Re: PvE vs. PvP - the endless discussion

You are absolutely correct, Wraithbane: for the angry little German fellow, the problem is that he can't grief people, so naturally his solution is to allow that. From a non-sociopathic perspective, as you said, he's proposing a solution to a problem that doesn't exist.

But if we look at other posts, especially from the other thread, we see a similar trend: combat-oriented players are proposing combat-oriented solutions- instances, more roaming NPCs, more twitch-based action. It's all very narrow-minded, and essentially ignores a large aspect of the game.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

Re: PvE vs. PvP - the endless discussion

Dromsex wrote:

You still havent realized what i wrote there eh? Im not talking about ganking and there woudnt be an arms race. Read ffs ;D

For the good of the game - alpha should change accordingly.

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.

If you can't kill it, don't make it mad.

53 (edited by Dromsex 2011-01-23 19:46:50)

Re: PvE vs. PvP - the endless discussion

-Hm - show me where i stated that i want to grief.
-Show me where the proposed system would allow it to the extend your making up here.
-Show me where there is a non existant problem - since the problem is there for lots of people.
-show me where something i propose is narrow minded while it actually doesnt take anything away but just add possibilities

You cant? Oh boy then you should shut up Savin.

The thing is - you know your wrong. Your attitude is so narrow minded an selfish speaking for the minority of this game and you want to force them to pve and or trade?

The game will go down the road if you force people to do that. All games did that forced people to pve.

You lost already Savin since you didnt bring anything up that show what would be taken away from you. Since then your only implying lies.

54 (edited by Dromsex 2011-01-23 19:51:24)

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:
Dromsex wrote:

You still havent realized what i wrote there eh? Im not talking about ganking and there woudnt be an arms race. Read ffs ;D

For the good of the game - alpha should change accordingly.

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.


No its not about that. If you would have paid attention - the system is set up to make that impossible. PvP on alpha would be the non-scripted mob that would kill you in the same circumstances a mob did.

And no - there would be no arms race when guard attacks in high density areas would insta pop anybody.

And still 2 shot people who cant make their way to a beta port on lower density areas. If youd not be around with a heavy mech sitting next to a beta port - ot had 20 people remote repping you - escorting you to a station - youd be gone.

If people make that effort and coordination of investing like 30 minutes 100million in bots to kill an arkhe that was afk - well then they earned it.

55 (edited by Other 2011-01-23 20:25:22)

Re: PvE vs. PvP - the endless discussion

First of all i'm not a combat oriented player.  I generally go with market pvp, gathering and manufacturing.

It seems that the options everybody is giving here are all zero sum.  Either Alpha zones are 100% pve or 100% pvp.  The idea that some elements of pvp can't be mixed into the Alpha island portion of the game without greifers exploiting it to the point it breaks the game is flawed.

Eve is intentially developed to allow greifers to ruin pure pve players days, otherwise non-consual war decs in high sec space wouldn't be allowed.  This game and the intertwining of pve and pvp play doesn't need to be, nor should it be Eve.

Without mixing the two, both on Alpha and Beta islands, you end up with pure resource grinds on Alpha and a FPS on Betas.

The developers will never be able to write enough code to create the complexities that fully involved player interaction can create.  Complexity and specialization is the key to making the game experience more immersive and complete.

To boil it all down i compare Perp to Eve.  In Eve, player interaction almost always favors the pure pvp players no matter the location.  Perpetuum could design game mechanics that still allow pvp interaction on Alpha islands but would lean toward the pve players by minimizing the opportunities for this interaction and allowing the pve players more opportunity for escape or success.

I simply favor the sandbox nature of the game without strict limitations to playstyle.  Also i feel that risk is important to adding to meaningful game play.  I would rather succes for pve players in game be defined by intelligent gameplay and not by who has the constitution to sit in one spot and grind assignments or gather resources for hours on end.

To say that these type of game mechanics can't be accomplished because the greifers will always be one step ahead of the developers is flawed logic.  By eliminating non-consensual war decs in high sec space (and to some extent neutral remote reps) CCP could completely change the dynamic of pve play in Eve.  The fact that greifers have almost free rein in Eve is not due to greifers being more intelligent than the devs... It's an intentional mechanic by CCP to force people out of high sec and into pvp play.

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.

Wraith, you're right, of course, and game after game has demonstrated this. But you can't compete with a guy who gains five years of gaming 'expertise' in one night. Nor can you argue with someone who thinks that when you point out how wrong he is, you "own" yourself.

Besides, as I said before, what harm could possibly come from a little German guy wanting to impose his will on everyone?

But let's get back on topic:

Wraithbane, what ideas do you have about improving PvE for those who prefer it to PvP?

