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Grains of Salt

In the course of researching EVE’s current subscription numbers (did they in fact break 400k?), I came across the PDF detailing the minutes from the last CSM meeting. In my Crtl-F’ing down the page, I came across this passage:

CSM continued to the point of how does risk versus reward scale? “Badly” (followed by laughter) was the response from some of the people in the meeting. The CSM suggested that rebalancing prices of modules so that average cost of modules versus cost of hull would be reasonably constant. Right now looting a frigate wreck gives you a good fraction of the value of the ship (because most of the value is in the modules), vs. larger ships where this isn’t true. Right now T2 is so cheap that it’s a no brainer, if you can use T2, you use T2. Following this train of thought, the CSM said it’s hard to make money by PVP’ing, most people now grind money so they can PVP. By adjusting somehow the drops from PvP, it could be possible to make it viable to only PvP, ISK vice. PvP-ing in a frigate means that you only need to kill a few ships to break even, flying in a Vagabond means that a player needs to kill 100 (in the ballpark at least) to pay for that ship. One CSM member pointed out that that buying a ship to fight in is not an investment in making more ISK (like when a player invests in his mission running ship), it is an investment in fun. CCP asked in turn whether it wasn’t a bit depressing to have to run content in the game that a player doesn’t necessarily wants to run, in order to be able to have fun. The CSM responded that all activity added to the game, there wouldn’t be ganking of helpless miners if there was no one mining.

Consider my eyebrow raised.

Now, I have been thoroughly warned about the propaganda and lies and how “everything these reps are saying has been vetted by PR people.” But taken on face value, it interests me that designers could be “depressed” about forcing players to grind before they have fun, and then the players (or the group representing them) defending the practice.

One of the big justifications in WoW for requiring Badges of Justice for the PvP cloaks back in TBC (and requiring raiders to cap Valor with heroics since then) was exactly that sort of cross-pollination. It is a sticky design issue, for sure.

Of course, this paragraph also happened:

A side-discussion ensued about why people try EVE. CSM pointed out that the unique attraction of EVE was “you can grief people” and “it’s not a game for wusses”. It was also pointed out that the broad scope of the sandbox was both a selling-point but also a negative — it was easy to get lost.

My particular deal-breaker is arguably a reason why I should not be in MMOs anymore: EVE seems particularly hostile to single-player gameplay. Carebear guilds Corps aside, I have little desire to reenter a position of social obligation, having driven that particular nail deep enough already. If I’m logging on at 9pm, it will be because I wanted to, not because I seek to avoid awkward, passive-aggressive guild drama.

Now, if I find like-minded people later? Sure, let’s go destroy something beautiful together.