During CSM 13, when Brisc was doing outreach to players about their concerns and issues they’d like to see brought to CCP, he would frequently tell them “that’s on my list.” Brisc’s List grew as the year went on. Now that campaign season is upon us again, Brisc’s List is again starting to grow.
Here’s a list of things that Brisc wants to work on if re-elected to the CSM.
BIG IDEA #1: Conflict Drivers
- Give Nullsec Something to Fight Over
It has been over two years since the last massive Titan brawl happened in X47. One of the biggest contributors to the idea that nullsec is “stagnating,” despite player activity being higher than it has been in the last five years, is the lack of major wars between the nullsec powers. Some argue that this is the result of the “Blue Donut” of coalitions, others blame diplomats. The reality is that there just isn’t a good reason, beyond ‘good fights,’ for these powers to go head to head.
CCP needs to devote significant time and resources to developing conflict drivers for nullsec, to give them a reason to fight.
2. Mini-Blackouts – redesign “local chat” to be less about intel, provide groups a choice
While the Blackout was an idea that was extremely controversial, what it showed was the potential for conflict generation when “perfect intel” is removed from the game.
CCP has acknowledged that the local chat channel was never intended to be an intel tool. Combat probes, D-scan – all pale in comparison to the power of local chat for telling you what’s around you in space.
Some Blackout style changes that could be implemented include creating an ihub upgrade that allows for instant local in nullsec – otherwise local is delayed by a certain period of time. The module could be disrupted by entosising or even attacking the ihub to put it offline temporarily. Systems with no active sov holder would not have instant intel, for instance.
CCP should explore making local chat, as a perfect intel tool, less perfect and requiring some kind of trade-off for such a significant game mechanic. Players should have the choice – perfect intel or something else they want. At the very least, this could make certain areas of nullsec less safe than they are today.
3. Resource and Ratting Depletion
In real life, one of the biggest conflict drivers that arose between tribes of humans, and has continued on today’s world of nation-states, has been over resources. In EVE, however, resources are not only plentiful, they are endless. Those who wish to “farm” asteroids will find themselves with an endless supply. Those who wish to “rat,” killing pirate ships for bounty money from CONCORD, will find a limitless supply of moron NPCs who blithely go to their deaths over and over again, every day endlessly.
This isn’t how real life works. If an area is mined out, people have to move on. If you over hunt or over fish in an area in real life, you have to move on until those stocks replenish. Real humans would learn to avoid areas where they know people are going to shoot at them.
CCP should explore creating diminishing returns for both mining and ratting, where the more mining and ratting done in a system over a certain period of time, the less valuable mining those areas are. This would force groups to be less like the Romans and more like the Mongols, roaming continually to feed their empires, and force conflict as the big empires strive to capturing the most pristine grounds for their krabbers.
4. The Return of Passive Income – Money Trees to Fight Over
When CCP changed the moon mining system to move it away from a passive income generation stream to requiring active mining of moons, nullsec players lost one of the key alliance level assets that created conflict. Fights over R64 moons were some of the most obvious, and important, battles in EVE for a long time, and that was lost when passive income went away.
CCP should explore whether creating a new form of passive income – one that is significant enough to be worth fighting over, but not economy breaking – could help drive conflict in nullsec.
5. War Declaration Iteration and Communication
The changes to War Decs that were designed and implemented after CSM 13 are some of the top changes to the game made by CCP as a result of CSM feedback. The changes have been part of the reversing trend of new players being turned off from EVE within the first week, and have been largely accepted and approved by the player base. That being said, the war dec community would like to see some changes to help promote their playstyle, and the larger community has some issues they want to see fixed. CCP should explore (hat tip to Suitonia for some of these):
- Retaliation Mechanics – Defenders should be able to retaliate against Attackers who have dropped the war or kicked a corporation during a war. The retaliation would allow the Defender to issue a new war that goes immediately into effect, with no 24 hour waiting period.
