever appealing? The only advantage to being an outlaw is you are so far gone you don't give a **** and kill anything and everything in sight. Even then, that is just a mindstate and has nothing to do with being outlaw.

Only problem I see so far is the fact that low sec is not appealing enough for pirate-food (carebears) so they tend to avoid it.

Rawr Cristina
Caldari
Naqam
Posted - 2008.03.09 05:40:00 - [7]
 

Needs less contrast between play styles.

That's not to say I want them all to be alike, just for there to be middleground between them.

Frug
Omega Wing
Snatch Victory
Posted - 2008.03.09 05:49:00 - [8]
 

1. Lag

This doesn't usually affect me but it's surely the biggest issue. I don't think there is or ever will be a magic bullet to cure it.

2. Poor Interface

Throughout the entire game, the interface is everything from confusing and poorly laid out, to buggy and quirky. Organizing a corporation in an effective and efficient manner is harder than it has to be. Configuring a POS doesn't even do all the things it says it can do and takes some creativity to understand. Despite constant requests from users, the module buttons in space glow translucent green when active. It goes on and on. The solution is simple. Hire someone who knows what they're doing and pay them to fix these silly yet prevalent issues.

3. Macro miners/missioners and ISK sellers.

This is a big problem but just how big it is is hard to know for certain. There are craploads of suggestions that would help (but not eliminate) this problem and there's no need to repeat them here.

Soporo
Caldari
Posted - 2008.03.09 06:05:00 - [9]
 

Top Flaws?

Devs that play and remain in competitive player corporations for years on end under the banner that they "have to play the game to know it".
Players in said corporations that openly boast of swiftly contacting Devs via MSN, Dev getting caught cheating for a player Corp and admitting it, etc... That sorta thing has to trump all.

Insurance policies that payout to suicide gankers. It makes no sense whatever unless your aim is to foment Empire ganking.

Low - Sec...Not much reason to be there as far as I (and many others) can tell. It's Empire or 0.0 baby, everything else is just scenery.


Rabbitgod
Beyond Divinity Inc
Excuses.
Posted - 2008.03.09 06:52:00 - [10]
 

A while back some suggested removing the faction customs ships, those guys that shot at you if you sec stat is too low, from 0.5 system but leave in concord so you still die if you shot at some one. The result would be every 0.5 system would become a place where pirates and care bears could trade.


Rawr Cristina
Caldari
Naqam
Posted - 2008.03.09 07:00:00 - [11]
 

Originally by: Rabbitgod
A while back


You have the scariest sig in the game... Shocked

Jakata Boomba
Imperial Shipment
Posted - 2008.03.09 07:05:00 - [12]
 

1. Lag
2. Poor User Interface
3. Travel grind

Solutions to all threee issues is simple.

*snip, please don't make death threats against the devs - Mitnal*

Karyuudo Tydraad
Caldari
State Protectorate
Posted - 2008.03.09 08:34:00 - [13]
 

1. POS warfare (it blows).
2. Being an outlaw blows, too. Still waiting for an MMO with better non-consensual PVP restrictions though.
3. People dancing the station shuffle/gate hopping in solo/small gang because aggression timers haven't kept up with the HP buffs.

1. Needs to go right back to the drawing board. **** is really ****ed up.
2. Not much you can do here without redesigning the sec status system entirely and severely ****ing off everybody that isn't me.
3. For the love of god, lengthen the timers.

Wrayeth
EdgeGamers
Situation: Normal
Posted - 2008.03.09 09:30:00 - [14]
 

Edited by: Wrayeth on 09/03/2008 09:29:57
I'm glad you asked. YARRRR!!

1.) Overpowered nano ships.
2.) Ubertanks
3.) Broken recons and EAS.

I'd add POS warfare to this list, but I don't have any suggestions as to how to fix it.

FIrst and foremost, the extreme prevalence of nano ships make a goodly chunk of the other ships in the game largely useless. 10-man nano gang? Let me undock my maelstrom...oh, yeah, that's right - it's useless against them. Instead, I have to switch to my rapier or huginn, ships I dislike highly but fly because you have to have the damned things. It's enough to make me just want to stay in dock, TBH. Some days I don't even bother logging on because I know I'll get nothing but nano gangs/blobs.

