These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Hard Stripes --Ship Replacement Upgrade

Author
Takeshi Kumamato
Blaze Orange Expeditions
#161 - 2014-10-28 22:33:36 UTC  |  Edited by: Takeshi Kumamato
Nikk Narrel wrote:
Perhaps you misread the details regarding dev balance, or how these ships are designed to lose fights?
These are entirely subjective. Once you start putting specific numbers and capabilities down it becomes much less subjective about whether or not your proposal will match or even exceed your guidelines.

As such, your guidelines have been updated.
Nikk Narrel wrote:

These ships are technically more powerful, the same way NPC ships are.
I am referring to NPC mission opponents, from high security space.
The pilot of this replacement vessel has been forced to use a ship with a known set of offensive and defensive attributes.
The ships are expected to be balanced with the absolute worst tracking and movement modifiers. (Dev controlled aspect)
The sensors on these will take significantly longer to lock, than other ships in their size class. (Dev controlled aspect)

Since they can NEVER choose to fit a point, they can't stop anyone from leaving an encounter when it suits them.
To give new meaning to a common term, these ships are specifically HANDICAPPED, and this makes them harmless to the market.

Do you mean this NPC ship? http://games.chruker.dk/eve_online/item.php?type_id=32296
It's from the highsec epic arc missions

Your free version would look something like this:

[Upgraded level 3 battleship]
Damage output: 192dps Kin/Therm
Tracking speed: 0.009rad/s
Range: 146km
Signature radius: 410m
Scan Resolution: 90mm
Sensor Strength: 460 points
Top Speed: 1,400m/s
Mass: 1,080,000 kg
Inertia modifier: 0.01
Shield capacity: 6,750 EM: 79% Exp: 69% Kin: 49% Therm: 59%
Armor capacity: 4250 EM: 79% Exp: 69% Kin: 49% Therm: 59%
Hull: 4750
Shield recharge time: 500 seconds
Capacitor capacity: 4300 GJ
Capacitor Recharge time: 1000 seconds
Cargo capacity: 2,000,000m
Immune to electronic warfare: yes

This ship fits within your new guidelines and it doesn't have a point so will it not affect the market?
Gadget Helmsdottir
Gadget's Workshop
#162 - 2014-10-29 00:50:46 UTC
Quote:
Do they exist?
Yes, they do. Am I obligated to prove this?
No, CCP is quite aware of the player demographics already, and proof of this nature is testimonial in any case.
If you don't take my word for it, what would motivate you to take another's?


Unfortunately, you are going to need to show that such a demographic exists, not neccesarily to me, but to CCP. Why would CCP spend their time, effort, and money to add in a feature intended to affect a population that doesn't exist? You're going to need to sell them on this idea of yours by showing them that there is a need and/or want for this feature. I've not seen any piece of literature that shows that such a demographic target for this feature exists, yet you claim that CCP has this information. How can you be so sure? Either you have access to this information, CCP directly told you that they have this information, or you're just going on blind faith that they have this information. This is provided that this information exists in the first place.


As for taking someone's word for it... my profession bridges between Historian and Scientist. Sometimes testimonial proof is all that we'll ever get. However, repeated notices of different testimonials show that there might very likely be a corelation. That's where you come in. Show us some proof of this demographic, and maybe you'll get some support. Right now, I think that this is just an exercise for a debate in a lower level philosophy class. I hope you get an A.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Nikk Narrel
Moonlit Bonsai
#163 - 2014-10-29 13:20:37 UTC
Takeshi Kumamato wrote:
These are entirely subjective. Once you start putting specific numbers and capabilities down it becomes much less subjective about whether or not your proposal will match or even exceed your guidelines.

As such, your guidelines have been updated.
Nikk Narrel wrote:

Context Note: This was in specific reference to the rookie frigates currently in game as replacement ships
These ships are technically more powerful, the same way NPC ships are.
I am referring to NPC mission opponents, from high security space....

