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Team Avatar and the future of our prototype

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Ishtanchuk Fazmarai
#1641 - 2013-09-16 06:54:48 UTC  |  Edited by: Ishtanchuk Fazmarai
Cade Windstalker wrote:
(...)The problem with making low-sec stations dangerous is that takes a feature set that should be focused on player interaction and makes that interaction less likely to happen. It essentially pushes people back into their captains quarters.(...)


Well, we can see just how succesful are the less-safe envionments in EVE, and in what high demand they are: Wormholes and lowsec, those places in New Eden which make Greenland look overcrowded... Lol

I guess that it would make a lot of sense to make station interiors and then turn them into lowsec -nobody in local but a AFK cloaker and a bored gang of wannabe droogs... Blink

Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink

Roses are red / Violets are blue / I am an Alpha / And so it's you

Davon Mandra'thin
Das Collective
#1642 - 2013-09-16 07:03:20 UTC  |  Edited by: Davon Mandra'thin
Ishtanchuk Fazmarai wrote:
Cade Windstalker wrote:
(...)The problem with making low-sec stations dangerous is that takes a feature set that should be focused on player interaction and makes that interaction less likely to happen. It essentially pushes people back into their captains quarters.(...)


Well, we can see just how succesful are the less-safe envionments in EVE, and in what high demand they are: Wormholes and lowsec, those places in New Eden which make Greenland look overcrowded... Lol

I guess that it would make a lot of sense to make station interiors and then turn them into lowsec -nobody in local but a AFK cloaker and a bored gang of wannabe droogs... Blink

Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink


I disagree. Your Captains Quarters are currently safe from non-consensual PvP, but leaving your Quarters should hold the same risks as undocking in the security space you currently occupy. High sec should be almost entirely safe (with a few exceptions), lowsec should be less safe and any offenders would have to deal with low tech station security, and nullsec is anyone's game. I think even in highsec though you should be responsible for the safety of your own POSes. No security for you unless it's player created security.

If someone wants to pull a pistol on you in a high sec station then let them try. So long as their brains are exploded over the nearest wall moments later, I don't mind. Even if I do risk taking a bullet myself.
Tanthalassa
State War Academy
Caldari State
#1643 - 2013-09-16 07:06:09 UTC  |  Edited by: Tanthalassa
Cade Windstalker wrote:


Except that walking in stations, by definition, is part of Eve, so developing it as a separate game doesn't make sense. Incarna was developed by a somewhat different team from the rest of Eve but the players still saw it as resources that 'should have been spent on in-space features'.

The problems with Incarna had more to do with releasing an incomplete feature set with poor PR handling than with a lack of prior excitement for the feature.
Fully featured WiS development would be main reason for separating it from Eve. Of course it is just a matter of perspective what "fully featured" is. As for me, it would be inclusion of exploration, not only a bar or custom textured sofa in CQ.

And then I would see it only separated in a sense that you could ignore it - like we can exit CQ right now - so people who are so vehemently opposed to RP and etc could have that option.

Right now we have way too many options of features that require so called "iterations." If current "WiS"(WiCQ rather) gets that iteration, it better be something good, unlike that exploration minigame, or debatable eye candy of a warp animation.

Mostly it is about getting a complete feature vs getting something that we'll have to sit and wait on getting fixed for the next decade.
Shalua Rui
Rui Freelance Mining
#1644 - 2013-09-16 08:19:10 UTC
Cade Windstalker wrote:
I don't think there's any requirement that says stations need to be physically unsafe...

I don't think so either. Lore has be changed before to accommodate new gameplay features... Ish and I already made two suggestions how that could be accomplished pretty easily (DUST implants, proxy clones). I agree that the whole project shouldn't be a game in itself... and not have the level of complexity DUST has, but I think it should be handled seperatly to EVE

Cade Windstalker wrote:
You can't tell me you wouldn't enjoy docking a squad of Rifters, going into a wreck to hunt some poor bugger down while he's exploring for loot, and then coming away with a "kill mail" that says you shot this guy and stole his Battleship? Blink

That kinda already goes beyond WiS, but yea, that's pretty much the "endgame" of the features that are possble... I think that sounds pretty damn exiting! Blink

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Cade Windstalker
#1645 - 2013-09-16 08:20:26 UTC
Davon Mandra'thin wrote:
Ishtanchuk Fazmarai wrote:
Well, we can see just how succesful are the less-safe envionments in EVE, and in what high demand they are: Wormholes and lowsec, those places in New Eden which make Greenland look overcrowded... Lol

