[TL:DR:Nature vs Nurture written at work lunch time]
Susan Black commented to me on twitter that the current POS changes seem to make industry more isolated. This is an echo of Lockefox's post the other day. It is also the exact same conversation I had with my capital ship building partner although we were discussing blueprint research more than anything else.
A few days ago I was having a small Q&A with some Dust players. Some of them were Eve players but most were not. They had many, many good ideas about the integration of Dust and Eve. I also shot down about 8/10ths of their ideas and apologized each time I did so. The reason that I shot down their ideas was not because the ideas were bad ideas but because their ideas would not work inside the actual reality of Eve Online.
In the usage of words such as "EFT warrior" comes from the fact that on paper and in space are two different worlds. They should not be but they are. This extends beyond fitting and fighting spaceships and moves into the basic interactions of Eve. Many ideas look fantastic on paper and fall apart upon implementation. An idea must be attacked before it can be accepted no matter how good it is. If we allow ourselves to be consumed by the positive we risk a great chance of being blinded by the realities.
In a perfect world, Eve would be composed of complete corporations. They would have people who did everything from resource gathering to industry to combat to logistics and management. A corporation would, in truth, be a full company that supported itself. Instead, Eve has spawned specialty corporations. This happened because they are the ones that tend to survive. Their members then branch out into independent side projects but everything rotates around the corporations specialty or niche. It doesn't seem to make much sense but it does seem to be a reality.
One reason is because Eve does punishes us for co-operating. I don't think it means to. I do not think that was ever the intent. To avoid instancing and avoid abuse when mixed with the early coding of the game it is what happened. Now it is the nature of the beast and its nature is developed from the fact that we need stuff. We mission not just to (or rarely to for non-professional mission runners) play Eve. We do it for a greater goal. That goal may be ISK for PLEX, LP for items, standings, ISK for other projects, or whatever else but that goal is not the full and complete way to play Eve Online.
To expand. Incursions are the only type of missions that rewards everyone. I don't say they are the only one that rewards everyone equally. Currently, if I get a mission and split it with you we get the same amount. The problem is that I could earn that same amount without you. While, in incursions to earn that same amount I need all of those other people (for the most part). And there is a max inside of that. There has to be. The players will play right up to that max and then make it work. That's where the challenge comes in and that is good but I don't see anyone calling to double the size of incursion fleets and halve the rewards for communities sake.
Industry in Eve is multi-layered. It looks as if should be a group task with a group payout. However, like many things in eve that is not the reality of the situation. To gain self sustainability we wind up having to cut others out of the process. To split a mission is to do two times as many missions to equal the same gain. The split is not an automatic speed increase in doing the mission. That makes it a net loss. Industry is the same. To live off of the profits the individual has to take the entire burden upon themselves else the gains are not great enough to warrant the energy put into it.
Is it a fault issue? Are we trapped by our very nature or is the Utopian society and circumstances simply not obtainable? Trust is a big problem. "Someone can steal from me" is both the most fantastic and awful thing about Eve. It is also a ledge and it takes a lot of interpersonal communication, relationship, and decision making to jump off of.
There is also a matter of pride and independence. In my regularly polished soapbox of low level income in low sec comes the familiar scenario where a newer player is taken under the wing of an older player. They play assist at things. They are taken on level 4 and 5 missions. They are given splits from scanned down complexes. They get loot splits from PvP. They receive everything from being a member or being taken along by someone although they could not achieve any of those things alone. I happen to love this process but it is not a perfect process. I don't want to change it so much as that I'd like to improve other methods.
To change missions and allow players to combine their missions for a more incursion like payout (not so much higher but better than it is) if they have the exact same mission might be a possibility. The Sisters of Eve Epic Arc stands out to me here. The last few missions new players often ask for help. They have to. But, if two new players approached the mission together they would succeed. If they were able to combine their missions into one instead of two that is. Asking the help of vets is good but teaching them to work with each other would be as beneficial.
I think that my thoughts filter down to teamwork should be rewarded at a different rate than individual work but that it should be rewarded instead of an automatic halving or extreme trust giving. If one person wants to do everything they need to be rewarded for that work. But if two people want to work together they need not be discouraged. If three, it should be reasonable. If it scales up to 100 doing the task one could do than they get pittance.
I'm a bit of a dreamer about some things. I know that every idea had will not be agreed with and even those that are will be given an order of importance. But, I can still dream a bit. I don't want to take away what people have now I want to improve what they can do together. I don't want solo players to be forced to form groups (I'm looking at you failed scatter containers) and I don't want groups to be penalized for playing socially.
I'll keep dreaming of better.