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Long-Term EVE Online Revision Plan Addressing Player Concerns

Author
Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#41 - 2015-06-17 13:50:42 UTC
Samillian wrote:
I took the time to read your proposal, while I'm impressed with the amount of work you have put into it I must be honest with you. It is a version of EvE that I can honestly say neither I nor I am sure the majority of people I have flown with in the last six years would care to to be a part of.

Not supported.


I have no reason to doubt you. However, I've been in the wilderness with a lot of former EVE players where it would likely draw them back. Oddly, most of my friends aren't PVE players, they're PVPers who went looking for something with a few more edges (EVE PVP can be a very noncompetitive affair because of the reliance on player self-interest as a motivating mechanic). Primarily, I built it from several major complaints which are common here.

1. That EVE has no place for even blisteringly difficult and ship-breaking PVE anywhere.

2. That EVE's PVP has stagnated because no one has a reason to go after big and difficult challenges, they're all looking for easy pickings, not real combat

3. Those that are looking for real combat have a dearth of targets. People tend to run instead of gun.

4. PVE is often more profitable and would generate more ISK/hr because it's more consistent and often trivialized in EVE.

Which means EVE is not only losing players who don't want to PVP, they're also losing players who are looking for more confrontational PVP. They went to more competitive games.

As I see it, the only way to improve the game across the board is to give both those parties what they want at the same time you are giving players incentives to try everything. Right now, EVE is too much like a Bob Evans famous bowl, it's just a slurry of good ideas that all lose their effectiveness together. Which is sad, because few other games handle like EVE, and that's really what makes it unique. That engine can be used to perform myriad activities, but right now it is essentially built to incentivize people to grab for the lowest hanging fruit.

That's not going to make it very competitive these days. Maybe when you could get better PVE elsewhere, that was one thing, but now it's become increasingly easy to get better sandbox PVP in an expanding games market. EVE's design has become a liability, as we're seeing.

I make the proposal very much aware that CCP's other options instead of a drastic re-design are monetary, and that's worrisome if you've been following SC's development.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#42 - 2015-06-17 13:56:14 UTC
Ralph King-Griffin wrote:
Constantin Baracca wrote:
Mag's wrote:
Constantin Baracca wrote:
Mag's wrote:
No. I love it when people ask for this wonderland PvE server, completely ignoring the fact that PvP isn't limited to combat.

Eve is a single shard PvP centric game. Don't like it? Go play another game that is boring as hell, that doesn't include PvP. You know the one, some called it an Eve killer. That worked out for it. Lol

The other quite funny situation here, is that fact that people play this game, then wish to change it. It is what it is at it's core and has been this way from day one. You'd do as well, asking for the queen to be removed from a chess board.


The proposal does not ask for a PVE server.
Except when you ask for a themepark PvE server? Cool.


Since you may have missed it, the proposal.

I read exactly as far as you said high sec should be safe, that's where you effectively split the game into PvP and pve zones.

Once you have done this you may as well have separate servers as the bears will never leave highsec.


The bears already aren't leaving hisec. In fact, hisec isn't even the edge of PVE space. According to the proposal, there's less of it. Which doesn't matter, because hisec isn't where "bears" are going to sit doing nothing. You can't afford to do that according to the proposal.

I mean, hisec isn't anywhere NEAR the proposed "split" between PVP and PVE zones.

That's why I don't think you've read it. I think you read the rather biased TL;DR. Unfortunately, the document I posted IS the TL;DR. That's about as brief as I could make it. The methods by which these would be primarily employed have been omitted and I tried to stick to only one or two examples of necessary additions.

It is very important to read the document, especially throughout. Space divisions are a small part of a very large integrated solution. I'm not proposing a small-ball solution. That won't help EVE right now.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#43 - 2015-06-17 14:01:35 UTC
Mag's wrote:
Constantin Baracca wrote:
Mag's wrote:
Constantin Baracca wrote:


The proposal does not ask for a PVE server.
Except when you ask for a themepark PvE server? Cool.


Since you may have missed it, the proposal.
I don't click external links.