The sad thing is, speed-tanking isn't a horrible idea in and of itself, but the current speed-tanking balance is horribly, horribly broken. Simply, the speeds are too fast. Back when the only real nano ship you'd see was the vagabond, it was annoying but livable. They could run away just like today's nano ships, but their speed was only 3000-3500m/s in most instances, resulting in the ability to fight them with normal ships. Their lesser velocity also kept their ability to run away within reasonable bounds, meaning that if you got a web on one it wouldn't just automatically coast out of range within two seconds.

So, how to adjust speed-tanking so that it's still viable but no longer OMGWTFPWN? Simple: extend the stacking penalty to all modules and rigs that increase speed, excepting the AB/MWD itself and gang warfare links. Also nerf snakes ('nuff said). This should result in ships that can still use their speed to tank, but are no longer invulnerability on a stick when their opponents don't have a rapier/huginn/curse/battleship with heavy neuts.

The second item, tanking, is pretty straightforward. There are tanks that cannot be broken in 1-v-1 combat (sometimes even 2-v-1 or more, for that matter). These sorts of tanks encourage blobbing - if you know you're likely to run into some supertanks, you have no choice but to bring more people. As a result, the simple answer is to find those tanks that are game-breaking and tweak the ship and module statistics so that they are no longer broken.

The third item is broken recons. Simply put, some of the recons break the balance in between ships. A good example of this can be seen in what the huginn, rapier, and hyena do to the tempest. Despite its craptastic tank and limited DPS, the tempest used to be quite decent in PvP due to its velocity advantage over other battleships (and lack of supertanks that it can't break). It used to be able control the range of an engagement to minimize the damage it took from incoming fire while maximizing its own damage output. Now, however, a single hyena flown in conjunction with a blasterthron spells the utter, certain, and immediate doom of the tempest.

This is another item that requires a balancing pass, either to nerf the recons causing the problems or boost the ships that are unreasonably affected by the broken recons. Certain ships should be counters for others, but the current state of recons and EAS takes it more than a bit too far in some instances.

I was going to elaborate more on this, but I'm half asleep and haven't had anything to eat for some time. I need to go get some grubb.

Guntaro
Posted - 2008.03.09 10:21:00 - [15]
 

Eve's top flaw as I see it is that:

It's way too serious.

Cut the price of everything by ten fold and people will have much more fun shooting each other and a lot less crying.

Just my opinion since you asked.

Lazuran
Gallente
Aliastra
Posted - 2008.03.09 10:24:00 - [16]
 

1. lag
2. crappy UI
3. all the annoying little bugs that everyone has seen and which do not get fixed in a reasonable time

fix: hire proper programmers and QA people

Rod Blaine
Evolution
Band of Brothers
Posted - 2008.03.09 10:28:00 - [17]
 

lag
pos-timezone warfare
crappy player empowerment in high/low sec

Cybele Lanier
Amarr
Viziam
Posted - 2008.03.09 11:22:00 - [18]
 

In every combat situation and most non-combat ones, no matter what X ships can do, X + 1 ships can do it better. That's the main cause of lag, and it'll carry on like that until there's a reason other than "honour" and "it'll cause lag" to not to have everyone pile onto one target.

Treelox
Posted - 2008.03.09 11:24:00 - [19]
 

1. zulupark wielding the nerf bat
2. zulupark wielding the nerf bat
3. zulupark wielding the nerf bat


solution....nerf zulupark, put him in charge of the tea/coffee cart

Tobias Sjodin
Habitual Euthanasia
Pandemic Legion
Posted - 2008.03.09 12:53:00 - [20]
 

Good response thus far. Seems like there's some cohesion in the replies as well.
I wonder, why is it that a portion of the EVE-community has a quite unified view of what's problematic with EVE. But it isn't prioritized (or at least not addressed).

Jakus Cemendur
Caldari
Invicta.
Advocated Destruction
Posted - 2008.03.09 13:12:00 - [21]
 

1) Lag

I'd go about fixing it in the way CCP ave said they're working on - with Infiniband and all that HPC malarky they're doing. Whilst I would love to see it happen as fast as possible, I don't think we're going to see it soon as given the huge changes to the server architechture it will involve.

Orion Eridanus
Dark Ashes
Posted - 2008.03.09 13:15:00 - [22]
 

Originally by: Jakata Boomba

3. Travel grind



LOL, and you werent around prior to WTZ too.

