Today, CCP released a pair of dev blogs about the changes to
null-sec sovereignty. While I’m certainly going to review the changes proposed
for Phase II, I first wanted to take a moment to talk a little about the “Phase
I in Review…” post CCP Fozzie, entitled Where We Stand. Take a minute (or ten) to review.
While that post gave a lot of information, what I found most
interesting was what Fozzie did not mention.
Null-Sec Population
Fozzie starts by talking about the total Eve null-sec
population. When you look at the scope
of that change, we aren’t talking about significant numbers. We see an uptick, sure, but if you exclude
the returning Russians, the difference is minimal.
And if you look closely at that chart, you’ll notice two
things. First, check out that brief
up-tick before Phoebe’s launch? Yep,
that’d be the shift of assets and characters that happened in the week prior to
Phoebe. I suspect cyno characters moving
into various areas of null may played a part in this small little peak, which
disappeared immediately afterwards.
Only, no chaos really happened. Changes were slow in coming, and I players
clearly started to drift out of null-sec again.
Based on the timing on the chart, it looks a lot like a bunch of vets
resubbed for one month, took a look around, then a number of them lapsed again.
Then, This Is Eve happened, and the numbers tipped upwards
again. I’m not saying the entire result
was from This Is Eve, but I suspect the double whammy of the “Null Coalitions
are gonna die!” sentiment from Phoebe’s release and “Remember all the fun you
had?” effect of “This Is Eve” worked in tandem to bring back new null players.
After all, very few players start the game fresh and
immediately jump into null-sec. If you
think that spike in null residency is due to truly new players… I hate to burst
your bubble, but it ain’t so. Such an
immediate correlation between null residency and these two catalyst events has
to be due to resubbing players.
These two events are undoubtedly responsible for the
increases in null residency, but let’s not act as if Phoebe was solely
responsible. And the numbers don’t
appear to signal a sea change in null residency.
The other chart of interest in this section, covering
null-sec jumps and cyno movement, unsurprisingly spiked. After all, what used to be a single jump
bridge activation became 4-10 jumps. I’m
actually surprised it didn’t spike more… I know my characters’ overall jumps
have dramatically increased. I used to
take jump bridges EVERYWHERE, and now I’m extremely hesitant to do so.
But there are some statistics absent from this analysis I’d
like to see. Forget characters who are
based in null… how many characters are actually active in null (getting kills,
killing rats, etc.)? Is the total amount
of time logged in interacting with the game changing?
Null PvP Activity
One aspect of Fozzie’s analysis about null PvP activity
stuck out to me: the trendline in overall kills was significantly steeper than
the trendline for total isk value of PvP losses.
And while Fozzie did ask the question, “Firstly, is this
increase simply coming from more people dying in cheap frigates?”, but left the
answer silent. When the total number of
kills (the denominator) increases at a higher rate than the isk value of those
kills (numerator), the overall isk-per-kill is declining. And that most assuredly indicates that PvP in
null-sec is “going cheap”.
When you take into account the fact that more capitals are
dying (the next section), this further exacerbates the problem – if you extract
the value of those capital ships (high-value, low-quantity ships), the
isk-per-kill is even worse.
Not that that should be surprising, though. Who wants to fly battleships or
battlecruisers – particularly T2 battlecruisers – through 20+ gates when you
could previously move them through 4 bridges?
The Age of Fatigue is an age of cruisers, frigates, and destroyers. I’ve personally sold all my battleships and
will only use battlecruisers within a couple jumps of my staging systems.
The fact that CCP chose to raise this topic, then quietly
leave it be, is interesting.
Capital Ship Activity
While I don’t find much to be critical of in this analysis –
it seems sound – I’m not sure how important capital considerations are to this
discussion. Anyone who owns a capital in
low-sec is pretty happily using it more often, while anyone who owns a capital
in null-sec better have some janitors to wipe the dust off of it every so
often. I haven’t touched mine in quite
some time.
I’m going to be curious to see how this number changes over
time. Obviously, more capitals are being
killed – the data indicates as much – but how many capitals are being produced
and sold? What about capital ship
residency? How do the numbers look if
you exclude freighters and jump freighters?
