Last night I switched over to pen and paper.
What I did was walk through the thread and take the themes out of it. I would add a check mark for multiple requests. Some subjects are near to each other. Those, I'd tend to break down into separate categories because they wandered in different development paths.
At first I was going to skip the things that are not development from high sec. I started the post with the intent on finding out what high sec development was in the eye of the reader. Yet, nerfs and suggestions to get people to leave high sec kept coming up. They were so constant and discussed that I decided to add in two more sections.
High Sec Development - Condensed
- Dynamic - Mission, mining, and the world.
- Group - Group missions, tasks, and building great things loosely co-op
- Solo Content - Both missions and automated processes that are fiddly and easy to drop in and out of
- Exclusive - Changes that are only for high sec
- Creation - A job or mission maker
- Choice - Allow NPC corp choice. Choice over who I hang out with while I am in a NPC corp.
- Meaning - Security standings with NPC corporations
- No! - Don't develop high sec or just destroy it because it is destroying Eve
The second section I called "Make High Sec". This section was not about development but I kepot seeing ideas and concepts come up
Make High Sec - Condensed
- Nerf - Until people leave to other areas. This can be done through carrot or stick depending on the suggester
- Basics - Able to afford a plex, rewarding, options
- Force - Make people interact/Don't make me interact
- Dynamic - It should be fresh, individual
- Stable - Steady progress. My projects should be there the next day
The third section was about why people where in high sec. There was a lot of honesty here and that is valuable.
I Like High Sec Because - Condensed
- Time management
- Split attention
- I can be alone
Two questions I wrote across the bottom of the sheet scream at me
- Is Risk vs Reward a valid view of Eve Online's development?
- Don't remove the old content for the new
I then went and made a word cloud to see if it told me anything.
After that I went to the forum thread that was spawned. It was a very different beast let me tell you. One reason was that the original poster presented a question about what would you redesign or introduce to high sec? It created a different attitude.
- Redesign security status
- Allow players to take on NPC positions of attack/defense (IE Faction Police/Concord)
- Dynamic - PvE to be more Dynamic
- Aggressive - Many suggestions of movement into PvP for PvE players
- War Decs - Change them
- Missions - Harder, more, dynamic, created, flexible, interesting, player created
- Trade Routes - Alternate ones
- Immersion - The story, the world, the missions, things matter
- Competitive - Missions, world, tasks, events, rewards
- PI - Redo it, expand it, improve it
The forum thread also had several conceptual states that stood out.
- People should be incentive to move. Move did not mean leave high sec. It meant move around the game, leave high sec, stay in high sec but not be static through various discussions.
- High sec is not a newbie zone.
- High sec is a newbie zone
- Allow people to choose where they want to live
- Ganking keeps players
Major themes that came through both of these reviews.
- High sec should be treated independently
- More missions
- More missions
- More content and some missions
- War decs, war decs, war decs
- Dynamic content
- Co-op abilities
- Nerf high sec
- Don't forget the solo player
- Don't take away content even if stale
The very last bit that stands out is control. Control is a major theme through this topic. Control of oneself. Control of others. Control of the environment. Control of our company, our choices, and our interactions.
I've also had several blog posts spawn that go into details and ideas and concepts. This is just my general break down and thoughts into what I've seen and read over the last week from the players that have taken time to participate. I know that this is not a representative group of the entire game nor is every single idea presented here. I wanted to touch on the over arching themes that stood out to me.