The only thing that I would like changed now is the 0.5 idead which was discussed in this thread

Ankhesentapemkah
Gallente
Posted - 2008.03.09 14:30:00 - [23]
 

Edited by: Ankhesentapemkah on 11/03/2008 11:50:01
Edited by: Ankhesentapemkah on 11/03/2008 11:47:43
1) Lag, obviously. No matter how good a game, if it doesn't play smooth, the fun drops at an alarming rate.

2) Suicide ganking in Highsec. "But there has to be a risk to being in highsec!" is often said. But there is no risk to the suicide gankers, as insurance covers their losses, and Concord protects them while they can scan their targets for profitable cargo or ship modules. They already know what they're getting, and if it's not profitable for them they can let it pass, no harm done, without anyone being able to get rid of them.

In real life, if someone's a known mugger, the police won't protect him while he stands around at the mall peeking into people's bags either, while the insurance company gives him a new knife everytime the cops confiscate it, eh?

Possible solutions:

* No insurance for criminals when Concord is involved
* X days no Concord protection for people involved in highsec crime
* Higher standing loss for highsec crime
* Criminal forced to pay the insurance payout for the victim (Customs can take illegal goods and fine us too, eh?)

O'Ran
Caldari
The Reformed
BricK sQuAD.
Posted - 2008.03.09 14:52:00 - [24]
 

1. Lag - i mean for normal play its fine. But when you want to experience the big battles that CCP promote...than it gets in the way and it is normally the biggest deciding factor in any huge engagement. There are some fixes, some of them have to do with the player, but there are things CCP can do to facilitate lag.

2. POS Warfare - Now im in 0.0 ive realised how boring...and reptetative it is...they REALLY need to fix this and make it fun. Its a broken system that needs to be fixed.

3. Low Sec Space - This should be the scummiest area in all of eve-dom! Its pretty empty and the whole risk vs reward thing is non exsistant!

Here are some fixes,

1 and 2 Real Space Initiative

3 "Pirate Sec" or 'Eve on Hard Mode'

chcek those links out!

Channa ErOs
Rebuck Holdings
Posted - 2008.03.09 15:09:00 - [25]
 

Originally by: Frug
2. Poor Interface

Throughout the entire game, the interface is everything from confusing and poorly laid out, to buggy and quirky. Organizing a corporation in an effective and efficient manner is harder than it has to be. Configuring a POS doesn't even do all the things it says it can do and takes some creativity to understand. Despite constant requests from users, the module buttons in space glow translucent green when active. It goes on and on. The solution is simple. Hire someone who knows what they're doing and pay them to fix these silly yet prevalent issues.

Or better yet implement a fully upgradeable UI, as seen in other games. (Notably WoW, TA: Spring and others...) yes .lua scriptable interface, using a modified LUA engine (eg with the stuff that allows people to bot easier taken out), frankly EvE is so much better than WoW I'm surprised I still like WoW more. I can do what I want with the minimum of fuss, EvE's strange UI is horrendous when you look at any game produced in the last three or four years.

1)Make module buttons display cycle time.
2)Make module buttons mobile on the screen (and allow any keybinds rather than just with ctrl/alt/shift.)
3)Let us move the targets display to a position independent of the info window.
4)Let us move the system information text somewhere else.
5)Access autopilot settings/destination outside of the main map.
6)True multiple screen support. (Not just spanning the whole thing.)
7)Keybinds to select targets. (If to make the game playable I have to use an external macroing program just to fulfil basic functions that should be built in something is wrong with the interface.)

((To the thread:
1)UI - See above.
2)Keybinds - As 1 - And just make everything bindable to a key (with or without modifiers).
3)Lag - Covered in far more detail by others.
))

Creh Ester
Posted - 2008.03.09 16:08:00 - [26]
 

1: ISK buyers and sellers. There shouldn't be any doubts that these screw up the game for so many players in so many ways. Even so I have no impression that CCP defend their game particularly aggressively. Like anyone seen CCP ever doing something effective about macro miners? Most players don't seem to even bother petitioning macro miners and isk harvesters anymore. And they readily state the reason: They're totally disillusioned and cynical about CCP ever doing anything about it.
Even worse, CCP have sort of joined the business with their GTC trading. It's as if CCP thinks the problem is tolerable.
What I'd do? I'd make it the no 1. priority. Perma ban ip addresses of anyone the slightest involved. Dynamically encrypt all network communications making it impossible to insert a macro device. Accept the lag penalties for that. Shut out entire markets from access to Tranquility.
Finally: Publish punishments! And publish the offenders!
I'm sure there are legalities involved, but basically: DO SOMETHING!