My friend Daichi Yamato, seemed to do a proper TL:DR and even quoted some of your text.
One being.

Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


If you'd like, I'll send it to you. If, of course, you're interested in reading it. I leave the TL;DR because I simply assume people are averse to reading text of that nature, but to formulate an opinion off of it, and not the actual text itself, does you a disservice.

I won't sneer down at Daichi, he's perfectly allowed his opinion even if I disagree with it and have sound reasoning to disagree with it. However, I would be, if I were you, ever cautious about the pitfalls of formulating personal ideas off biased correspondence. I'm presenting it as best I can knowing the particular sensitivity of the audience in EVE. However, I cannot account for generalization cascade. If you have questions about the proposal or feel something is explained incorrectly, I am happy to go over it in pieces to explain it in segments. If that makes the data easier to digest, that's acceptable.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Kira Jonsdottir
Jameco Industries
#44 - 2015-06-17 14:11:03 UTC  |  Edited by: Kira Jonsdottir
Daichi Yamato wrote:
This isnt about PvE being formidable. You can have that a long side the PvP sandbox. Your proposal does not take gloves Off. It builds walls between players.

You keep saying no one wants to be part of the PvP sandbox, and hardly anyone PvP's anymore. But clearly thats not the case.



PvP is PvP and sandbox is sandbox, they are only slightly related.


A sandbox game is a game that has no set goal and no clear end condition and it doesn't necessarily have to incorporate PvP to be a sandbox game, although PvP is a feature some sandbox games have to increase the depth of the sandbox and improve it by allowing all manner of player interactions.

However PvE games like Skyrim are sandbox games in the true sense of the word since to paraphrase Yahtzee , 'you can choose to ignore the story and can walk 78 miles in the opposite direction, put a cooking pot over a dog's head, and swat at his knackers with a woodsman's axe until he howls himself deaf', sandboxyness is achieved by taking a story off the proverbial plot rails to a greater or lesser extent and allowing players to tell their own story rather than having a story told to them, so that the player is a participant in the storytelling process rather than a character in a sandbox game.

TL;DR: PvP is an ingredient that will improve a sandbox game, but a game can be a sandbox game without PvP.
Zimmer Jones
Aliastra
Gallente Federation
#45 - 2015-06-17 14:21:19 UTC
Ah, so the messiah has come to turn eve into the promised land with a tl;dr holy book so long it has to be hosted externally.

I don't click on external links because I don't support clickbait. Post the whole here, or Daichi's tl;dr IS your proposal.
Post in the f&I board if you want people t actually read it. There's good reasons for the warning when you click external links, and mine is that I don't support wordy clickbait. It not just you and goblin, it goes for anyone.

If you can't get the whole idea onto the forums, better to just mail directly to CCP in dead tree format. That way they have to read through it without scrolling, searching or losing it through spam filters
Only you can save eve, and you can do it by filibuster. Really.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#46 - 2015-06-17 14:24:44 UTC
Kira Jonsdottir wrote:
Daichi Yamato wrote:
This isnt about PvE being formidable. You can have that a long side the PvP sandbox. Your proposal does not take gloves Off. It builds walls between players.

You keep saying no one wants to be part of the PvP sandbox, and hardly anyone PvP's anymore. But clearly thats not the case.



PvP is PvP and sandbox is sandbox, they are only slightly related.


A sandbox game is a game that has no set goal and no clear end condition and it doesn't necessarily have to incorporate PvP to be a sandbox game, although PvP is a feature some sandbox games have to increase the depth of the sandbox and improve it by allowing all manner of player interactions.

However PvE games like Skyrim are sandbox games in the true sense of the word since to paraphrase Yahtzee , 'you can choose to ignore the story and can walk 78 miles in the opposite direction, put a cooking pot over a dog's head, and swat at his knackers with a woodsman's axe until he howls himself deaf', sandboxyness is achieved by taking a story off the proverbial plot rails to a greater or lesser extent and allowing players to tell their own story rather than having a story told to them, so that the player is a participant in the storytelling process rather than a character in a sandbox game.

