Regarding Dev Post (safe zones)

  • Regarding Dev Post (safe zones)

    from the devs:

    "As it stands, there have been many hardcore full loot PvP games that never really got their feet of the ground or stagnate at a very low player population. (such as Mortal Online or Darkfall). Yet, on the other hand, you have a game such as Eve Online that has tens of thousands of active players at any point in time."

    This is horribly misleading, or even worse, it shows that you have a fundamentally wrong understanding of mechanics in previous PVP games. EVE's safe zones are NOT safe zones. ALL zones in EVE carry the risk of pvp, and THAT is why the games economy is so sound. Also.. when ships are destroyed in EVE, 80% of the ship and its contents are destroyed.. this creates a NEED for all levels of materials as people are not just swapping gear around.

    Creating zones where pvp is NOT A RISK at all is not a sound economic policy. This is especially understood in this game by the devs, since they feel the need to insert silver-sinks EVERYWHERE, and yet the ONE thing you dont drop on death is SILVER. Also.. if you think that EVE retained players bc it was accessible and bc PVP was not forced.. you are DEAD wrong. EVE's gradually increasing accessibility is merely correlative to EVE's increasing success. Other factors, perhaps much more important, such as the existence of a great in depth stable economy, which have drawn people to EVE. EVE has historically been the most inaccessible game on the market, for many reasons, least of the all the time based skill system which places new players behind to the tune of 10 years of passive training.

    What you are doing in this game, may or may not be sound from a development standpoint, however, don't try to buttress your opinions with irrelevant or misleading facts and appeals to the success or lack of in other games.


    You should address the issue head on, with FACTS from your game, which you and you alone have unique access to.

    Also, when you open up your game to be tested by the public, at their expense, you are implicitly asking for their participation in the dev process. The reason you are having to even make this post is you are getting pushback from those very people you have asked for feedback. DONT TELL US HOW TO FEEL. If you want the playerbase's opinion, ask for it and use it. If you dont, just tell us to #fuckoff.. dont try to convince us that what you are doing is what we really want, when its already been made clear to you by ( US )... that it isnt.
  • Frammshamm wrote:

    from the devs:

    "As it stands, there have been many hardcore full loot PvP games that never really got their feet of the ground or stagnate at a very low player population. (such as Mortal Online or Darkfall). Yet, on the other hand, you have a game such as Eve Online that has tens of thousands of active players at any point in time."

    This is horribly misleading, or even worse, it shows that you have a fundamentally wrong understanding of mechanics in previous PVP games. EVE's safe zones are NOT safe zones. ALL zones in EVE carry the risk of pvp, and THAT is why the games economy is so sound. Also.. when ships are destroyed in EVE, 80% of the ship and its contents are destroyed.. this creates a NEED for all levels of materials as people are not just swapping gear around.

    Creating zones where pvp is NOT A RISK at all is not a sound economic policy. This is especially understood in this game by the devs, since they feel the need to insert silver-sinks EVERYWHERE, and yet the ONE thing you dont drop on death is SILVER. Also.. if you think that EVE retained players bc it was accessible and bc PVP was not forced.. you are DEAD wrong. EVE's gradually increasing accessibility is merely correlative to EVE's increasing success. Other factors, perhaps much more important, such as the existence of a great in depth stable economy, which have drawn people to EVE. EVE has historically been the most inaccessible game on the market, for many reasons, least of the all the time based skill system which places new players behind to the tune of 10 years of passive training.

    What you are doing in this game, may or may not be sound from a development standpoint, however, don't try to buttress your opinions with irrelevant or misleading facts and appeals to the success or lack of in other games.


    You should address the issue head on, with FACTS from your game, which you and you alone have unique access to.

    Also, when you open up your game to be tested by the public, at their expense, you are implicitly asking for their participation in the dev process. The reason you are having to even make this post is you are getting pushback from those very people you have asked for feedback. DONT TELL US HOW TO FEEL. If you want the playerbase's opinion, ask for it and use it. If you dont, just tell us to #fuckoff.. dont try to convince us that what you are doing is what we really want, when its already been made clear to you by ( US )... that it isnt.


    you are what the french call a genius
  • Not really sure what overall point you are trying to make beyond disagreeing with the developers.

    I agree that there is risk in every zone in EVE (suicide ganks, etc), and this is lacking in Albion for no particularly good reason that I can see. I also don't like the way that low tier resources have no long-term value; EVE manufacturing is much better this way.

    I also agree that durability loss on death is not the best way to deal with full loot. It does not create the same level of demand as random destruction, and it also makes the 'reward' of that loot less valuable (repair costs often greater than purchase costs). And do we really need 'trash' icons for those occasions where an item is destroyed?

    However, I don't get why people seem to want silver to drop. You don't drop ISK in EVE, and this is why the game is sustainable - you can build up a safe cushion that allows you to recover from the loss of your ship and fittings. All you'd do is force the casuals out, while the hard core give all their money to the guild and make withdrawals only when they want to purchase something that wasn't supplied by the guild.