Jita wrote:People get bored when the fights stop. When it becomes more work than fun. When they get blueballed by opponents or ground down by the mechanics in game required to get fights. When the game lacks the needed risk factors to make fighting territory based rather than objective.
Those people left because the game allowed fear to be a tactical choice. Its the equivalent of a team barricading the doors and windows in COD and a failure in mechanics.
I consider this to be representative of a design flaw both here and in Eve. What you describe -- when opponents begin blueballing, barricading the doors and barring the windows -- in these games, that's what victory feels like. In these games we don't have, to borrow an expression from sports, "the thrill of victory and the agony of defeat." We have "the disappointment of victory and the agony of defeat." In this regard, Eve is no better than Perpetuum, but they get away with it because the larger player base means the defeat of one contender results in the rise of a new, different challenger fairly quickly so the "disappointment" of victory is short-lived.
I think giving players the game they want starts with not giving them what they ask for. If you look back at the results of Eve's CSM meetings over the years, you'll find the nullsec community reps always advocate ways to bring greater wealth to the winners of conflicts while delivering ever-greater pain to the losers. I believe games of this nature need to find ways to help winners feel like winners without having actually won too much, and losers to walk away not feeling so much like losers. The devs need to view themselves as arms dealers. Business is good as long as one side or the other doesn't actually win.
Another thing players ask for that they should never be given is the opportunity to invest so much in something, or acquire something of such value, that they can't fathom ever losing it. To protect these assets, players turn to blobbing and non-aggression pacts. I quit playing before Gamma was introduced, but I think I recall reading a dev blog where they stated the biggest complaint by players was they felt they had to spend all their online time fortifying their defenses to protect their investment.
The scarcest moon mining minerals in Eve were introduced by the devs with the stated intent that they be drivers of conflict. In reality, players responded by creating mega-alliances to defend them and they consequently remained in the same hands for years. Another result being, by holding these huge revenue-generating assets, even if a contender can achieve some tactical victories against a mega-alliance, they will never win the war of attrition.
I think most will agree that the occupants of nullsec in Eve fit nicely into a caste system. The reward/loss mechanics CCP built into nullsec pretty much dictate that the only way to move up a caste is to be absorbed by an entity already there. I think this is a chief reason so many Eve players are hoping for a better game to come along. Perpetuum needs to figure out how to be that better game.