- No Putting Ships in Capital Ship Maintenance Arrays While Tackled – Attackers can be some of the most risk averse players in EVE, and they love to find creative ways to frustrate Defenders. One way they have been doing this is to park neutral Bowhead or Orcas on a citadel grid, and if a fleet they can’t handle shows up, they dump their ships into the Capital’s Ship Maintenance Array – even if the ship is tackled. This provides the Attackers with an easy way to never lose a fight, and it’s one of the most anti-EVE things out there. This needs to be addressed.
- Prevent Players from Joining Corps Actively Engaged in an Offensive War – One of the goals of the war dec changes was to make wars more meaningful, and provide Defenders with a way to win. Corp hopping – when players join a corp to help with a specific timer – makes a mockery of the corporation system, allowing players to hop in and participate in a war, then hop out when they’ve finished the timer or want to do something else – is the opposite of what the war dec changes were supposed to provide. CCP should not allow Corporations with active Offensive Wars to recruit players who have not spent at least 24 hours in an NPC Corporation prior to their joining corp. This should prevent most corp hopping while having minimal impact on actual corporation recruitment.
- Talk to the War Dec Community – One of the biggest complaints from the war dec community is that CCP didn’t talk to them when they implemented their changes last year. While CCP was aware of and did review a lot of the information compiled by the community, it would be beneficial for them, in a structured way, to get feedback directly from those who are most involved in High Sec war decs and find out what their priorities and concerns are.
6. Consider adding additional NPC nullsec space
This is a repeat from last CSM campaign, but it remains important, especially with the rise of ratting and mining empires in the Drone Lands and other areas of New Eden nulsec that do not have NPC space.
One of the biggest issues with hitting large empires, especially those in the Northeast, is the lack of NPC held nullsec space. A region like Delve, despite its reputation for being the toughest area in the game to play in because of the Supercapital umbrella of the Imperium, remains dangerous and accessible to hostile groups because they have the benefit of NPC nullsec within jump range of many of Delve’s most important systems. This means that, no matter how active, there’s always a risk of attack in Fortress Delve.
The same can’t be said of other regions of the game, like the Drone Lands, where there is no NPC null space for raiders to stage from. This makes impacting the infrastructure of some of the nullsec empires extremely difficult, and thus those areas are exploding in ratting and mining, and they’ve also become a haven for bots and RMT. Adding NPC nullsec in those areas would at least provide a meaningful beachhead for guerrilla warfare and anti-Botting game play against those alliances.
CCP should consider expanding NPC nullsec space, especially in the Northeast.
BIG IDEA #2 – Keep Rocking the Balance Changes
- Continue Iterations on the Capital and Supercapital Meta
CCP has gone come a long way over the last few years when it comes to the capital and supercapital metas, but there is still much work to be done. The massive EHP nerf that was seen in April 2020 was just one part of a larger rethinking of the capital and supercapital meta that needs to happen.
Each ship in the capital meta needs to have a specific purpose or roll to fill. Right now, why bring a Titan when a Dread will do more damage? Why bring a Supercapital when you can bring a Titan? The recent changes to carriers to make them the tackle capital is a step in the right direction, but CCP needs to come up with a comprehensive game design for the supercapital meta that makes sense and will promote conflict between players.
2. Continue Module Tiericide
It may not be sexy, but module tiericide helps to, as CCP Burger would say, “fix the stupid” in EVE, making things easier for newer players by providing names of items that make sense and by tweaking existing modules so they fit into a rational system that scales properly.
CCP should keep providing rounds of module tiericide each quadrant release.
3. Capital MJDs
Dunk Dinkle had his Tech 2 salvage drones, I have my Capital MJDs. Someday it will happen. Maybe.
4. Roll Back the Boosh Nerf
I can understand why some people wanted to see booshing nerfed – it was a tactic that made it possible for fleets to move around grid quickly and be able to take fights (and avoid fights) in a way that was difficult to counter if you weren’t familiar with it. Yet, at the same time, the booshing mechanic with micro jump field generators was not something that was widely adopted or successful, and it was not overpowered if you were familiar with how to counter it. In the end, removing the boosh has not provided any significant increase in meaningful content or gameplay, and it made certain areas, particularly those under a supercap umbrella, safer than they were before.