2: PvP has huge flaws. Those flaws have widespread consequences for gameplay. Most glaring is perhaps the industrial uselessness of lowsec space, 0.1-0.4.
CCP have very naively and cluelessly introduced things which they hope will force or entice players into lowsec. Like better ore, missions, lvl 5 missions, moon mining. Moon mining is almost viable, but also very complex and involved. And it still need you to find a very quiet lowsec system with high value moons to be truly viable. That resource is definitely limited and not for all players.
As for the rest it's one of EVE's greater mysteries how CCP can figure it'd be worthwhile for mature players to regularly lose uninsurable 200-1000 mil ships, vulnurable to weeks old noob pirates, for the very meager rewards of lowsec space. I mean the lvl 5 missions?! - Are they insulting us or are they complete idiots?

3: Despite the fact that most 0.0 systems are empty and unpopulated, it is way too difficult (impossible?) for empire corps/alliances to migrate to 0.0 without doing so totally on the terms of an already established old 0.0 alliance. Essentially often becoming new serfs for the alliance. Welcome to grindplay.

4: Too much grindplay and falling off isk earning curve.
The thing I'd do about it is simply to pay much more attention to gameplay elements and the earning levels for older higher skilled chars. And extend the income rise farther.
Thing like mining for instance. I'd never implement the mining gameplay as it is done today in EVE. Mining should be creative and organizing gameplay. About setting up and connecting a temporary mining station. Ore shuttles, roid lists, freighters (why not) and protecting the mining op. It shouldn't be emptying hold, targeting roids, restarting lasers and hauling again and again ad nauseum. I don't understand why nobody can set out to make a grindless MMORPG? CCP took a great first step with their skill system. Why didn't they take the next?

Why would I need to put in 3-6 hours WORK into this game just to keep my chars afloat? Just because I've played this game for a few years and everything, including clones, have become horrendously expensive for my old chars? Why can't I just stick around for some leisure play?

Creh Ester
Posted - 2008.03.09 16:18:00 - [27]
 

As I see it there are three intimately connected problems with EVE PvP gameplay:

1: Too gatecamp centric. Low threat of player brought about consequences. Too easy to attack and kill a random lone target at a gate or stationary mining in a belt. And way too difficult to bring the fight to a specific, designated target. This means that there aren't really any reason to ever fear any consequences from any player or player corp for any hostile action. Contrary to OP's complaint it's way too easy to be an outlaw in EVE. I happen to think that it originally wasn't intended to make it so easy. Why would CCP have introduced wardec and bounties, for example. CCP have simply completely failed to tend this balance. I was for a long time in a corp that was the sustained target of multiple merc contracts. - And let me tell you this: Whoever paid those mercs didn't get a single % value for their money! Hiring mercs in empire is utterly useless isk waste, unless the target is really noob.

2: The high and mighty are too vulnurable to the low. Meaning, large ships are too powerless vs smaller. Expensive ships are too vulnurable to cheap ships. Old hi-SP chars are too vulnurable to low-SP chars. Problem is CCP really believes in this kind of "balance". I don't. First of all I take offense at the unrealism of it. Then I really believe it has far reaching negative effects deep into PvP gameplay. For one counter productive thing: making expensive ships so vulnurable tend to make them less vulnurable since people tend to only fly them in highsec.

3: The gang/fleet becomes progressively overpowerful way too steeply. Problem is again that this is part of CCP's flawed and failed game religion: "We want to reward cooperative play." Duh, cooperative play is already highly beneficial for piracy and combat, without any special rules or modules needed. Those just bring the unbalance to grotesque proportions. At the same time there is nothing that makes "cooperative" play attractive for the daily grinding tasks of the typical carebear victim. Want to join somebody going to Jita for business? On the contrary, trying to do all the various daily housekeeping, industrial and logistic tasks together, is not only very boring, unrewarding and unfun WORK, but also an inexcusable waste of everybodys time. It doesn't happen. Result is that most carebear pilots for most of the time fly alone, while CCP are all busy beefing and boosting those gank gangs that prey upon them.
Predictable end result: High sec suicide piracy. Totally forced upon both parts by CCPs precious philosphy, mods and rules.