Do you mean this NPC ship? http://games.chruker.dk/eve_online/item.php?type_id=32296
It's from the highsec epic arc missions

Your free version would look something like this:

[Upgraded level 3 battleship]
Damage output: 192dps Kin/Therm
Tracking speed: 0.009rad/s
Range: 146km
Signature radius: 410m
Scan Resolution: 90mm
Sensor Strength: 460 points
Top Speed: 1,400m/s
Mass: 1,080,000 kg
Inertia modifier: 0.01
Shield capacity: 6,750 EM: 79% Exp: 69% Kin: 49% Therm: 59%
Armor capacity: 4250 EM: 79% Exp: 69% Kin: 49% Therm: 59%
Hull: 4750
Shield recharge time: 500 seconds
Capacitor capacity: 4300 GJ
Capacitor Recharge time: 1000 seconds
Cargo capacity: 2,000,000m
Immune to electronic warfare: yes

This ship fits within your new guidelines and it doesn't have a point so will it not affect the market?

You are creative, but no. That ship is a Boss MOB, not a a rank and file NPC such as this idea refers to.
It seems capable of winning too often, I feel.

Are you, for whatever reason, of the opinion that the devs would attempt some back-room lawyer tactic here, and take the idea farther than it's intent?

While we have deduced the expected stats of these NPC ships, only the devs are qualified to remove the compensating tweaks which were included to make them interesting enough.
Specifically, interesting enough while being controlled by a wildly limited set of responses they knew were not capable of adapting.

Put in basic terms, try to design a player ship that:
>is capable of lasting a couple of minutes in a fight
>can have a reasonable chance of converting an opponents error, if severe enough
>otherwise will lose in any encounter against a live player

It can be expected that for some players, these would never win regardless, as capitalizing on an opponents error requires more skill than they might have.

That is why we can't lay hard stats without direct testing. We have not tried to design a set of ships that loses in an encounter quite this way before, and compensating for the player element replacing the mechanical directions is not so simple.
Nikk Narrel
Moonlit Bonsai
#164 - 2014-10-29 13:34:22 UTC
Gadget Helmsdottir wrote:
Quote:
Do they exist?
Yes, they do. Am I obligated to prove this?
No, CCP is quite aware of the player demographics already, and proof of this nature is testimonial in any case.
If you don't take my word for it, what would motivate you to take another's?


Unfortunately, you are going to need to show that such a demographic exists, not neccesarily to me, but to CCP. Why would CCP spend their time, effort, and money to add in a feature intended to affect a population that doesn't exist? You're going to need to sell them on this idea of yours by showing them that there is a need and/or want for this feature. I've not seen any piece of literature that shows that such a demographic target for this feature exists, yet you claim that CCP has this information. How can you be so sure? Either you have access to this information, CCP directly told you that they have this information, or you're just going on blind faith that they have this information. This is provided that this information exists in the first place.


As for taking someone's word for it... my profession bridges between Historian and Scientist. Sometimes testimonial proof is all that we'll ever get. However, repeated notices of different testimonials show that there might very likely be a corelation. That's where you come in. Show us some proof of this demographic, and maybe you'll get some support. Right now, I think that this is just an exercise for a debate in a lower level philosophy class. I hope you get an A.

--Gadget

I know they exist, because several years ago I did fit this profile.

For a multitude of reasons, I evolved past it.

I do not pretend to be, and make no claims to be, the average pilot.

That said, I am far from unique, in the context for this idea.
I only suggest that enough fit this profile to be significant.

As to personal motivation, it is too late for this idea to help me, personally.
But, looking back on events, it would have made an enormous difference for the first few years, and would have been likely to reduce if not eliminate the period where I had left the game.
(About 3 years absent ending in 2011)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#165 - 2014-10-29 13:35:52 UTC
Nikk Narrel wrote:

...
Put in basic terms, try to design a player ship that:
>is capable of lasting a couple of minutes in a fight
>can have a reasonable chance of converting an opponents error, if severe enough
>otherwise will lose in any encounter against a live player
...


Any tech I variant of frig/cruiser/whatever

They are not expensive, and in the case of frigs they are free from the career missions if desperate for isk.