It’s time to roll this change back.
5. Marauder Lock Range Buff
With both Tech 1 and Tech 2 battleships getting buffs to scan resolution, it’s time to provide a similar buff to their bastion module using big brothers, the Marauders. While the Golem has a lock range that’s close to its Tech 1 brethern (119 km for the Golem vs. 135 km for the Rokh), the Vargur is rocking a horribly bad 101 km lock range. Let’s get these ships back in line with the rest of the battleships so they can be used for fun things like MJD spearfishing.
BIG IDEA #3 – It’s Lowsec and Faction Warfare’s Turn
- Give Lowsec a reason for existing – Create the Subcap PvP Paradise
Each area of the game needs to have a fundamental reason for existing. Highsec is the “safe” area of EVE, where new players and PvErs are free to run missions and mine in Covetors in relatively safety, with CONCORD standing by the annihilate anybody who ganks them. It’s the marketplace and industry hub of EVE, as well. Nullsec is the domain of the giant player built Empires, where politics and reputations rule, and where much of the sand of this sandbox game exists. Wormholes are a unique area, EVE Online on “hard mode,” with different mechanics and culture from the rest of the game. So that leaves lowsec. What’s the point?
It’s more safe than null, less than high. It has Faction Warfare, but that area of the game needs work, too. So what’s the point of it? Lowsec needs a function that makes sense and is fun. One thing CCP could do is make Lowsec into a subcap PvP paradise, by banning the use of all combat capital ships. Lowsec should be the place where you don’t have to worry about dreadbombs and carriers getting dropped on your heads constantly. It should be the place where Titans fear to traverse, because they can’t fight back, and if you get caught, you either need a response fleet or you’re going to die.
Lowsec should be the destination of every small gang roam, because they know they’ll be able to get a fight there.
CCP should explore making Lowsec a subcap PvP zone for EVE Online.
- Faction Warfare Revamp
It’s their turn. Almost every other area of the game has seen significant iteration over the last few years, but Faction Warfare remains relatively unchanged, despite the significant impact of the Citadel expansion. It’s time for Faction Warfare to get a solid six+ month development cycle, to rethink it and make it more fun.
A few ideas I’d like to see explored in a Faction Warfare Revamp include:
- Citadel Changes – One of the goals of controlling a system in the old days of FW was to lock the opposing team out of the outposts in the system. That’s possible in the current system, but player owned citadels take the bite out of losing a system – as long as you have a player owned structure, you’ve got access to your assets, a safe place to log and tethering. This should change – loss of control of a system should lock down all player owned structures of the opposing Faction, shut off tether and drop those citadels into abandoned state. This provides a meaningful impact to losing or controlling a system. Player structures of neutral alliances who are not engaged in Faction Warfare should be off-limits to Faction Warfare players, to prevent workarounds.
- Meaningful Rank System – Ranks exist under the current system, but they are simply a reflection of faction standing. This should change, and there should be meaningful and obvious ranks for players in FW. As you fight in Faction Warfare, you should rise through the ranks of the Faction Militia, from second lieutenant to General (or Ensign to Admiral, depending on the Faction), with each rank providing modest increases to LP gain and cheaper costs in the LP store among other rewards. That rank should travel with you wherever you go, there should be visible symbology on the character sheet, and it should be viewable on the player info sheet in the medals screen, and if you switch Factions, you should lose it permanently and be forced to start from zero. If you simply retire, the rank should remain visible as an honorary title from the Faction Militia. This would provide a meaningful achievement system for those players engaged in FW.
Random Things Brisc Wants (Brisc’s List of Fun and/or Player Requested Features)
- THREE WORDS: RED DOT TOGGLE
- New missions for high sec mission runners.
