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It's nice to see treachery is alive and well in EVE. I started playing EVE just prior to the Trinity expansion release in 2008, and played up until 2013. Durin
by rl3 9y ago
It's nice to see treachery is alive and well in EVE.
I started playing EVE just prior to the Trinity expansion release in 2008, and played up until 2013. During that time I was fortunate to watch the game evolve in so many fantastic ways (walking in stations aside). I owe an unbelievable amount of fond memories to the game, most of which involved treachery (albiet on a somewhat smaller scale).
That said, many of the changes in recent years have left a bad taste in my mouth. For example: Aurum, an in-game currency used to purchase items from the "New Eden Store", such as ship skins and clothing. Radical changes to character progression in the form of skill injectors. Radical changes to the PLEX system, as well as F2P. Innumerable changes to core game mechanics.
Not all of these changes are necessarily bad, but they do tend to foster almost a weird sense of alienation among long-time players, especially inactives. Nobody I know really plays anymore, and it's not because they lack the time. There's this mutual feeling that the game kind of lost its way some years back, and that the golden age is over. That its soul is gone, or at least waning.
I don't know how true that sentiment is, but it certainly feels that way. Of course, it's always possible we're just a bunch of really biased bittervets.
It is true that CCP has had an incredible amount of missteps in the past (walking in stations, Dust 514, vampire game), and that they've inevitably had a lot of turnover in their core talent. Despite all that, EVE is still alive, which in and of itself is impressive.
From a technology and art standpoint, the game is arguably better than ever right now. I just can't shake the feeling that it's stuck in an evolutionary treadmill of sorts, where things are changed just for the sake of change, and not pursuant to a strong overarching ideal or vision that was present in the earlier days of CCP.
On the bright side, at least Star Citizen has no hope of killing EVE. Things such as lifetime insurance are wholly antithetical to the ideal that EVE represents. Namely: you don't get an adrenaline rush flying something expensive if you know there's zero risk involved.
Elite: Dangerous (in my opinion) had the opportunity to kill both games, and failed only due to its unfortunate choice of core gameplay mechanics and P2P networking model. Four years ago it had the most advanced UI/UX of any game in existence, and arguably it still does today. Incredible artistic and technical production values unfortunately can't save a game if it has no soul.
- s_kilk 9y ago> I just can't shake the feeling that it's stuck in an evolutionary treadmill of sorts, where things are changed just for the sake of change, and not pursuant to a strong overarching ideal or vision that was present in the earlier days of CCP. I got the impression that the recent-ish sovereignty changes were enacted with some grander vision in mind, but then again I've been inactive for a while so idk.
- rl3 9y agoThat or it was a reactionary move in response to waning playerbase numbers. I do recall a lot of people being burnt out from sov grinds on the old mechanics. For a while most sov was largely controlled by two major power blocs, so there was quite a bit of stagnation.
- s_kilk 9y agoI was one of those players, I was with BRAVE up until just before their collapse. Trying to get us a foothold in nullsec was a tedious grind, and took a very visible toll on the morale of the rank-and-file members. We had some fun, but it was nowhere near as fun as the heady days of Rahadalon and the Syndicate deployment. But of course we were outgrowing that mode of play, but we couldn't put up a serious fight against the major sov-blocks either.
- rl3 9y agoI used to be a line guy in CFC for a couple years. As cool as being part of historic battles was, the sov grinds really can wear you down. The propaganda also became painfully transparent to the point that it was cringe-inducing drivel intended to keep the meat grinder going. I'm not saying that was never its intent in the first place, but it certainly had more swagger in the early days. Around when TEST collapsed I jumped ship over to NC./PL's side of the fence. It was far more demanding, but the game actually became fun again. When you have (at the time) the largest supercapital fleet in the game on short notice ready to back you up, it was possible to do stupid stuff like take a dozen guys and go kill some dude's titan on a whim. Sov grinds were oddly more fun as well, because we were incredibly outnumbered in subcap fights. I recall defending one system against about 1200 CFC players, and our numbers were about 300. We'd switch between AHAC/Ishtar/T3 doctrines, with enemy fleets dying faster than they could reship from nearby staging. Good times, but even that turned into a grind after a while.