Why would we want the devs to introduce an entire line of ships that would somehow miraculously have no market impact yet be worth using and used in numbers by players and also be worthless in most engagements. Imagine the balancing issues too.
Nikk Narrel
Moonlit Bonsai
#166 - 2014-10-29 13:45:14 UTC
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:

...
Put in basic terms, try to design a player ship that:
>is capable of lasting a couple of minutes in a fight
>can have a reasonable chance of converting an opponents error, if severe enough
>otherwise will lose in any encounter against a live player
...


Any tech I variant of frig/cruiser/whatever

They are not expensive, and in the case of frigs they are free from the career missions if desperate for isk.

Why would we want the devs to introduce an entire line of ships that would somehow miraculously have no market impact yet be worth using and used in numbers by players and also be worthless in most engagements. Imagine the balancing issues too.

This replacement ship type would lose to these.
It would be a longer fight than some, considering the market offers far more capable ships as well.

All you did here was specify your opinion of the closest market sourced ships to the idea.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#167 - 2014-10-29 13:51:44 UTC
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:

...
Put in basic terms, try to design a player ship that:
>is capable of lasting a couple of minutes in a fight
>can have a reasonable chance of converting an opponents error, if severe enough
>otherwise will lose in any encounter against a live player
...


Any tech I variant of frig/cruiser/whatever

They are not expensive, and in the case of frigs they are free from the career missions if desperate for isk.

Why would we want the devs to introduce an entire line of ships that would somehow miraculously have no market impact yet be worth using and used in numbers by players and also be worthless in most engagements. Imagine the balancing issues too.

This replacement ship type would lose to these.
It would be a longer fight than some, considering the market offers far more capable ships as well.

All you did here was specify your opinion of the closest market sourced ships to the idea.


It may be 'all I did' but it's a pretty major point. The ships you want already exist at minimal cost so why go to the effort of introducing a load more work for the devs with ships that you have nerfed again and again to make them next to useless? There is no proven need or (judging by all responses here) desire for these ships. It would be a waste of dev time.
Nikk Narrel
Moonlit Bonsai
#168 - 2014-10-29 14:17:03 UTC
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:
This replacement ship type would lose to these.
It would be a longer fight than some, considering the market offers far more capable ships as well.

All you did here was specify your opinion of the closest market sourced ships to the idea.


It may be 'all I did' but it's a pretty major point. The ships you want already exist at minimal cost so why go to the effort of introducing a load more work for the devs with ships that you have nerfed again and again to make them next to useless? There is no proven need or (judging by all responses here) desire for these ships. It would be a waste of dev time.

And while you are entitled to this view, equally must it be pointed out that it is no more than an opinion.

The irony I note, is that this caters as much to the perception of the target player as it does to the reality of their circumstances.

They have an opinion that conflicts with yours, on a level that holds a foundation to them just as solid as your own views.

Many of them have surpassed the goals they once held originally, but moved the goalposts for the planned change in play style as they noticed even bigger ships.
The dedication they mistakenly adhere to is fostered by the game's sense of reality. They don't want to waste time playing around when they have a goal for even better play in the future.

They need to be reminded to play.
You, not having this problem perhaps, also should decline to speak on their behalf.
You seem oblivious to their circumstances, in assuming that ships of minimal cost eliminate the need I described.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#169 - 2014-10-29 14:35:42 UTC
Nikk Narrel wrote:
blurb...

Many of them have surpassed the goals they once held originally, but moved the goalposts for the planned change in play style as they noticed even bigger ships.
The dedication they mistakenly adhere to is fostered by the game's sense of reality. They don't want to waste time playing around when they have a goal for even better play in the future.

They need to be reminded to play.
You, not having this problem perhaps, also should decline to speak on their behalf.
You seem oblivious to their circumstances, in assuming that ships of minimal cost eliminate the need I described.


a few things, I do not speak on others behalf I speak on my own behalf and put forward my views based on the evidence I have available. That is anecdotal in many cases of course but then you haven't provided any kind of figures to support your supposed player base who crave these ships.

On the point of those who crave these ships (allegedly) how can they actually be wanting them if they need reminding to play as you put it?