I guess that it would make a lot of sense to make station interiors and then turn them into lowsec -nobody in local but a AFK cloaker and a bored gang of wannabe droogs... Blink

Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink


I disagree. Your Captains Quarters are currently safe from non-consensual PvP, but leaving your Quarters should hold the same risks as undocking in the security space you currently occupy. High sec should be almost entirely safe (with a few exceptions), lowsec should be less safe and any offenders would have to deal with low tech station security, and nullsec is anyone's game. I think even in highsec though you should be responsible for the safety of your own POSes. No security for you unless it's player created security.

If someone wants to pull a pistol on you in a high sec station then let them try. So long as their brains are exploded over the nearest wall moments later, I don't mind. Even if I do risk taking a bullet myself.


It's a better idea from a player interaction standpoint to have safe communal areas in stations, even if there are other less safe parts as well. This allows players to interact with other player avatars without worrying about getting jumped and killed.

After-all one of the biggest complaints with the NEX store is that you can't really show off your lovingly crafted Avatar with that awesome Monacle to other players, and overall CCP definitely wants more players out in Low and Null and wants them to be able to participate in features like this.

Also just from a "next pass" standpoint adding stuff like combat is a LOT more work than just getting, say, 50 avatars in the same room together...
Cade Windstalker
#1646 - 2013-09-16 08:21:02 UTC
Tanthalassa wrote:
Fully featured WiS development would be main reason for separating it from Eve. Of course it is just a matter of perspective what "fully featured" is. As for me, it would be inclusion of exploration, not only a bar or custom textured sofa in CQ.

And then I would see it only separated in a sense that you could ignore it - like we can exit CQ right now - so people who are so vehemently opposed to RP and etc could have that option.

Right now we have way too many options of features that require so called "iterations." If current "WiS"(WiCQ rather) gets that iteration, it better be something good, unlike that exploration minigame, or debatable eye candy of a warp animation.

Mostly it is about getting a complete feature vs getting something that we'll have to sit and wait on getting fixed for the next decade.


In game development terms almost everything is going to need iteration over the long-term, and any good and feature rich implementation of Ambulation (walking around in general rather than just "in stations") would probably require multiple iterations with various features added to each one. Otherwise we'd risk having another completely "in-station" expansion, and I don't think even the most ardent proponents of Ambulation features want that.

Say for a start we get to open the door, stations get common areas with mission agents, bars, and maybe a couple of little games like "space chess" that some CCPers made in their 20% time.

Next iteration we get customizable corp areas/offices that are decorated and customized by the corp who owns them, complete with private bars, and other luxuries, maybe even the option for null/low sec ones to be upgraded with private contacts that can dispatch higher reward missions or something? (sort of an idea for a reward similar to current sov upgrades, but only available in low and null areas)

Maybe after that we get the option to sneak into the seedier parts of the station away from security drones and sentry turrets that protect the Capsuleer only areas. This could provide some of the danger people are after in exchange for rewards like modules, rare Boosters that can only be obtained this way, trophies to be displayed in Corp or CQ areas, or maps similar to a site escalation.

Further down the line we get things similar to the OP or what I posted earlier where we can delve into an abandoned station or star-ship wreck and explore for salvage and other goodies, either through some kind of disposable clone system, a remote controlled robotic suit, or something else entirely. Rogue Drones alone would make for some amazing survival horror.

At this point maybe we're getting to the point of a standalone game but my musings also represent a couple years of development time at the least and while it's a great pie in the sky idea I'd be pretty damn happy if we got to my second phase in the next three years, I wouldn't be expecting anything like even partially featured FPS combat/exploration any time soon.
CCP Eterne
C C P
C C P Alliance
#1647 - 2013-09-16 10:29:28 UTC
I've removed some rumor mongering from the thread.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Flamespar
WarRavens
#1648 - 2013-09-16 11:03:57 UTC
CCP Eterne wrote:
I've removed some rumor mongering from the thread.


We'd be quite happy to take our conversation elsewhere.

Now if you'd just open the door .... Big smile
Taiwanistan
#1649 - 2013-09-16 11:21:08 UTC
Ishtanchuk Fazmarai wrote:
Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink

explain your barbie logic please

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."

