When EVE Online
was created, one of its core design philosophies was the idea of risk vs. reward
-- that higher-value activities should expose the player to greater risk of loss. This rule naturally follows from how the world of business and competition works in real life, and I think it will always arise organically from sandbox MMOs with limited resources. If something's risk-free and easy to do, you can bet there are countless other people already doing it and squeezing the profit margins. This idea was also built into EVE
at a fundamental level, with the galaxy split into police-protected high-security systems, the pirate-infested low-security borders between nations, and the chaotic uncolonised wilderness of nullsec.
The steep step up in risk when transitioning from high- to low-security space has always been a major point of contention with gamers, as those who don't know any better often charge straight into deep space to their deaths. The story of the newbie working his way up to get his first cruiser or battlecruiser and then losing it to pirates is repeated so often on forums and in the comments sections of articles that it's almost become a cliche. While the idea that pirates wait around every corner lingers on, this impenetrable barrier hiding all the best content from new players no longer really exists. Through the addition of wormholes and the changes made in Rubicon
, no star system is now off limits to a pilot with just a few months of skill training under his belt.
In this week's EVE Evolved
, I look at what you can do to safely travel and operate in EVE
's dangerous areas, why the barrier into low-security space needs to remain low for new players, and how CCP
has expanded the EVE
universe through the introduction of riskier areas of space.