Those players who you seem to take it upon yourself to remind how to play a game have by your definition moved on to bigger ships and bigger goals. This inherently infers that they have the resources to back these up by one means or another and therefore the cost of a cheap ship and fittings would be virtually nothing to them.

Forgive me if I am oblivious to their circumstances as you haven't actually stated what those circumstances are and who this player base who don't know how to play actually are. It's pretty easy to be oblivious to something no more substantial than a whisp of smoke in a summer storm I guess.
Nikk Narrel
Moonlit Bonsai
#170 - 2014-10-29 15:18:15 UTC
Corraidhin Farsaidh wrote:
1. a few things, I do not speak on others behalf I speak on my own behalf and put forward my views based on the evidence I have available. That is anecdotal in many cases of course but then you haven't provided any kind of figures to support your supposed player base who crave these ships.

2. On the point of those who crave these ships (allegedly) how can they actually be wanting them if they need reminding to play as you put it?

Those players who you seem to take it upon yourself to remind how to play a game have by your definition moved on to bigger ships and bigger goals.
3. This inherently infers that they have the resources to back these up by one means or another and therefore the cost of a cheap ship and fittings would be virtually nothing to them.

Forgive me if I am oblivious to their circumstances as you haven't actually stated what those circumstances are and who this player base who don't know how to play actually are. It's pretty easy to be oblivious to something no more substantial than a whisp of smoke in a summer storm I guess.

When you asked about the purpose of spending the dev's time for this, you did not say
Why would I want the devs...

But instead, you wrote:
Why would we want the devs...

If you want to split hairs about who you mean to represent, then please adjust your wording to reflect that.
I believe that many likely share your views, but I would point out that many could also be said to share mine.
We both are entitled to use the pronoun 'we', in my view. Simply respect the existence of 'they', as well.

2. Based off of a past version of my own play habits, once I became familiar with the capabilities of a ship type, I would tend to find it lacking in my perception of needed PvP ability.
I would then set my sights onto the next class of ships, for which I did not know enough to also find lacking.
I tended to set the bar too high for myself, perhaps, which is exactly the reason why a free reminder would have proved invaluable to me, along the terms of what I would have seen as free practice opportunities.

3. Except for the fact that they are not all looking at it the way you are.
Some of them, like my previous play style, are prone to making flawed assumptions on that level.
Hindsight like I have now, allows me to recognize where I should have set down the grind, and done more or less as you described. Buy that cheap ship, go blow things up, etc.
My perceptions, at the time, saw the combined, (if trivial), loss of both ISK and time as reason to not do this. I had the flawed perception that a smart player was intended to keep grinding until they recognized a solid PvP ship.
If I had free replacement ships becoming available, I would have questioned the purpose of these, and tried them to determine what purpose they served.

I think that way, I recognize not everyone thinks like this, but at the same time I would not assume noone else does either.
So a meaningful portion of the playerbase, perhaps a small one, would also benefit from this the same way I would.

Does this help explain the logic better?
Bobsled Nutcase Motsu
Science and Trade Institute
Caldari State
#171 - 2014-10-29 15:22:22 UTC
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
1. a few things, I do not speak on others behalf I speak on my own behalf and put forward my views based on the evidence I have available. That is anecdotal in many cases of course but then you haven't provided any kind of figures to support your supposed player base who crave these ships.

2. On the point of those who crave these ships (allegedly) how can they actually be wanting them if they need reminding to play as you put it?

Those players who you seem to take it upon yourself to remind how to play a game have by your definition moved on to bigger ships and bigger goals.
3. This inherently infers that they have the resources to back these up by one means or another and therefore the cost of a cheap ship and fittings would be virtually nothing to them.

Forgive me if I am oblivious to their circumstances as you haven't actually stated what those circumstances are and who this player base who don't know how to play actually are. It's pretty easy to be oblivious to something no more substantial than a whisp of smoke in a summer storm I guess.

When you asked about the purpose of spending the dev's time for this, you did not say
Why would I want the devs...

But instead, you wrote:
Why would we want the devs...