Other: I think you have some great ideas- let the PvE grind have more meaning by giving the grinders some exclusive resources or recipes. Then introduce an improved economic system that increases player interaction and competition, and let us go on to flesh it out.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

57 (edited by Redline 2011-01-23 20:31:16)

Re: PvE vs. PvP - the endless discussion

See Savin, you have no points. You own yourself, becasue you a liar - and the topic isnt improving pve - but bringing pve and pvp together.

But hey thats good if you disqualify yourself for everybody to see. Go on pls!

58 (edited by Other 2011-01-23 20:40:27)

Re: PvE vs. PvP - the endless discussion

Also, I'd like to sell a bunch of Rivelers...

If there aren't any meathead greifers blowing them up every once in a while then I'm not gonna sell that many tongue

NIC sinks are important to creating a decent market system.  If you use the same numbers as Eve in the proportion of the population that resides in highsec and the proportion that resides in low and nullsec (appx 85% in highsec) then the market will be permanently broken as an important part of game play.  Destruction of equipment and robots has to happen on a fairly large scale to keep the market moving.

The only other option would be constantly having to increase the size and power of equipment and robots to keep experienced players interested.  This would alienate new players and limit the game to those that have been here since the beginning as skill progression is time based.

Limited playerbase = a dead game.

Re: PvE vs. PvP - the endless discussion

Dromsex - the "guard" system doesn't work in perpetuum. M2s has shown how easy it is to massproduce certain equipment to be able to just suicide gank around the alpha terminals - even if destruction comes within miliseconds, there was no hope for the ganked ones.

and there was almost no loss on m2s side at all, but for the ganked ones it was all they got.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: PvE vs. PvP - the endless discussion

Savin wrote:
Wraithbane wrote:

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.

Wraith, you're right, of course, and game after game has demonstrated this. But you can't compete with a guy who gains five years of gaming 'expertise' in one night. Nor can you argue with someone who thinks that when you point out how wrong he is, you "own" yourself.

Besides, as I said before, what harm could possibly come from a little German guy wanting to impose his will on everyone?

But let's get back on topic:

Wraithbane, what ideas do you have about improving PvE for those who prefer it to PvP?

Other: I think you have some great ideas- let the PvE grind have more meaning by giving the grinders some exclusive resources or recipes. Then introduce an improved economic system that increases player interaction and competition, and let us go on to flesh it out.

Well, first off, as I mentioned in another thread, make the out posts mean something more than they currently do. Make them literally fortresses that need to be defended, expanded and maintained against the robotic clans attacks.  The expansion and up keep would involve the crafter/industrial types. The defense would require combat specialists.

They would have ascending classes(just like bots) with each class having more weapons emplacements, defense shields and other such installation mods.   Once out of the basic out post class, they would have teleporters to allow for reinforcement when they come under attack by the robotic clans(and also access by the crafter/industrial types).

Expanding and maintaining the fortress system would become literally a game within the game itself.

As far as the Alpha and Beta situation breaks down, the Alphas are the planetary strong hold necessary to allow the continued access to the planet. The Syndicate(confederation of giga corps that rule earth) has decreed that since the Alphas are the key to the planet itself, there is to be *no* conflict among its member corps there(in fact with the robotic clan attacks it would literally be suicide).  On the Betas how ever, competition is allowed, as long as it doesn't interfere with the Syndicates exploitation of the planet.

Given the on going shadow war between the member corps of the Syndicate(assassins, "regime change" and other such games) on home world, their main focus is on continued access to the resources that are necessary for their continued power. Thus anything and anyone who might interfere with that access is *not* to be tolerated(its just about the only thing that all of the giga corps agree upon).

The Syndicate Council(ruling body of the Syndicate) is the usual snake pit of sociopaths, whose only goal is personal and political power.  But that is balanced out by the reality of the situation on earth, and the need for continued access to the Alpha areas.  This could end up being something like a cross between the giga corps in Shadow Run, and the Houses in Mech Warrior.  Any way, thats enough of that for now. ^^

If you can't kill it, don't make it mad.

61 (edited by Redline 2011-01-24 01:18:30)

Re: PvE vs. PvP - the endless discussion

Well then the loss is too small when its that easy to do / even targeting at terminals (high density areas) could trigger the guards - you dont need no remote rep there.- or the internal balancing is faulty when you can kill somone in comparable gear with 1 shot.

If its more guys - then its a math task to make the loss for several guys hard enough so that ganking a weaker target doesnt sum up.

If it takes more then 1 shot - then players could even trigger the guards themselves like in MO.  and theyd insta kill the enemy.

