Eve online is Unique beast, That I have loved since beta, however in recent patches that are making it much less compelling, for the older players. The "endgame content" has abeen the sovereignty wars since sovereignty wars, since it was released.
In recent years they have made some improvements, and hindrances the game's future. The game is always run on a risk VS reward system (higher the risk the equally high reward). However with recent patches they are systematic they are systematically reducing the rewards gained high risk areas of space, while increasing the amount over as required to maintain that reward (at the request of the largest portion of their player base) making a high content undesirable.
to understand why this is a bad thing you first have to understand something about Eve online is a unlike their MMO's where are you simply move from area/zone based on your level/skills and equipment most PVP needs to be declared and/or Consensual. However in Eve online this is not the case, the zones simply determine the amount of protection you have against PVP. And how much risk of equipment up when you were willing to accept to get your reward ( if your equipment is destroyed in Eve online you have to buy a new set it is permanently destroyed) an player versus player combat is non-consent is hence the risk.
There are Three basic zones in Eve online.
hi sec: where all player versus player combat is either consensual or or the aggressor being destroyed by special npc name Concorde (losing their current equipment). This zone also contains player versus environment content that is low risk and lower reward for time invested. 75 about 75% of the population lives in this zone, because because of the fear consensual PVP and loss of their equipment. This area is typically populated by small unorganized alliances and corporations these organizations typically range in size between. 1-100 player characters.
low sec, npc nulls, Wormhole : player combat In this zone does not have to be consensual there there is little to no repercussion for on consensual player versus player combat . Because of this risk the player versus environment content is much harder and yields a much higher reward the time investment. this regionusually consists of small to medium-sized alliances and corporations with sizes ranging between 50-300 on average.
The last zone is sovereignty space Eve online's "endgame content": In this zone there are no repercussions on consensual player combat. The space is held and upgraded by player organizations post NPC organizations, Player organizations can anchor structures prevent or allow other players from docking in the structures and upgrade to space according to their needs. The risk in this space is very high because if that space taken from you you may lose access to all the structures. The reward to time investment for this region is supposed to be very high. This region is sparsely populated only containing about 13% of Eve's overall player base. this area space is usually inhabited by less than 100 organizations ranging from 300- 14000 player characters.
I could probably write 10 pages on the reason why the population is distributed in that fashion. I understand CCP made business decisions based on pleasing the a very vocal majority of their player base that lives in high sec in order to retain and gain and retain subscribers. However, it is killing the desirability of endgame content. Therefore reducing the desirability and needed to form massive entities (because of the massive overhead of organizing and distributing information and equipment to several thousand players). Which is funny considering they use the endgame content and the massive battles generated by the content and and the massive player organizations that exist there. for their marketing material to attract new players.
Just some observations of a bitter veteran than is recently quit till CCP gets their head out of their ass and realizing their mistake which usually takes six months to a year. Which is just amenable inevitable part of the growing pains of an unconventional MMO trying desperately to break into the mainstream.