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Location of the Capsule in CQ

Author
Mirima Thurander
#21 - 2011-10-03 21:25:27 UTC
what if i got drunk in a bar come back and fall down the stairs and break my neck? no pod = perma dead

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Vincent Athena
Photosynth
#22 - 2011-10-03 22:05:50 UTC
If CCP wanted to introduce death while out of the pod, there are things that could be added to the game to make it less than permanent.

For example they could say that we get a new implant that does the same task as the pod death scan, but not as well. The result is you get a new clone, but with some skill point loss due to the lower quality of the scan.

The trick here is to have a penalty for dying while WiS, but not so great a penalty that no one will chance it. After all if Chribba could die permanently while WiS he never would and we would never get a chance to meet him "in person".

That said, I do not like the pod being down at the bottom of the stairs either.

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Flamespar
State War Academy
Caldari State
#23 - 2011-10-04 11:03:33 UTC
Whilst I think a pod room would be pretty (and possibly an reason to upgrade you CQ using NEX)

It doesn't add any gameplay.

Can we have more gameplay in Incarna before adding more shiny?
Aidan Patrick
Aldebaran Foundation
#24 - 2011-10-04 13:33:47 UTC
Glad to see a CCP employee was able to be quoted mentioning the pod wasn't supposed to go there... Now please fix it.

It's stupid placement for two major reasons. Security & Privacy.

Aside from being out of the pod completely, a capsuleers single most vulnerable moment is the transition into, and out of his or her pod. It makes no sense for the capsuleer, during their most vulnerable (and frequent) times to be on an open catwalk for everyone with access to one of hundreds of the windows that overlooks their hangars can see.

Oh and screw being seen, whose to say that an assisination against a capsuleer couldn't be performed in their quarters while boarding their pod? One good shot to the back of the head with a high powered sniper rifle from one of those windows... shot shatters the implants and bam.... they are either perma-dead... or 'lose time' from their last scan (AKA, lost skillpoints)

It wont let me have an empty signature...

Rafael Freeman
Doomheim
#25 - 2011-10-05 03:55:35 UTC
Deviana Sevidon wrote:
A while ago I found this website http://experthousing.tumblr.com/

There are some CQ I could agree on.


Holy ****
Utremi Fasolasi
La Dolce Vita
#26 - 2011-10-05 04:28:34 UTC
The pod location makes lots of sense and breaks no "immersion" (/smile at referring to immersion when in the pod the clone is truly immersed and leaving the pod is a more literal break of that immersion) if you imagine that you've undocked, something magical that isn't seen because of redundant or repetitive occurs and decants you and cleans you up and you step to the balcony where the camera picks you up again, and the pod parks at the stairs for maintenance, and like Superman entering a phone booth the same magic happens in reverse when you undock - you and pod whisk to an unseen corner where the magic happens that would be too gross to actually witness and off you go to your ship.

It's like asking for Star Trek to show the Captain going to the head constantly. You know he does it, but it's not necessary to driving the action for it to be shown.
Flamespar
State War Academy
Caldari State
#27 - 2011-10-05 04:34:13 UTC
There is always going to be a balance between gameplay/convenience and immersion.

I mean. everytime you dock your ship do you really want to spend half and hour washing the goo from your body, voiding your bowels, going wee-wee, putting on your clothes and THEN being ready to do something?

Personally I would prefer that a pod room be an optional upgrade to the CQ, so that those that want it, can have it. I actually prefer for my character to appear over-looking the ship hanger.
Oberine Noriepa
#28 - 2011-10-05 05:22:09 UTC  |  Edited by: Oberine Noriepa
Deviana Sevidon wrote:
A while ago I found this website http://experthousing.tumblr.com/

There are some CQ I could agree on.

Wow. If they ever sold CQs like that on the NeX, I think I would be pretty compelled to get one.

Cedric deBouilard
The Scope
Gallente Federation
#29 - 2011-10-05 06:30:10 UTC  |  Edited by: Cedric deBouilard
Vincent Athena wrote:
When you get in your pod nanites quickly disassemble your clothes and store them in the pod. The pod is filled and you are “plugged in”. While this happens your pod flies from the balcony to your ship, and your ship undocks.