TL;DR: PvP is an ingredient that will improve a sandbox game, but a game can be a sandbox game without PvP.


It can be. The goal is how you get PVE content that is meaningful without making it a "theme park." Believe me, I've tried to take things like this into account; players don't want this to turn into WoW and I can respect that. However, current PVE tends now to be even more linear than you'd like.

I mean, consider this. All the PVE ratting sites are always the same. They are scripted in waves. They maybe have a few variations of possible enemy numbers. Missions are even more linear. They are started in one place, timed strictly, and send you through a set of very progressive and linear elements.

In the proposal, I've tried to eliminate this by using a sort of ship rating. I proposed a method by which the ship's class, additions, and equipment can be used to essentially uptune encounters in real time and provide almost infinite variation. Specifically, let's say this:

A destroyer enters a cosmic anomaly. His ship, equipment, and other non-pilot elements (the pilot rating is not taken into account, giving players who train up a small advantage) add up to a number let's arbitrarily call 10. It looks exactly like a salvage site, which is also randomly placed items in a randomly placed site of asteroids (it's not hard for the computer to spin up a totally randomized site according to certain criteria. On entering he triggers an ambush (though he may not have in other sites, he just turns out unlucky). You can count on the ambushers having what amounts to a tackler, but perhaps this site rolls its dice and decides to give him the works. It takes his ship rating of 10 and decides to send a fleet worth 50 at him from all sides. Now, this means he could be surrounded by 5 Destroyers of equal equipment to him, or perhaps a much larger number of frigates, or perhaps even a few cruisers or a battleship. Most likely, it will be a combination of both with mixes of equipment and arms common to whatever pirate faction he faces, if any.

That sounds complex, but it's not really hard for a computer to RNG up. Even teaching the computer player combat tricks isn't hard, it has a limited set of controls to interact with. However, it is entirely unpredictable.

It's certainly less of a theme park than EVE PVE is right now. I don't think there's anything in EVE more dangerous than that. At least a player is a player, if they're outgunned, they'll leave you alone. Part of my PVE proposal is a system that can ALWAYS outgun you, doesn't run, and doesn't have any fear.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

McChicken Combo HalfMayo
The Happy Meal
#47 - 2015-06-17 14:30:37 UTC
You might have put a lot of work into your proposal but to us you're just another random poster making another random thread. Don't expect us to care enough about your idea to read through 13 pages on an external link. Provide a proper TL;DR in thread or accept that people will assume your intent in whatever way doesn't involve them reading 13 pages on an external link.

I did take the time to read through a few pages and I don't see the problem with the conclusions of the other posters. You are asking for a server where by default players cannot shoot at each other and where wardecs are consensual. It doesn't matter if something on page 11 tries to make up for that. It's already a very big no.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#48 - 2015-06-17 14:48:44 UTC
McChicken Combo HalfMayo wrote:
You might have put a lot of work into your proposal but to us you're just another random poster making another random thread. Don't expect us to care enough about your idea to read through 13 pages on an external link. Provide a proper TL;DR in thread or accept that people will assume your intent in whatever way doesn't involve them reading 13 pages on an external link.

I did take the time to read through a few pages and I don't see the problem with the conclusions of the other posters. You are asking for a server where by default players cannot shoot at each other and where wardecs are consensual. It doesn't matter if something on page 11 tries to make up for that. It's already a very big no.


Well, I'm not sure what to tell you. About halfway down the second page, I've already made sure that everyone's very well aware there's no server division. And I've said that numerous times, but the actual proposal is in there. It's still one large server. So within two pages, the text itself, with two diagrams, has already lost someone.

The problem with a TL;DR is, very obviously, that if people are already gleaning incorrect information from the base text that is being very obviously discounted, what do you think they'll do to an even shortened version of the text into bullet points? They already see what they want to see, they aren't trying to comprehend the proposal.

I'm not intending to be seen as anything other than just some random poster making a random thread. I'm not any different from a large group of EVE players out there. We, as people, aren't special. That's the proposal's job.