How has the number of capital ships based in null-sec and owned by
characters logged in changed over time?
How has the number of times capitals have actually undocked or taken a
jump or shot something not a structure changed?
Are people actually using their capitals to shoot people in null, or
have they been mothballed? What has
happened with Titan accounts?
The sense I get is that null-sec capital ship usage isn’t
happening now, that players who lose a cap in null aren’t going to be rushing
out to replace them as quickly, and that they’re likely drawing down their
stock. Particularly now that structure
shooting won’t require them. (Spoiler
alert about my Phase II post… I think capitals are only good for killing other
capitals now, and that’s not a good thing!).
That said, low-sec is having a field day, and good for them…
they need a little love!
Sovereignty Conquests
While I find this section of Fozzie’s recap interesting, I’m
not sure it means much. After all,
specific numbers of systems changing hands doesn’t seem to matter as much as
the total number of alliances involved in null-sec. For God’s sake… Northern Associates has
something like 849,324 systems under its control… naturally they were going to
lose a some.
But I definitely echo the sentiment that seems to abound at
CCP: “If Phase Two is a success, we would ideally like to see a significantly
higher status quo, less reliant on bursts of activity from major wars.” Amen!
Don’t get me wrong, I do think the changes have been good
for the game, but I don’t think the results will be meaningful until you
introduce stress to the system. Phase II
will put pressure on current sov holders… only then will you see the effects of
the capital changes.
The “actionable data” really hasn’t come yet. But it will, starting in June. And that’s going to be the topic of the post
after the next one.
-----
So that’s my take.
Feel free to disagree in the comments!
I thought the contrast to the previous dev blog from CCP Rise was very interesting. In the nullsec blog we have the graphs and a lot of discussion about the analysis of that date - though as you point out there were questions left without concrete answers. In the ship balance blog we had a graph dropped in showing dps-per-hull-type with pretty much a comment of "see, clearly we don't need a BC or BS rebalance" while everyone scratched their head and said "how did you come to that conclusion from that data?"
ReplyDeleteDo you believe that there will no longer be fighting over moons? Capitals still have a very viable lifetime with POS bashing still being a thing. Just because we have this new sov mechanic doesn't mean that fighting over moons is going to change. If anything I see moon fighting becoming more interesting when coupled with sov 3.0
ReplyDeleteThere will definitely be fights over moons. And dreads will continue to have a role... for moons close to your staging system. That means the number of possible dread-escalation combatants will be much lower, limited to your local enemies.
DeleteAnd, as you get into a larger group of players (say, 200 or so), Ishtar fleets, bomber fleets, or Oracle fleets can operate just as easily, particularly for takedown fights (as opposed to reinforcement fights).
Capitals simply aren't as important as they used to be. Much like nuclear stockpiles, HAVING them is much more important than USING them. And that's not particularly enjoyable.
For cap ships, I dunno; I think that really depends on where you're looking. I'm in a small alliance that's part of HERO, and we've actually started using capital ships a lot more because we know that PL or NC can't scramble a response in 5-10 minutes. To be fair, some of that is because we're gaining capital pilots, largely from characters aging into them, and a lot of this is hitting strategic targets without opposition, but we do also have people pulling out single dreadnaughts for strikes on the local renters who like to attack our roams with carriers. (They eventually cyno-jammed all their systems, which makes it more difficult, though.)
ReplyDeleteI suspect small groups are using more capitals because they can find ways to not present a target, while large groups are not because the small groups are not presenting targets in the same way.
Good point at the end there. I just keep going back to the basic principle of Eve... players will use the weapon that is safest and fastest.
DeleteWe need space to be worth something again.
ReplyDeleteWe need to see possible trillion isk investments by alliances into upgrading sov to make it worth keeping 100+ people in system and sustaining 100+ ratters at once.
Honestly why have a low cap on havens/sanctums? Let alliances continue to to upgrade a system till they have no need to upgrade it more because of the number of havens/sanctums can sustain the number of people in system.
That system just become a fuck-ton more important to defend.