If you want to split hairs about who you mean to represent, then please adjust your wording to reflect that.
I believe that many likely share your views, but I would point out that many could also be said to share mine.
We both are entitled to use the pronoun 'we', in my view. Simply respect the existence of 'they', as well.

2. Based off of a past version of my own play habits, once I became familiar with the capabilities of a ship type, I would tend to find it lacking in my perception of needed PvP ability.
I would then set my sights onto the next class of ships, for which I did not know enough to also find lacking.
I tended to set the bar too high for myself, perhaps, which is exactly the reason why a free reminder would have proved invaluable to me, along the terms of what I would have seen as free practice opportunities.

3. Except for the fact that they are not all looking at it the way you are.
Some of them, like my previous play style, are prone to making flawed assumptions on that level.
Hindsight like I have now, allows me to recognize where I should have set down the grind, and done more or less as you described. Buy that cheap ship, go blow things up, etc.
My perceptions, at the time, saw the combined, (if trivial), loss of both ISK and time as reason to not do this. I had the flawed perception that a smart player was intended to keep grinding until they recognized a solid PvP ship.
If I had free replacement ships becoming available, I would have questioned the purpose of these, and tried them to determine what purpose they served.

I think that way, I recognize not everyone thinks like this, but at the same time I would not assume noone else does either.
So a meaningful portion of the playerbase, perhaps a small one, would also benefit from this the same way I would.

Does this help explain the logic better?

Most longwinded feedback survey ever.

It might have helped if you had started this thread by pointing out that it would have helped you in the past.
You over anticipate some things, and still missed that.
Nikk Narrel
Moonlit Bonsai
#172 - 2014-10-29 15:24:25 UTC
Bobsled Nutcase Motsu wrote:
Most longwinded feedback survey ever.

It might have helped if you had started this thread by pointing out that it would have helped you in the past.
You over anticipate some things, and still missed that.

Never said I was perfect.

Hindsight, which I can at least fall back on, suggests you are right about that. I should have mentioned sooner that I previously fit into the category to be helped by this.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#173 - 2014-10-29 15:36:18 UTC
Nikk Narrel wrote:
blahblahblah...
If you want to split hairs about who you mean to represent, then please adjust your wording to reflect that.
I believe that many likely share your views, but I would point out that many could also be said to share mine.
We both are entitled to use the pronoun 'we', in my view. Simply respect the existence of 'they', as well.

blah blah blah...

Does this help explain the logic better?


I used we to represent we the majority of responders to your proposal. You know? Those people who have all said it is a bad idea for various reasons.

To attempt to pick holes in the English I used doesn't deflect from the idea being viewed as bad by all those who have replied. You can argue all you like that the readers of the forums are not representative of the player base but how do you know that? Surely by average alone the people reading here would be an average slice of those who play the game?

You say many could also be said to share your views yet none who have replied here have done so.

Once you descend into attempts to patronize you should realize your defence of your argument is over. I understand logic very well, I make my living by applying it. You are attempting to put forward your proposal as a logical construct on one hand whilst arguing it is your view and opinion (therefore not logical truth) on the other.

You have tenacity in defence of your proposal but given the number of times it has been amended and nerfed in an attempt to make it more palatable to the general readership here surely it cannot be a workable solution. Any player who has 'risen up the ranks' and gone on to bigger ships will be able to afford any of the lower class smaller vessels to go out and have fun. In doing so they would be supporting newer players who are most likely the players building and or selling these ships. Go help them out and buy some of their cheap stuff rather than asking for it for free.
Nikk Narrel
Moonlit Bonsai
#174 - 2014-10-29 16:24:46 UTC
Corraidhin Farsaidh wrote:
1. I used we to represent we the majority of responders to your proposal. You know? Those people who have all said it is a bad idea for various reasons.

2. To attempt to pick holes in the English I used doesn't deflect from the idea being viewed as bad by all those who have replied. You can argue all you like that the readers of the forums are not representative of the player base but how do you know that? Surely by average alone the people reading here would be an average slice of those who play the game?

You say many could also be said to share your views yet none who have replied here have done so.