Obviously, people here are adamant that some kind of nightmare PVE server that mirrors the game and lets Tranquility die never happens. If people are really worried about that, let me assure you, that's not in there.

I'm very aware that if there was an alternative server where people could choose not to PVP, Tranquility would be a very empty place. I'm getting around the implications of that because people like the game and if we can avoid a division like that, we should. I'm trying very hard to avoid that.

I just can't make a proposal specifically about answering player complaints and avoid what is a rather large elephant in the room. That situation is, for better or worse, the single largest and loudest player complaint. Not including some kind of solution that avoids its reputed pitfalls would really be sticking my head down in the sand.

So I included a way to do it where it functions as a region of space effectively, but still feeds into the PVP space, and somewhat more efficiently. Instead of aiming to bring PVP to people who don't want it in the worst possible form (ganking), I tried to integrate it so that social relationships are formed organically and the PVP is a bit more competitive and spectacular. That way, people can feed into the system and the PVP is far more interesting than it is right now, but people who are really that averse to PVP do have an area that is going to try to kill them.

That's why it's so long. There's not really a TL;DR solution that can handle all of that. That Page 11 stuff you're talking about that "makes up for it", that's necessary to make a better playing experience everywhere. It is possible for everyone to come out ahead, it's just not easy. You don't just have to install PVE, you have to make the PVE lethal, to make the PVP enticing, and in the end that should create a constant siphon that works more efficiently than the current hisec-nullsec relationship.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Mag's
Azn Empire
#49 - 2015-06-17 15:08:22 UTC
Constantin Baracca wrote:
Mag's wrote:
Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


If you'd like, I'll send it to you. If, of course, you're interested in reading it. I leave the TL;DR because I simply assume people are averse to reading text of that nature, but to formulate an opinion off of it, and not the actual text itself, does you a disservice.

I won't sneer down at Daichi, he's perfectly allowed his opinion even if I disagree with it and have sound reasoning to disagree with it. However, I would be, if I were you, ever cautious about the pitfalls of formulating personal ideas off biased correspondence. I'm presenting it as best I can knowing the particular sensitivity of the audience in EVE. However, I cannot account for generalization cascade. If you have questions about the proposal or feel something is explained incorrectly, I am happy to go over it in pieces to explain it in segments. If that makes the data easier to digest, that's acceptable.
Not interested, sorry. You can dress up your idea in as many words as you like, but it was summed up with your quoted text.
The highlights being themepark and unimpeded.

Neither of which I may add, belong in Eve. Blink

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#50 - 2015-06-17 15:14:41 UTC
Mag's wrote:
Constantin Baracca wrote:
Mag's wrote:
Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


If you'd like, I'll send it to you. If, of course, you're interested in reading it. I leave the TL;DR because I simply assume people are averse to reading text of that nature, but to formulate an opinion off of it, and not the actual text itself, does you a disservice.

I won't sneer down at Daichi, he's perfectly allowed his opinion even if I disagree with it and have sound reasoning to disagree with it. However, I would be, if I were you, ever cautious about the pitfalls of formulating personal ideas off biased correspondence. I'm presenting it as best I can knowing the particular sensitivity of the audience in EVE. However, I cannot account for generalization cascade. If you have questions about the proposal or feel something is explained incorrectly, I am happy to go over it in pieces to explain it in segments. If that makes the data easier to digest, that's acceptable.
Not interested, sorry. You can dress up your idea in as many words as you like, but it was summed up with your quoted text.
The highlights being themepark and unimpeded.

Neither of which I may add, belong in Eve. Blink


That would be a bit like summarizing your post by saying, "I know what your post meant as soon as I read the words 'interested' and 'dress'."

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Mag's
Azn Empire
#51 - 2015-06-17 15:24:13 UTC
Constantin Baracca wrote:
Mag's wrote:
Constantin Baracca wrote:
Mag's wrote:
Quote:
'This also means that Worm Hole residents in [sandbox space] might suddenly see a wormhole open up into [theme park space], a place their enemies might be able to essentially stage an assault unimpeded.'