- Ansiblex Jump Gates you have access to should be included in in-game “set destination’ routes to systems
- Tech 2 salvage drones
- A lowsec gate to Stain
- An in-game novelty item “Brisc Rubal’s Expert Guide to Wormholes”
- Player built/owned Angel caps (including Titans) and Triglavian Titans
- Tech 2 reactive Armor hardeners
- “Drone Chooses Independent Target” option under drone aggression
- A reason for anybody to fly a Griffin Navy Issue
- Let me click on somebody from my watch list and have it show up in the “selected items” box
Fix the fleet mechanics so FCs can choose where players who join the fleet go– COMPLETED
- Optimize/Rework Corp and Alliance settings
- Patch Notes as a separate Dev Blog so we can see them as they’re updated FOR THE LOVE OF GOD and get them out before the day of the release
- Better starting overview and window layout for new players.
- Fix the lock/unlock mechanic for BPOs and BPCs so that votes to lock/unlock are recognized, the interface is no longer buggy and slow and make it user friendly.
- Logi on killmails. Oh, this is kind of funny, actually. From CSM 1
- GMs should not be reimbursing PvP losses without a legitimate server side malfunction
- Cloaky camping – make cloaks use a small amount of cap so they can’t be permanent cloaks
- ACL-style shareable standings lists with an edit history
Command ship rebalance –COMPLETED
- Multiple clones in a single structure
- Marshal skin with shark teeth like a P-51 Mustang
- Update Corp logo system to allow for greater diversity of logos
- Fix the constant TIDI in the Drone Regions
- Ship spinning Supers and Titans – WHY IS THIS NOT A THING YET?!
- CCP Convict should NOT die in in every EVE Pulse video – the poor man has suffered enough
- Just flat out get rid of damage caps on structures. It does not meet the purpose it was designed for
- I don’t know why I really have to type this, but alliance skins.
- Standings ACL for alliances and corporations, or at a minimum remove the standings slider and allow the player to enter the number of the standing they want intstead
- Address the overuse of “capital” system in Aegis sov in the Providence region
- More corp hangers
- Allow citadels to be neuted
- Allow players to incap specific weapons on citadels by targeting them specifically,
- All neuts killed in Poitot should drop a “postcards from Poitot” item
- Correct issues with PI that make it difficult for those with color blindness to participate
- Add a “potato mode” button to the graphical settings window that allows you to go to lowest graphics mode with one click. (button should either have a little potato on it or a picture of Dark Shines avatar)
- Allow players to open their personal hangers to alts via an ACL list
- Allow for refining and repackaging within cans, and allow them to be reorganized from outside a station
- HICs should be able to light cynos
- Cat girl decals for ships
- NPC Dreadbombs
- In-game chat client emojis
- A way to tell whether you already own a skin by looking at it – either on the icon itself or in the info.
- Make it so that fitting T3s isn’t “utter shite anymore.”
- Balance the Proteus
- Get rid of Edencom Cyno Jammers. They’re bullshit for JF pilots.
- Create a way for fleets to knock structure weapons off-line during structure bashes.
- Remove one of the utility high slots on the Barghest – it’s way to stronk against small gangs.
- Balance the power usage on command centers in PI – CPU barely breaks 50% but power grid is always maxed out. Bump up of 1k for just one more facility or extractor.
- Remote station/citadel item stack and split
- A “center probes on self” button in probing window
- Allow the color you’ve chosen for watch lists to reflect in the fleet chat window, so that when the person you’ve assigned a color to on the watch list talks in fleet chat, their statements are highlighted in that color in the fleet chat channel.
- Add a Triglavian mindlink that provides benefits for skirmish and info boost modules for use with Draugrs.
- Allow players to remove chat channels from their list of channels.
- Make killmarks bigger on the Ferox so Finchy’s old eyes can see them.
- Add an option to the right-click menu in the ACL screen to allow easy removal of names from an ACL.
- Upwell Structure Interior variation: let owners of upwell structures choose their interiors so there’s more interior diversity than there is now.