3. Once you descend into attempts to patronize you should realize your defence of your argument is over. I understand logic very well, I make my living by applying it.
4. You are attempting to put forward your proposal as a logical construct on one hand whilst arguing it is your view and opinion (therefore not logical truth) on the other.

5. You have tenacity in defence of your proposal but given the number of times it has been amended and nerfed in an attempt to make it more palatable to the general readership here surely it cannot be a workable solution. Any player who has 'risen up the ranks' and gone on to bigger ships will be able to afford any of the lower class smaller vessels to go out and have fun. In doing so they would be supporting newer players who are most likely the players building and or selling these ships.
6. Go help them out and buy some of their cheap stuff rather than asking for it for free.

1. That still amounts to no more than a set of opinions. Popularity does not make something more or less true, so cannot reflect value in this context.

2. I was responding to your point, where you claimed to speak for only yourself. I proceeded to explain how it could seem otherwise, using your own words to illustrate the point.
My reference to splitting hairs defined that argument as something I saw as pointless.

3. Your claim that my defense of this idea has failed, based on my responding to a point you made, assumes too much by understanding too little. The fact that I apparently needed to explain point two above demonstrates this.

4. I am allowed to have an opinion regarding my own idea. You have not hesitated to restate yours, despite being unable to offer more than this opinion.

5. Amended and nerfed?
Again, you assume too much.
This idea was never about more than a set of ships designed to lose fights. It was modeled after NPC ships from missions level 1 to 3, which are well known for usually being solo-able.
The fact that my defining these points and explaining them, to you seemed like nerfing and amending, points out that the original idea had been mistaken for something it never was.

6. The assumption that I expect direct personal gain, in the form of free ships.
Small wonder, that you keep misunderstanding this idea, since you seem to mistakenly assume you understand me.
And through this assumed understanding of me, you think to attribute motivations to me, which in reality do not exist.

No slight intended, if you can believe my words here, but I think your real problem with this idea is that you just don't get it.

You kept looking for reasons that would make YOU approve of this idea, and you only found self serving items which you mistakenly applied to me.

Let's try a small exercise.

Can you tell me what value could be had by sending out a player in a ship, which is characterized by an overwhelming expectation that said ship will lose most fights?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#175 - 2014-10-29 16:37:09 UTC
Nikk Narrel wrote:
more blurb...
Let's try a small exercise.

Can you tell me what value could be had by sending out a player in a ship, which is characterized by an overwhelming expectation that said ship will lose most fights?


None whatsoever. It adds nothing to the game. It actually takes away the purchase of a player built ship for the purpose that the free ship is being used thus impacting the market.

I and many others have given use cases where these ships (if they are of any combat value at all) can be abused. These are not suppositions or speculations but stated ways in which they could be abused. If they amount to nothing more than piloted fireworks they are pointless. If they have combat value they will take away from market sales and be abused.
Nikk Narrel
Moonlit Bonsai
#176 - 2014-10-29 17:01:45 UTC
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:
more blurb...
Let's try a small exercise.

Can you tell me what value could be had by sending out a player in a ship, which is characterized by an overwhelming expectation that said ship will lose most fights?


None whatsoever. It adds nothing to the game. It actually takes away the purchase of a player built ship for the purpose that the free ship is being used thus impacting the market.

I and many others have given use cases where these ships (if they are of any combat value at all) can be abused. These are not suppositions or speculations but stated ways in which they could be abused. If they amount to nothing more than piloted fireworks they are pointless. If they have combat value they will take away from market sales and be abused.

And THAT is why you don't understand this idea, in the same manner as I do.

Here is MY answer to that same question:
The player would be reminded that winning is not everything, and that an interesting match in the game would be worth their time by giving enjoyment through the experience.
In taking this a step further, it could also show that a losing a good fight could even be more interesting than winning an easy one, as well as more satisfying.

In the context of the idea more specifically, the player would possibly learn to let go of the expectation that winning was too important, so avoiding a match because of uncertainty would be the real loss, not so much the ship which might explode.

Having fun, without the expectation that winning is needed, is the true lesson.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#177 - 2014-10-29 17:39:31 UTC
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
...blah....