If you'd like, I'll send it to you. If, of course, you're interested in reading it. I leave the TL;DR because I simply assume people are averse to reading text of that nature, but to formulate an opinion off of it, and not the actual text itself, does you a disservice.

I won't sneer down at Daichi, he's perfectly allowed his opinion even if I disagree with it and have sound reasoning to disagree with it. However, I would be, if I were you, ever cautious about the pitfalls of formulating personal ideas off biased correspondence. I'm presenting it as best I can knowing the particular sensitivity of the audience in EVE. However, I cannot account for generalization cascade. If you have questions about the proposal or feel something is explained incorrectly, I am happy to go over it in pieces to explain it in segments. If that makes the data easier to digest, that's acceptable.
Not interested, sorry. You can dress up your idea in as many words as you like, but it was summed up with your quoted text.
The highlights being themepark and unimpeded.

Neither of which I may add, belong in Eve. Blink


That would be a bit like summarizing your post by saying, "I know what your post meant as soon as I read the words 'interested' and 'dress'."
So you deny that's a part of the idea? Cool, glad we cleared that up.

Now let me get back to my game of chess, that has no queens at all.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Daichi Yamato
Jabbersnarks and Wonderglass
#52 - 2015-06-17 15:38:01 UTC
I think perhaps it would be better to split the ideas across different threads. Especially if my TLDR was un fair.

Imagine my surprise when you claim the only real PvP is honourable PvP. You're missing the point. When you get attacked where youre vulnerable its more visceral, more emotional and more 'real' than any arena style warfare.

Ultimately, engaging pve and PvP sandbox are not exclusive. Splitting them up has been demonstrated to destroy games more than help them.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

ShahFluffers
Ice Fire Warriors
#53 - 2015-06-17 16:45:17 UTC  |  Edited by: ShahFluffers
Kira Jonsdottir wrote:
PvP is PvP and sandbox is sandbox, they are only slightly related.

A sandbox game is a game that has no set goal and no clear end condition and it doesn't necessarily have to incorporate PvP to be a sandbox game, although PvP is a feature some sandbox games have to increase the depth of the sandbox and improve it by allowing all manner of player interactions.

... (snip)...

TL;DR: PvP is an ingredient that will improve a sandbox game, but a game can be a sandbox game without PvP.

Let me quote an absolutely epic post on this topic...

Crumplecorn wrote:
"It's a sandbox"

But then, some bright spark in the back pipes up, EVE is a sandbox, so I should be able to do whatever I want. EVE is indeed a sandbox, however it is a Multiplayer Sandbox. The definition of a sandbox is not "I can do whatever I want", it is that rather than providing a specific experience, the game provides an environment and tools with which to craft your own experience. For single-player games, these definitions are functionally the same. The problem with a multiplayer sandbox is that not only can you do whatever you want, so can everyone else. You want to mine in highsec in complete peace? The game lets you. It's the other players that are the problem.

The hypocrisy of demanding the freedom to do what you like, while simultaneously demanding or celebrating the curtailment of other people's playstyles should be self-evident, but apparently it's not.

"EVE isn't a PvP game"

Yes, it really is. Being, as it is, a multiplayer sandbox, it is a shared environment which we all inhabit together and all affect. For any of it to be non-PvP, all of it would have to be non-PvP. Even if CCP made it so it was impossible to blow up spaceships in highsec, highsec would still affect the rest of the game just by being there. As long as we are all playing the same game, the guy in the corner mining endlessly has an effect on the guys fighting a war in the other corner. And so, requests to be able to act with impunity will be not be received well by those who actually understand the game.

"But people want PvE"

If people really want PvE, they are in the wrong game. End of story. But there is a positive feedback loop here. Carebears join a harsh PvP game. Carebears whine en masse (in the way that only carebears can whine) that there is harshness and PvP in this harsh PvP game. CCP tone down the harshness, and reduce the PvP opportunities. Being a more 'accessible' game, more carebears join. The whining gets louder. More nerfs. It goes on and on in a never ending cycle, eventually leading to PvP being marginalised in the areas carebears inhabit.