Flamespar
WarRavens
#1650 - 2013-09-16 12:07:25 UTC
Ishtanchuk Fazmarai wrote:
Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink


No No No No No No No

There should always be risk. It's just a question of degree.

The only place you should be absolutely safe is in your CQ .
Shalua Rui
Rui Freelance Mining
#1651 - 2013-09-16 12:40:13 UTC  |  Edited by: Shalua Rui
Flamespar wrote:
The only place you should be absolutely safe is in your CQ .

Except when you invite somebody over... Blink

To be honest, I'm kind on the fence about that... not for POSes and lawless (pirate) stations, but for high/low-sec. I see only one real way to keep capsuleers in line, other then "banning the use of firearms" in "neutral" stations... who ever brakes the rules (ie. shoots sombody down in a NPC station), has to face consequences... like a 24 hour station ban and/or a steep fee... in addition to the sec-standing hit... other then that, stations would be slaughterhouses in no time, believe me. There is a reason why there are station guns outside. Blink

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Ishtanchuk Fazmarai
#1652 - 2013-09-16 13:04:43 UTC
Flamespar wrote:
Ishtanchuk Fazmarai wrote:
Now seriously, stations are safe from non consentual fighting and they must stay this way. Consentual fighting, that would be another question... chessboxing comes to mind... or maybe some mud wrestling. Blink


No No No No No No No

There should always be risk. It's just a question of degree.

The only place you should be absolutely safe is in your CQ .


Risk as in "being scammed" or as in "being bullied"?

Roses are red / Violets are blue / I am an Alpha / And so it's you

Shalua Rui
Rui Freelance Mining
#1653 - 2013-09-16 13:22:35 UTC  |  Edited by: Shalua Rui
Ishtanchuk Fazmarai wrote:
Risk as in "being scammed" or as in "being bullied"?

For some people, the definition of "risk" is the potential of total helplessness... not the same thing.

Also: One should always keep in mind: NPC stations are places owned and governed by somebody... they are enclosed spaces, with strict rules inforced by their owner... there is no police force like CONCORD... a Caldari Navy station functions under Caldari Navy law. No capsuleer in her right would ever think about messing with that kind of opposition, especially without a ship around her... she probably would have her ship impounded and her clone in a cell faster then she could say "MWD"... it, more or less, would be like attacking CONCORD or Navy ships around a gate.

In lore, capsuleers often attack stuff... stations, planets, etc. but that's not how the game works...

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Ishtanchuk Fazmarai
#1654 - 2013-09-16 13:37:10 UTC
Shalua Rui wrote:
Ishtanchuk Fazmarai wrote:
Risk as in "being scammed" or as in "being bullied"?

For some people, the definition of "risk" is the potential of total helplessness... not the same thing.

Also: One should always keep in mind: NPC stations are places owned and governed by somebody... they are enclosed spaces, with strict rules inforced by their owner... there is no police force like CONCORD... a Caldari Navy station functions under Caldari Navy law. No capsuleer in her right would ever think about messing with that kind of opposition, especially without a ship around her... it, more or less, would be like attacking CONCORD or Navy ships around a gate.

In lore, capsuleers often attack stuff... stations, planets, etc. but that's not how the game works...


All in all, what are capsuleers? Billionaires or thrill-seeking droogs? Generals or grunts? Architects or bricklayers?

I can buy violence for fun, but not the kind of demented unconsequential bullying that goes for PvP in space. If i am carrying business in station i want to carry those business without fear of being interrupted by a gang of droogs who fear nothing as their actions never have consequences.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Guttripper
State War Academy
Caldari State
#1655 - 2013-09-16 13:45:36 UTC
Flamespar wrote:
The only place you should be absolutely safe is in your CQ .

Or inside your pod sitting cozy within a ship.

It has been stated that some people can not relate to a ship since it is not an avatar. So I started thinking with avatar gaming, why not start off with a hull of an avatar and train various skills to add equipment (modules) to this hull? While the attributes we have are the core base, these can be combined to train avatar attributes - similar to the old Learning skills - which will open up the player to be allowed to use certain items.

Example: Using your Perception and Willpower attributes, you train the skill "Strength" which conditions your physical body. Strength 1 allows you to wear studded leather, Strength 3 allows you to wear steel plated overcoat, and Strength 5 allows you to wear the rare full military body armor.