Upon docking the pod is drained and you are cleaned and dried by nanites. Your stored clothing is then reassembled on your body by the nanites. In seconds you are ready to step out of the pod, fully cleaned and clothed, and onto the balcony.

If we accept the above, the best place for the pod would be about where the "undock" button is on the balcony. Upon docking the avatar would appear in front of the pod doors as though it had just stepped out.


The nanite explanation you're giving above is provided (quickly made-up) by the Devs just after the minmatar CQ went live and after we said the Pod location sucked. Because the incarna team didn't had the time/ resources/ whatever to deliver a special Pod location, they came up with half-baked technical lore instead of fixing the location. So you're right, it is a piece of lore coming from "Devs" but it still sucks :p

If you keep reading EVE lore you'll soon realize that nanites can indeed be used to produce stuff, but mostly as nanite repair paste (filling the damaged areas of a bigger surface) or repairing ship armor (again similarly filling the gaps and solidifying) both usages are crude and basic; The problem with clothes is, nanties can of course easily disassemble clothes but from the tech level at Eve universe (jovians excluded), I'm not sure nanties can put back clothes in a matter of seconds. Actually making/ producing fine stuff (such as clothes) out of nanites sounds more like we carry universal constructors right inside our pods which is totally crazy.
Darius Shakor
Second Shakor Clan
#30 - 2011-10-07 11:36:43 UTC
Agreeing with Verone here.

I was a little disappointed by this placement and not being able to even walk to the pod, my character spawning inside the quarters and such when I dock etc.

Since ship spinning is coming back, and you need to push a button to get to your quarters there is a golden opportunity here for CCP to correct this immersion breaker.

1. Dock in station, default ship spin.
2. Push button, receive bacon... uhh I mean, pod undocks to the balcony and you emerge. (ok does not have to be animated but would be awesome if it is, or developed for the future.)
3. Walk from the pod to the quarters, via a stairway we can actually use.
4. Want to get back to space, walk to pod and insert... myself...Shocked - I am back to ship spinning after a family friendly animation again (if, as before, developed for the heck of it.)
5. Click undock to get into space as per normal.

Yeah people might say 'ugh too many steps, I want space now and have to undock fast for combat!' then I say tough. CQ is an immersion expansion and immersion is what we should have. If you wander into the station in the future your corp will have to do without your rapid reactions until you run back to your ship, strap in your pod and get into space. If you are on standby you do it like old cold war bombers in the SAC used to do and sleep in the B-52's crew cabin.Blink

Darius Shakor - Kacha

Vandeamon Writing Project - EVE Works

Verone
Veto Corp
#31 - 2011-10-07 22:25:16 UTC
Darius Shakor wrote:
Agreeing with Verone here.

I was a little disappointed by this placement and not being able to even walk to the pod, my character spawning inside the quarters and such when I dock etc.

Since ship spinning is coming back, and you need to push a button to get to your quarters there is a golden opportunity here for CCP to correct this immersion breaker.

1. Dock in station, default ship spin.
2. Push button, receive bacon... uhh I mean, pod undocks to the balcony and you emerge. (ok does not have to be animated but would be awesome if it is, or developed for the future.)
3. Walk from the pod to the quarters, via a stairway we can actually use.
4. Want to get back to space, walk to pod and insert... myself...Shocked - I am back to ship spinning after a family friendly animation again (if, as before, developed for the heck of it.)
5. Click undock to get into space as per normal.

Yeah people might say 'ugh too many steps, I want space now and have to undock fast for combat!' then I say tough. CQ is an immersion expansion and immersion is what we should have. If you wander into the station in the future your corp will have to do without your rapid reactions until you run back to your ship, strap in your pod and get into space. If you are on standby you do it like old cold war bombers in the SAC used to do and sleep in the B-52's crew cabin.Blink


Very similar thinking to myself, but I'd prefer to do away with the balcony completely and have the capsule room in each quarters, as was initially show in the Gallente concept quarters.

Verone CEO & Executor Veto Corp WWW.VETO-CORP.COM

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