In this way they not only impact other people's playstyles, but also change the fundamental nature of the game, all the while whining about how everyone should be able to play however they want. And the worst part is that games like EVE are in the minority, and yet carebears insist on coming here and trying to convert it into one of their massively singleplayer games.


Full post found here

I emphasized certain parts because I consider them very important. Pay special attention to the middle paragraph ("EVE isn't a PvP game").
Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#54 - 2015-06-17 17:55:00 UTC
Daichi Yamato wrote:
I think perhaps it would be better to split the ideas across different threads. Especially if my TLDR was un fair.

Imagine my surprise when you claim the only real PvP is honourable PvP. You're missing the point. When you get attacked where youre vulnerable its more visceral, more emotional and more 'real' than any arena style warfare.

Ultimately, engaging pve and PvP sandbox are not exclusive. Splitting them up has been demonstrated to destroy games more than help them.


Unfortunately, I don't think I can. The evidence is here. If you're trying to create any division that handles the PVE and PVP topics, there is absolutely now way I can see that does that individually. That's why many previous efforts have all failed, they're all piecemeal. You're already compartmentalizing and that, I believe, is why you apply the logic you do. Because if you cut out everything else, and all you're thinking is "separating PVE from PVP", you'd be absolutely right. If there's no attempt to make the systems work cohesively and you set them in nothing but direct competition, PVP is going to lose. As you've noted, it always has.

I specifically avoided doing that, but to do it requires all of the things I've typed. You make a PVP-less area and it's too safe? PVP will die a horrible death; it's not compelling enough on its own. You don't increase the PVP participation by providing an incentive for nastier PVP combat, and nobody's going to play it. EVE's PVP isn't strong enough on its own. You separate them into two servers, there will be no cross-pollination and you get what we have now, a wall with less social interaction. You try to make PVE harder without increasing the elements at hand to BE dangerous and random, you get a theme park, which people will prefer for isk/hr. If you give people in a PVE area access to the kind of hardware PVPers get, you will upstage the client. Do it the other way, and you make the extra PVP resources trivial.

Specifically, that's why I can't really break it out, and you can't understand it in bite sized chunks easily. I can try to explain it that way, but the proposal's a big, heavy fix intended to solve problems the only way they can really be solved. All at once. Otherwise, very little of this works. You might be able to install the ramming mechanics or boarding without it, but those are examples. You can't drive PVP the way I'm proposing, though, with the game in its current state.

I try not to bring my personal feelings about PVP into it too much, but my association is pretty clear. I tend to PVP in games a bit nastier than EVE. However, what I am trying to say is that there are two kinds of people being lost at this moment. It's not just PVEers, it's the more brutal end of the PVP spectrum. The game lacks a real incentive to go after hard targets, and at this point the hard targets are looking for soft targets. That said, yes, if you want my personal opinion, EVE's PVP is a bit of a wet noodle for what I'm personally enjoying. However, there aren't many PVP games that handle like EVE. As I said, EVE's unique for a lot of reasons outside its environmental mechanics. The faction warfare is nice, but it's sort of limited in its scope.

I understand liking being vulnerable, but I was dragging a computer to LAN Quake games back in middle school. I'm used to games being a little less forgiving. Still, as I said, I'm trying my best to accommodate everyone. players would have FAR more reason to poach in richer Free Space than Treaty Space if they were maximizing ISK/hr and liked the risk. There are a lot more minerals proposed to be out there at any one time. The only technical casualty from the current iteration is suicide ganking players in hisec. The proposal is to make Treaty Space a lot more dangerous in and of itself and Free Space a lot more rich in unpredictable ways. If you do it all at once, it makes a much broader game where pretty much every element is better from the bottom to the top.

It's just not something you can do the easy way.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

Constantin Baracca
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#55 - 2015-06-17 18:02:29 UTC
ShahFluffers wrote:
Kira Jonsdottir wrote:
PvP is PvP and sandbox is sandbox, they are only slightly related.

