No Local? Not Anytime Soon

Seemingly since the day when intrepid capsuleers ventured into the unknown reaches of wormhole space, players have speculated about the removal of local from nullsec and/or lowsec. There is no denying that the absence of local chat lends a unique mystery to wormholes, helping define them as an area very distinct from the rest of New Eden. However, would the removal of local chat actually help address any of the issues in lowsec or nullsec?

 
In my opinion – no, they wouldn’t. Not without the implementation of a slew of systems in EVE Online to take the place of the local chat channel in regards to intelligence gathering. That being said, I do think that the removal of local (or moving it to a delayed system) and the implementation of new methods of gaining intelligence as to the status and situation of a system would be one of the single greatest advances towards true immersion in EVE Online.

 
Immersion is something that, at times, EVE Online severely lacks. However, it is not the most pressing issue to be concerned with. CCP is, in relation to the gaming industry as a whole, a small business. Their resources are limited (see also: No Modular POS Expansion) and any attempt at justifying the prioritization of removing a feature that, while not ideal, definitely works in favor of a list of features that are unproven is just silly.

 
Perhaps one day we can cast off the tyranny of local chat in favor of a system that allows for more ‘thrill of the chase’. That day, however, should not be today or any day in the near future. However, when that day comes, I wouldn’t mind seeing something that represents a futuristic version of submarine warfare, wherein ‘pinging’ (be it through d-scan, seeing a ship on grid, probing or another game mechanic to be determined) allows for a visual representation of what ships are around, what their affiliation is (neut, blue, war target, etc – think IFF system), and depending on the system, their approximate location.

 
The most important consideration, when thinking about ways to remove local from the intel situation, is to ensure that it remains a system that is skill-based – and not skillpoint-based. No new modules, skillbooks, or other requirements should be involved with this theoretical new intelligence tool. One of local’s few charms in the role of intel tool is the fact that you don’t need any number of SP to be able to understand its use and role. The freshest character off the capsuleer assembly should be able to use this new intel tool without arbitrary roadblocks in their way.

 
Considering this – the fact that local’s intel gathering capabilities need to be replaced by a system that does more or less the same thing, with a similar requirement that it not be skillpoint-based – I feel that it is, at best, a ‘would like to have someday’ goal. And while it is fun to speculate as to the shape of things to come (enough people have certainly had a field day with the no local banter), I prefer to deal in the immediate needs and wants of the players.


  • http://twitter.com/RixxJavix Rixx Javix

    Well said. Couldn’t agree more. It’s fun to speculate, but on the loooong list of priorities it is way down there.

    • http://twitter.com/MarcScaurus Marc Scaurus

      Exactly.

  • http://twitter.com/RocWieler Roc Wieler

    I respectfully disagree, as evidenced in my blog post on this subject matter. While I do believe systems could be put in place that would affect all players independent of skill level, much like security zones do now, I also believe that being able to affect the governing rules of a “no local” system need to be a time/isk sink and have a clear balanced benefit to players willing to invest.

    For example, saying all players should be able to fly carriers regardless of skill level sounds silly, but is the same logic you’ve presented. Technically, all players can aspire to flying carriers, but they have to put in the time and training to do so.

    Depending on how the No Local system were integrated, there may be legitimate advantages that players could work towards if they were willing to put in the time/training, just like so many other basics in the game.

    New skillbooks or new modules? Maybe, maybe not. Maybe the technologies fit into existing categories so that players with those skills can immediately benefit. I think we’re in agreement on that.

    And we agree that removing local chat is not a solution to many of the issues plaguing lowsec and nullsec.

    Hmmm, maybe we agree more than I thought with the heart of the issue.

    • http://twitter.com/MarcScaurus Marc Scaurus

      “For example, saying all players should be able to fly carriers
      regardless of skill level sounds silly, but is the same logic you’ve
      presented.”

      That would be the logic I put forward IF at one point in time Carriers were able to be flown regardless of skillpoints. That would be silly.

      However, Local has existed from the beginning of (EVE) time as one of a very small handful of systems that is useful to PVP without involving time or ISK. It simply is there, similar to D-Scan, for those to use if they invest the time and energy (as opposed to skillpoint training time and ISK) to learn how to use it.

      What I’m really getting at here is that the basic framework for gathering intel (i.e. Local Chat and D-Scan) should not be replaced by a framework that raises the barrier to entry for new PVPers by way of skillpoint accumulation or ISK expenditure. If new and exciting features/modules/etc are implemented to help *enhance* that basic framework – awesome! All for it.

      However, if we want to keep PVP alive and well, we need a constant supply of new blood. And raising that barrier to entry higher is not going to help.

    • xanderphoena

      I agree that local needs fixed but that there are far bigger priorities at the moment. Good post Marc!