You could also increase the armor - or decrease pvp damage according to the guard density. So - wheres the problem?

Re: PvE vs. PvP - the endless discussion

And concerning OPs: giving them more fluff to build and defend is nice but the actual capturing is very lame atm - could be more interesting and meaningful - minigames to shortcircuit the internal computers etc.

Also - the gain from an OP would need to be more then just lame lvl3 facilities. Youd need a dynamic item system to make the crafter and OP have an impact on the quality of same tiered items. This way thered be items of the same kind with different item quality.

The current item system is again pretty lame - its like from another century. MMOs 10 years ago had dynamic item systems.

Actually - the list is so big - youd need an interconnected concept - which should have been there 2 years ago. If you come up with it now - youll see it realized in 1-2 years.

Additionally, any partial implementation of interconnected designs makes the seperate elements fail each on its own.

Well, they should get some help. Otherwise all those playermade ideas will break the game.

Re: PvE vs. PvP - the endless discussion

Redline wrote:

Well then the loss is too small when its that easy to do / even targeting at terminals (high density areas) could trigger the guards - you dont need no remote rep there.- or the internal balancing is faulty when you can kill somone in comparable gear with 1 shot.

If its more guys - then its a math task to make the loss for several guys hard enough so that ganking a weaker target doesnt sum up.

If it takes more then 1 shot - then players could even trigger the guards themselves like in MO.  and theyd insta kill the enemy.

You could also increase the armor - or decrease pvp damage according to the guard density. So - wheres the problem?

Red, it doesn't matter what the cost is, if its possible the gankers/griefers will do it.  Thats how those clowns get their jollies after all. They LOVE ruining other players game experience.  They will go to just about any lengths to do so. Its the nature of that type of person(which says interesting things about their psychology... But lets not go there... ^^).

What this ends up being is an endless time sink for the Dev's to deal with, in order to protect their profit margin. Why not just cut to the chase, and keep the Alpha situation as is?  As I mentioned before, I suspect the motivations of those who want to force PvP interaction on those who do not want it.

If you can't kill it, don't make it mad.

64 (edited by Redline 2011-01-24 01:58:31)

Re: PvE vs. PvP - the endless discussion

Ok - have you read about the part with decreasing pvp dmg the nearer you are in social areas? This way even a heavy mech wouldnt kill an arkhe with 5 volleys.

Problem solved. Youd just need to connect the max dmg output value as a modifier to the decrease of pvp damage when coming closr to a terminal w/e - and the game autobalanes this itself.

Anyway - i just thought about that OP hacking minigame idea - make it a professian  -and even PVE could be more interestin when you have to hack the kernels to reveal their information OR to get them out of the PVE corpse. Hacking reqs would increase with increasing kernel quality, so that youd need a dedicated hacker for certain parts of the game - within your group.

@the motives for this simply is a well rounded coherent, non artificially devided system to not devide up the playerbase. To give people possibilities to try things. Thats what makes up a sandbox after all. I dont play a sandbox mmo to be restricted.

Not being able to defend myself against a greater number of enemies because pvp flags inhibit jumping - is a reason for me to leave the game - i never seen such bad design. Its gamebreaking.

65 (edited by Other 2011-01-24 02:08:07)

Re: PvE vs. PvP - the endless discussion

I agree with you Redline.  A divided and restricted player base in an MMO is not a sandbox MMO.

With no risk and no destruction of the bots and equipment of the 85% of the player base that will likely hang out in Alpha areas (based on Eve statistics) you have a permanently broken market.  Especially with fully tradeable items (no BOE or BOP).

A broken market equals a broken game when it comes to sandbox MMOs.   Or should this game end up being the gear grind that WoW is?  The problem you have with a gear grind game and time based skill progression, with no hard cap, is that new players will never be able to play at the same level as the more experienced players.

66 (edited by Other 2011-01-24 02:02:18)

Re: PvE vs. PvP - the endless discussion

Oops... Double posted

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:

Well, first off, as I mentioned in another thread, make the out posts mean something more than they currently do. Make them literally fortresses that need to be defended, expanded and maintained against the robotic clans attacks.  The expansion and up keep would involve the crafter/industrial types. The defense would require combat specialists.

I really like this idea- there should be greater rewards (and greater costs) for holding outposts. More importantly, as you say, holding should require more than simple firepower.

What if there were unique nodes, say, like a geyser that produced unique chemicals or gasses, that produced one unit for every minute that someone held the outpost? Having it occur automatically would allow combat-focused players to spend their time doing what they wanted, rather than force them to mine.