Example: Using your Charisma and Intelligence attributes, you train the skill "Charisma" which opens up the ability to use your charms and wits to sway people. Charisma 1 allows you to wear simple Caldari jewelry, Charisma 3 allows you to wear higher ended Gallente clothing, and Charisma 5 allows you to wear articles that makes the Empress jealous.

Encounter example: There is a crusty old veteran blocking your passage to potential riches. If you went the combat route, then your body armor and weaponry (trained with other skills), along with other skills trained (dodging, hand-held rapid firing, hand-held sharpshooting, etc.) might eliminate the guard. Or if you went the charm route, using your fine silk clothing, hand gestures, and a rarer bottle of wine might have the guard pass out to allow you passage.

Similar to modules, the meta 0 modules for your avatar could be created using a small sample of various planetary items combined with blue prints while the rarest stuff requires you to risk yourself to obtain. The Nex store items could be considered but mere trinkets.

Overall, the idea is to parallel the flying in space aspect with station gaming: your avatar being similar to a ship, development of your avatar parallel to expanding the abilities of your ship, and training interlinked to allow you to use better means of survival.

Obviously this is but a very quick angle that would need to be fleshed out. Those players that just want to interact, showing off their trinkets will have that option. But risking yourself wearing the highest military grade body armor while carrying a BFG9000 in hopes of getting the biggest score will require extensive skill training... and a bit of luck.

Thanks for reading.
Taiwanistan
#1656 - 2013-09-16 14:09:27 UTC
as in running the risk of getting suicide ganked and podded once you step out of the cq, you know, sort of like the rest of eve.

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."

Shalua Rui
Rui Freelance Mining
#1657 - 2013-09-16 14:21:28 UTC  |  Edited by: Shalua Rui
Guttripper wrote:
Overall, the idea is to parallel the flying in space aspect with station gaming: your avatar being similar to a ship, development of your avatar parallel to expanding the abilities of your ship, and training interlinked to allow you to use better means of survival.

Exactly what Ish and I meant by "using proxy clones/clone drones"... they are, basically, remote corntrolled "body ships", if you will...

Still, I wouldn't consider that "station gameplay"... or we would end up with DUST FPS battles on NPC controlled stations... wouldn't make a lick of sense, I'm afraid.

Now in boarding combat or when exploring a rogue drone hive, on the other hand... THAT would be the place to use these "combat bodies".

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Guttripper
State War Academy
Caldari State
#1658 - 2013-09-16 17:15:25 UTC
Shalua Rui wrote:
Exactly what Ish and I meant by "using proxy clones/clone drones"... they are, basically, remote corntrolled "body ships", if you will...

So where is the (high / medium / low) risk of loss using a proxy?
Shalua Rui
Rui Freelance Mining
#1659 - 2013-09-16 18:15:17 UTC  |  Edited by: Shalua Rui
Guttripper wrote:
So where is the (high / medium / low) risk of loss using a proxy?

Well, same as loosing a ship, really... you loose a, potentially expensive shell, complete with weapons, gear and implants... some of which your opponent can loot... also, you are thrown back into your ship/CQ and have to get a fresh clone. In addition, if that happens while you are trying to board an opponents ship, she also would get a chance to flee.

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Grimpak
Aliastra
Gallente Federation
#1660 - 2013-09-16 18:27:49 UTC  |  Edited by: Grimpak
oh man I'm so reposting this here:

**** it, I'm ******* tired of all these threads. Incarna was a huge fail because CCP thought we were mindless drones and wanted to expand the damn thing into a "social gameplay avenue". that sucks, it needs to be hardcore at the level of spaceships-on-spaceships action we get in space.



I don't want barbies in space.

I want ruthelessness in space. I want to get close to someone and pop a damn blaster in a guy's skull just for the giggles, **** everything else.

I want to use a thorax' nose to rip a space station's interior decks so that I can invade enemy stations from within, shooting crap left and right, board the same damn thorax and finish the job with hot blaster action on the survivors.

I want war rooms for intel processing for gangs, complete with holographic starmap displaying real-time intel.


I want hardcore pvp action if WiS is to ever come to fruit, **** social gameplay.




and most important of all, I WANT FOR THEM TO KEEP WORKING ON THE DAMN SPACESHIP PART OF THE GAME. NO "18 MONTHS". NO ******* 1000$ PANTS.


I also hate the pro-WiS and the anti-WiS sides with a passion, your opinion about WiS sucks, doesn't matter how.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right