CCP has announced the end of Scarcity, stating that it will "firmly end" in Q4, and that dynamic resource distribution will be implemented. I have no idea what that means. Hopefully it means they're not breaking the game again. Perhaps that's a bit uncharitable, but CCP seems to have a hard time finding that middle road, and thus has a habit of doing things in extremes. But to their credit, CCP has been really figuring things out lately, and coming up with some great ideas.
Moving forward there are some things I would like to see, so I will outline some of these "hopes and dreams" of a more vibrant and engaging EVE universe. But first, how do the changes to resource availability and industry parse out, now that we've lived with them for a while? Were the changes good, bad, or neutral?
I came back to a Scarcity era EVE after a year long hiatus and honestly... I didn't notice much. HiSec moons had become garbage while I was away. No one was fighting over them anymore; people were barely mining them, in fact. There was no more Gneiss, Spodumain, or Crokite. This was sad, because ninja mining HiSec moons was a phenomenal source of content for me a couple of years ago. Hours long bump wars and angry threats about "friends in NullSec" from the Locals. No more. 0.5's that used to boast 30+ in Local were now... wastelands. CCP giveth, and CCP taketh away.
The next thing I noticed was that my 10b of compressed ore (the 15% moon variants) was now worth over 20b. Minerals had become more expensive (which I find strange; I had no problem sourcing any minerals I needed in WHs, LowSec, or HiSec - why were people having so much trouble, and complaining so loudly?). This meant my mining became a lot more valuable. Redistribution also meant people were venturing into LowSec, and even setting up infrastructure and fighting over territory. Being in Solitude, I witnessed a lot of these turf wars first hand. We always have new people trying to move in, and I have to go and kick them out, or get them to play nice and contribute to the region instead of siphoning wealth.
Overall I think it was all actually great. The game was becoming too bloated with assets and material. There was is also way too much ISK; inflation is actually a big problem in EVE, as there are just too many easy ways to make money. I think money should actually be hard to make. It should be relatively easy to make enough money to afford the now very cheap T1 frigates and cruisers (you know, stuff that newbies have quick access to), but once you get to battleships and tech2 hulls, I think that should require more effort. Some ships should just be special and not something you see constantly (like Mauraders... they are fucking everywhere now).
The industry changes also increased the cost and complexity of building capital ships, thus, potentially reducing the number of caps people put on field. This is a good thing. A very vocal minority of players are in disagreement; I suspect most of them are the sorts who started EVE a few years ago and skill injected/wallet warriored their way to caps. People talk about caps as the "pinnacle" of gameplay - the "endgame" of EVE. But EVE shouldn't have an endgame, because EVE should never end.
So moving forward, here are some things I'd like to see to roll back Scarcity, but keep EVE healthy:
- Retention of current mineral distribution, with perhaps some tweaks to NullSec to make mining in 0.0 worth it, but not overpowered like it was before. NullSec appears to have been disproportionately affected by not only the distribution changes, but also the reduction and in some cases outright removal of Zydrine and Megacyte from many recipes. CCP has to be careful here: due to NullSec players' penchant for creating bubbles of perfect safety for krabbing, NullSec mining cannot be too lucrative otherwise we will be right back in the unhealthy situation we were in before.
- An increase in the importance of moon mining for minerals: moon mining is a much more cooperative and engaging style of gameplay. It encourages corp membership or at least engagement with other players. I would like to see a significant portion of HiSec mineral sourcing moved from belts to moons. Add large amounts Tritanium to R4's, and make all the HiSec belts skimpy. I would also like to see the mineral composition of R4's homogenized and R4 rocks and materials restricted to HiSec.
- Consolidation of ore processing skills into three categories: Common (HiSec ore), Uncommon (LowSec ore), and Rare (NullSec ore). I'd also like to see the removal of refining skills for using crystals. Refining and mining are, in fact, two different activities. Make it a rank 1 skill that reduces the damage crystals take (or the chance of damage) by a small amount, with level V allowing the use of TII crystals. Refund the SP for all the ore processing skills trained less than V (people can allocate it somewhere useful.)
- Changing the mechanics of all rock mining (asteroids, moons) to be like ice mining: 1 cycle of lasers = 1 refine unit of ore. No one likes having 12 units of Veldspar spamming up your assets list. Crystals can just make your cycle shorter (which is the same, in the final analysis, as increasing yield per cycle).
I think these changes will streamline the way SP interfaces with player activity. No more needing to training a million processing skills on mining alts in order to use crystals, just train a simple skill so you can optimize SP to utility. Players will still be incentivized to venture into LowSec for resources and set up infrastructure there, while also incentivizing HiSec players to work together in order to maximize the resources they can harvest. So yeah. That's what I'd like to see moving forward. Will it happen? Probably not. Eagerly awaiting for CCP has in store for us.