And THAT is why you don't understand this idea, in the same manner as I do.

Here is MY answer to that same question:
The player would be reminded that winning is not everything, and that an interesting match in the game would be worth their time by giving enjoyment through the experience.
In taking this a step further, it could also show that a losing a good fight could even be more interesting than winning an easy one, as well as more satisfying.

In the context of the idea more specifically, the player would possibly learn to let go of the expectation that winning was too important, so avoiding a match because of uncertainty would be the real loss, not so much the ship which might explode.

Having fun, without the expectation that winning is needed, is the true lesson.


And THAT is a gross assumption. I understand your idea and utterly disagree with it. You however seem incapable of understanding others reasons why it is a bad idea. All the things you want from this idea can already be done at minimal cost with the existing ships whilst providing sales to those selling them. It is not the isk cost that stops people flying and losing ships, it is their mindset. Making the ships free will not change this.

If a player has a mindset where they want guaranteed wins these free ships will not appeal to them and certainly wouldn't make them think 'Hey I'm so wrong! I sdhould fly a junk heap and get blown up lol'. If a player has the mindset where winning isn't everything they will already be flying into combat in anything they have to hand and won't care about a few mil isk.

I just realized that you are correct and I don't understand this idea the same way that you do...since I understand it is a *bad* idea....
Nikk Narrel
Moonlit Bonsai
#178 - 2014-10-29 18:39:49 UTC
Corraidhin Farsaidh wrote:
And THAT is a gross assumption. I understand your idea and utterly disagree with it. You however seem incapable of understanding others reasons why it is a bad idea. All the things you want from this idea can already be done at minimal cost with the existing ships whilst providing sales to those selling them. It is not the isk cost that stops people flying and losing ships, it is their mindset. Making the ships free will not change this.

If a player has a mindset where they want guaranteed wins these free ships will not appeal to them and certainly wouldn't make them think 'Hey I'm so wrong! I sdhould fly a junk heap and get blown up lol'. If a player has the mindset where winning isn't everything they will already be flying into combat in anything they have to hand and won't care about a few mil isk.

I just realized that you are correct and I don't understand this idea the same way that you do...since I understand it is a *bad* idea....

I said you do not understand it the way I do. You effectively agreed with it, but you assume that I must be assuming in order to think this.

I feel you are demonstrating a confirmational bias, that seems to reject any view that does not correlate with this idea being bad for the reasons explained by your opinions.
Your opinions, as I understand them:
1. The ships are either effective, and thus competition for market sales.
OR
2. The ships are ineffective, and have no purpose in the game.

You further state, that I must have intended the ships to fit that first effective category, but over time I have diminished them into the second.

I have been, somewhat fruitlessly, trying to convince you that a third category exists, which I feel has significant value for the game.

3. The ships are present for use, but are substandard prefabricated versions which cannot be modified. As a result, their known abilities and limitations are easily countered by pilots.
This is already demonstrated in game, by mission runners who fit for their targets, matching DPS to the target's known defensive weaknesses, and matching defenses to best counter the target's known attack abilities.

The fact you seem disinterested in this idea, and consider it bad, tells me that most of all you would simply avoid it in game.

I think you choose to disbelieve that a play-style could exist where interaction is the primary goal, and winning is not a priority.

More specifically, I think you are unwilling to grasp that someone can play, and not care about winning.
Heresy Heresy
Para's Lumbar Support
#179 - 2014-10-29 19:15:03 UTC
Nikk Narrel wrote:

I said you do not understand it the way I do...


And you are right? Perhaps the world is right and you are wrong? Have you ever considered that? Have you?
Nikk Narrel
Moonlit Bonsai
#180 - 2014-10-29 19:50:55 UTC
Heresy Heresy wrote:
Nikk Narrel wrote:

I said you do not understand it the way I do...


And you are right? Perhaps the world is right and you are wrong? Have you ever considered that? Have you?

Perhaps the world is right, and I am in agreement with the world.

Or, perhaps you meant to imply you speak for the world, when claiming you did not agree with me?