There are worrying signs (newly introduced ships) that some in CCP figure forcing people to do logistics in escorted fleets would be a good idea to spiff up PvP. Unfortunately in that case they are horribly wrong. Why do I always get the feeling that CCP is considering this type of issues from only one side? Not enough juicy, rich targets? "Let's force them out there. Players will provide protection for players, right, and we get more and more interesting PvP." "Right?" - Nope, it will destroy the game for a large number of players.
The root of this is a fundamental universal truth about conflict: You CANNOT protect an asset by only defending it! The attacker doesn't risk any value and will always bring sufficient force. To protect, you must also go after and ATTACK the enemys ability to threaten your asset. Since EVE PvP mechanics don't allow that, except for very large warefforts in 0.0, the PvP game is broken. There is no intimidation effect.

Creh Ester
Posted - 2008.03.09 16:28:00 - [28]
 

PvP continued.

What I'd do? As I said the problems are intimately connected. Doing something about one will affect the others as well. We want people to fly more in lowsec, providing more targets and more PvP action. But in that case we do have to make it worthwhile. Rewards and losses need to balance out good. Increase rewards and lower losses. And the victims should have fair chances to both escape and bring about payback. For the pirates the situation would balance out because they get more target opportunities. It will be more difficult and more dangerous, yes, but isn't that how it should be? Shouldn't being a pirate be a career as someone hunted, constantly cautious, sneaking up on his prey, strike fast and disappear fast? Instead of the easiest, most uncommitting, unchallenging, lowrisk career possible in EVE?

Isk earnings in lowsec must be much increased. Not only do they need to make carebear lowsec play profitable despite losses, they need also to bring in enough carebear riches to lowsec to make the normal average pirate career profitable, again - despite losses. Today pie profits are in highsec and otherwise only for a few specialized gatecampers. And we intend to make piracy more dangerous, meaning they have to earn more.

I'd change the PvP combat mechanics. There are three kinds of mods that are very precarious to introduce into any combat game. Precarius meaning they tend to greatly F* up gameplay. Cripplers, force multipliers, and assists.
I'd completely throw out cripplers, (web, NOS, neuts, damp) and gang assist modules (remote shield rep, remote armor rep, remote targeting). It was IMO a big mistake by CCP to introduce them at all.

I'd keep force multipliers, ECM, ECCM, Cap transfer. With the current ship flying physics and damage model we need to keep scramblers, but ideally I'd want to revamp that part as well. Even without that revamp we might also want to increase weapon damage (again contra to what CCP believes in) and make damage affect the ships abilities.

Finally, I'd make smaller ships more vulnurable to heavier weaponry.

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2008.03.09 18:02:00 - [29]
 

Blind movement - jumping gates and undocking. A solo player should not need an alt or wait on some other player to do such basic things.

Lag and Blobs - Game needs mechanics, at all levels, that spread players our more. Will help with the above problem, they are in fact intertwined very closely.

Space needs an upgrade.

Gothrubo
Posted - 2008.03.09 18:15:00 - [30]
 

Originally by: Creh Ester

What I'd do? As I said the problems are intimately connected. Doing something about one will affect the others as well. We want people to fly more in lowsec, providing more targets and more PvP action. But in that case we do have to make it worthwhile. Rewards and losses need to balance out good. Increase rewards and lower losses. And the victims should have fair chances to both escape and bring about payback. For the pirates the situation would balance out because they get more target opportunities. It will be more difficult and more dangerous, yes, but isn't that how it should be? Shouldn't being a pirate be a career as someone hunted, constantly cautious, sneaking up on his prey, strike fast and disappear fast? Instead of the easiest, most uncommitting, unchallenging, lowrisk career possible in EVE?


I'd have to agree with this. . . the pirate lifestyle looked appealing to me until I saw how dull and easy it was, not to mention a life of crime can be reconciliated by ratting which makes no sense at all.

What I find even more confusing is the broad implication of many of the playstyles contained within EVE. Whereas EVE provides a rich, flexible world for conflict, we instead find the majority of the playerbase completely content with mining and gatecamping - which isn't even playing a game. Maybe that just speaks volumes about how the idolization of money penetrates even into fake worlds where people are still willing to do something they hate for bigger numbers.


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