Wraithbane wrote:

They would have ascending classes(just like bots) with each class having more weapons emplacements, defense shields and other such installation mods.   Once out of the basic out post class, they would have teleporters to allow for reinforcement when they come under attack by the robotic clans(and also access by the crafter/industrial types).

Expanding and maintaining the fortress system would become literally a game within the game itself.

Excellent ideas as well. The only problem I see right now is that the NPC attacks would have to be somewhat predicatble- it doesn't seem fair to ask a corp to defend when most of its members are asleep.


Wraithbane wrote:

Given the on going shadow war between the member corps of the Syndicate(assassins, "regime change" and other such games) on home world, their main focus is on continued access to the resources that are necessary for their continued power. Thus anything and anyone who might interfere with that access is *not* to be tolerated(its just about the only thing that all of the giga corps agree upon).

This is something that really hasn't been developed, and could easily be tied to the outpost system. Aren't we all supposed to be here for the purpose of exploiting resources? If that's the case, then shouldn't we be required to pay "rent" or "tribute" to the mega-corps back home? What if part of maintaining an outpost required a weekly tribute of resources to the mother companies? It doesn't matter how they were obtained- loot, harvested, or bought- so long as they are sent home on schedule. And if you can't make this week's rent? You're out of the outpost, or your credit line is closed down and you have a week's notice.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

Re: PvE vs. PvP - the endless discussion

Other wrote:

With no risk and no destruction of the bots and equipment of the 85% of the player base that will likely hang out in Alpha areas (based on Eve statistics) you have a permanently broken market.  Especially with fully tradeable items (no BOE or BOP).

A broken market equals a broken game when it comes to sandbox MMOs.   Or should this game end up being the gear grind that WoW is?  The problem you have with a gear grind game and time based skill progression, with no hard cap, is that new players will never be able to play at the same level as the more experienced players.

Other, as you mentioned in  a different post, the 'broken' market could be addressed through a combination of more economic competition and greater interdependence between crafters and fighters.

What do you think about Wraithbane's idea of outpost defense, and the various resources it would require? It sounds like a good solution to me, as it would provide a sink rather than lead to a gear grind. I think it could also be flexible enough to cater to large and small corporations.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

Re: PvE vs. PvP - the endless discussion

Savin wrote:

Other, as you mentioned in  a different post, the 'broken' market could be addressed through a combination of more economic competition and greater interdependence between crafters and fighters.

What do you think about Wraithbane's idea of outpost defense, and the various resources it would require? It sounds like a good solution to me, as it would provide a sink rather than lead to a gear grind. I think it could also be flexible enough to cater to large and small corporations.

I think its a great idea.  Along with a strong incentive for Beta island corps to recruit industrialists into pvp zones to support industrial equipment destruction.

The outpost idea would be a good solution for those that abhor being shot by another player but don't mind so much being shot by an NPC.

I think it would be good idea though for the outposts to produce some resources that are different than what is produced in regular Alpha zones or Beta zones.  And, the same for the others.  That way each play style will be important for a complete supply chain.

Re: PvE vs. PvP - the endless discussion

Redline wrote:

Ok - have you read about the part with decreasing pvp dmg the nearer you are in social areas? This way even a heavy mech wouldnt kill an arkhe with 5 volleys.

Problem solved. Youd just need to connect the max dmg output value as a modifier to the decrease of pvp damage when coming closr to a terminal w/e - and the game autobalanes this itself.

Anyway - i just thought about that OP hacking minigame idea - make it a professian  -and even PVE could be more interestin when you have to hack the kernels to reveal their information OR to get them out of the PVE corpse. Hacking reqs would increase with increasing kernel quality, so that youd need a dedicated hacker for certain parts of the game - within your group.

@the motives for this simply is a well rounded coherent, non artificially devided system to not devide up the playerbase. To give people possibilities to try things. Thats what makes up a sandbox after all. I dont play a sandbox mmo to be restricted.

Not being able to defend myself against a greater number of enemies because pvp flags inhibit jumping - is a reason for me to leave the game - i never seen such bad design. Its gamebreaking.

Let me see if I have this straight. Say within a KM(1000 meters) of a alpha terminal, even locking on to someone gets you killed by flying guards.  Say at 2km you have time to lock on and fire off a volley or two before the guards show up.  That means that we have the usual gank squads roaming around looking for victims among the miners and haulers, and those trying to run assignments.  Just so long as they stay out of the guards reach, they can have their jollies at the other players expense. 

Thats supposed to be an "improvement" over the current system??  Not to mention, how long will it be before the gankers start howling that the guard system is too limiting? We need more options! You need to keep the guards inside the One KM limit!(then half that...Then half that...). Long before this of course, most of the PvE types would have left to play another game, which means much less money for the Dev's... This is not a good direction for the game to take.

