Originally Posted by raw
regardless of CCP sucking up to the carebears, you still need a lot of knowledge for even minor success if you don't belong to the carebear highsec whores. the fundamentals of what made eve great are still there, CCP just needs to penalize staying in high-sec more, like moving the most valuable trade into low/0.0 and stuff like that. i think going to low/0.0 should be sort of a "natural progression", say if you're some buddying industrialist, you should be able to make cash in highsec but the big buck should be rolling in 0.0 and the game should make that abundantly clear to you: "if you wanna be spaceship rich you need to take risks, move to low/null!"
the ideal solution would be of course aborting highsec entirely but that's not gonna happen. (even darkfall is adding safe zones now )
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I've been playing EVE since early 2004 (over 136 million skill points) and I've bounced between life at the edge of lowsec, several null sec alliances, industry in high sec, and I think the fact is that the game, as a sandbox, shouldn't directly provide any risk vs reward or penalties for high or low sec... ccp needs to stay out of that and let the playerbase dictate how it works. Let carebears carebear in high sec, let nullsec alliances battle over the technetium and such in null.
I've always been bothered by how so much of the playerbase is so obsessed with attacking the people who don't want to be attacked. Personally I think that kind of high sec industrial-corp war deccing is lame (players who want to shoot at people who can't defend themselves are cowards in my opinion) and drives people away from the game.
I'm not saying its an element that needs to be removed from the game, but I don't have a very high opinion of the people who are whining about how ccp has nerfed high sec ganking. Boo hoo, go shoot something that shoots back. Join an alliance and go on roams into other alliance territories. Hell, join Red vs. Blue if you need your high sec PVP fix.
Anyhow, this is a thread about PlanetSide 2, not EVE Online. Lets put the train back on the tracks.
BuzzCutPsycho recently posted support for the dynamic XP system in a thread which has recently garnered a lot of attention.
Originally Posted by BuzzCutPsycho
The solution to this problem comes straight from Planetside 1; in Planetside 1, your XP gain for a capture was based upon how much fighting was on that base. If it was a heavily contested base, the reward scaled appropriately to reflect that. If the base was empty, the reward for the capture was insignificant. Basically, you were rewarded for taking risks. High risks held the promise of high rewards and encouraged players to always move towards the areas with the heaviest fighting.
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I'm not a fan of BuzzCut personally (I've seen his application rejections, and I don't think it's funny) but I'm glad to see the topic of this thread get so visibility.
In fact, it looks like the PS2 team has something in the works:
So, for the record folks, if dynamic XP makes it into PS2, you saw it here first.