Lets try a thought experiment shall we? Suppose a group of PvE players starts in with the same thing. Its not fair that the best ores are on the betas! We need more options! We need more sand in the sand box! Expand the no kill zone to the beta ore areas!

That would go over with the PvP types, just about as well as some of the proposed "solutions" for the Alphas have with the PvE crowd.  But you know, I've not seen many, if any of the PvE crowd proposing such a "solution"... Once again, I question the motivation of those who want to inflict PvP on those who have no interest in it.

If you can't kill it, don't make it mad.

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:

That would go over with the PvP types, just about as well as some of the proposed "solutions" for the Alphas have with the PvE crowd.  But you know, I've not seen many, if any of the PvE crowd proposing such a "solution"... Once again, I question the motivation of those who want to inflict PvP on those who have no interest in it.

Once again, a very insightful observation.

I've heard arguments from 'immersion' to 'artificial distinction' to 'real sandbox,' and they all amount to the same thing: some people are very frustrated by the fact that they cannot ruin the game for others.

Maybe that's what those of us who prefer PvE should do? Let's start demanding that we have the ability to force the PvPers to do what we want- maybe if we took this approach, we'd find a happy medium.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

72 (edited by Other 2011-01-24 05:21:32)

Re: PvE vs. PvP - the endless discussion

Here's a question...

Why is it worse to be blown up by a player rather than an NPC?

For the market to have any importance things have to break and break often.

The market has to work if you're going to be an industrialist.

If equipment and robots are not destroyed at a very fast rate by either NPCs or players then either industrialists will be a very small niche of the game, ammo will need to be very expensive and require an extensive skillset to create or, the developers will need to constantly add more and more powerful robots which, as i explained earlier is game breaking.

So, if you want industrialists to play a large role in the game, whats better, to be blown up by a player or an NPC?

Re: PvE vs. PvP - the endless discussion

Oh, it doesn't matter to me at all. But you're right that combat must be a large portion of the game.

The issue at hand is more about who decides who gets blown up- we've seen several people, obviously PvP oriented, who want to be able to attack anyone, anywhere. That's fine, if that's what you're going for- but if that's the case, cut out the middle-man, get rid of industry and harvesting, and make the game an FPS. Or, make it Starcraft, where NPCs do all the industrial stuff- because very few PvE players will stick around for that.

In other words, extending PvP to the alphas is not a legitimate solution.

Again, you can get around the problem by continuing to introduce tech based on NPC drops, and unique high-level resources that are only available to PvPers. The high demand for both should ensure plenty of combat for those so inclined.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

74 (edited by Redline 2011-01-24 05:52:38)

Re: PvE vs. PvP - the endless discussion

No wraith there wouldnt be unprotected areas, just a decreasing density as a measure to reflect security increasing while getting closer so inhabitet structures.

And again - theres no talking about actually successfull ganking approaches rather the ability to fire your weapons at anythnig you can aim and to zone with a flag. Those 2 missing last polints are just crap.

If you implement decreasing pvp dmg like metioned above there wont be a problem with arms races - it couldnt be. Also you could prevent suicide attacks.

Letting attackers be something like a clever scripted mob with a still greately reduced possibility to succeed sounds like a fair idea for abandoned alpha outskirts. This has nothing to do with pvp rather then making the system more logic, more coherent, less immersion breaking.

Safezones at beta would be part of the concept the other way round. Its rather doubtfull that there wouldnt be more safe zones in a conflict zone.

As long as there are objectives like OP fights - and safezones are remote enough to prevent synch-whoring at OPs.

Re: PvE vs. PvP - the endless discussion

I disagree that pvp on alpha islands isnt a legitimate solution.

Eve's business model is working fairly well for them.

The biggest complaint that i've seen in eve are the non-consensual wardecs in high security space.  There should always be nasty repercussions for non-consensual pvp in high security areas.  But, to eliminate it completely removes a large portion of the sand from the sandbox.

I think CCP could resolve the problem of needing that large of an isk sink by getting a better handle on the macro miners.

I don't feel like this game can be legitimately be called a 'sandbox' mmo if you have that total separation of the pvp and pve players.

And, like i said before, i'm not a pvper.  I rarely undocked in eve with a ship fitted with any kind of gun.  I do enjoy having to play smarter than the meatheads that enjoy greifing carebears like myself.  The unpredictability of other players being thrown into the mix of potential dangers adds a level of gameplay that no amount of programming can equal.

Maybe a lower security area would be a reasonable compromise, as long as it isn't the disaster that lowsec in Eve has become.