A sandbox game is a game that has no set goal and no clear end condition and it doesn't necessarily have to incorporate PvP to be a sandbox game, although PvP is a feature some sandbox games have to increase the depth of the sandbox and improve it by allowing all manner of player interactions.

... (snip)...

TL;DR: PvP is an ingredient that will improve a sandbox game, but a game can be a sandbox game without PvP.

Let me quote an absolutely epic post on this topic...

Crumplecorn wrote:
"It's a sandbox"

But then, some bright spark in the back pipes up, EVE is a sandbox, so I should be able to do whatever I want. EVE is indeed a sandbox, however it is a Multiplayer Sandbox. The definition of a sandbox is not "I can do whatever I want", it is that rather than providing a specific experience, the game provides an environment and tools with which to craft your own experience. For single-player games, these definitions are functionally the same. The problem with a multiplayer sandbox is that not only can you do whatever you want, so can everyone else. You want to mine in highsec in complete peace? The game lets you. It's the other players that are the problem.

The hypocrisy of demanding the freedom to do what you like, while simultaneously demanding or celebrating the curtailment of other people's playstyles should be self-evident, but apparently it's not.

"EVE isn't a PvP game"

Yes, it really is. Being, as it is, a multiplayer sandbox, it is a shared environment which we all inhabit together and all affect. For any of it to be non-PvP, all of it would have to be non-PvP. Even if CCP made it so it was impossible to blow up spaceships in highsec, highsec would still affect the rest of the game just by being there. As long as we are all playing the same game, the guy in the corner mining endlessly has an effect on the guys fighting a war in the other corner. And so, requests to be able to act with impunity will be not be received well by those who actually understand the game.

"But people want PvE"

If people really want PvE, they are in the wrong game. End of story. But there is a positive feedback loop here. Carebears join a harsh PvP game. Carebears whine en masse (in the way that only carebears can whine) that there is harshness and PvP in this harsh PvP game. CCP tone down the harshness, and reduce the PvP opportunities. Being a more 'accessible' game, more carebears join. The whining gets louder. More nerfs. It goes on and on in a never ending cycle, eventually leading to PvP being marginalised in the areas carebears inhabit.

In this way they not only impact other people's playstyles, but also change the fundamental nature of the game, all the while whining about how everyone should be able to play however they want. And the worst part is that games like EVE are in the minority, and yet carebears insist on coming here and trying to convert it into one of their massively singleplayer games.


Full post found here

I emphasized certain parts because I consider them very important. Pay special attention to the middle paragraph ("EVE isn't a PvP game").


Again, I've answered this pretty succinctly. If any of this is true, the game wouldn't be as it is. And it's been that way for a long time.

But, then again, the post is proscribing the wrong treatment anyway. I didn't say to nerf anything. There is no part of space that has become LESS dangerous in the proposal. Right now, in hisec, the only thing of danger is a suicide gank or a mission being too hard. I'm pretty sure it wouldn't take a genius to make a roaming client-controlled item to be more dangerous than that. All it has to do is not care how much money they can get out of the ship and set it to track down anyone in the area. And I've addressed how to make missions unpredictable and far nastier.

The problem is, EVE isn't just a PVP game. There's always been other things to do in it. Right now, those are far more popular than the actual PVP.

The answer has to be twofold. You make both better simultaneously, and you disentangle them where they're stepping on each others' toes. Then you don't HAVE to nerf anything. You can make the game far more dangerous throughout, and more entertaining throughout, than the gelatinous balancing act CCP is working with.

"What good will it be for someone to gain the whole world, yet forfeit their soul? Or what can anyone give in exchange for their soul?"

-Matthew 16:26

ShahFluffers
Ice Fire Warriors
#56 - 2015-06-18 01:49:16 UTC  |  Edited by: ShahFluffers
Constantin Baracca wrote:
Again, I've answered this pretty succinctly.

You keep saying this... but obviously you are not getting what we are saying...

PvE-only areas is a non-starter.
Consensual-only combat areas is a non-starter.

It doesn't matter what other workarounds or added mechanics you thought up... those things are against the core of what EVE is to us.

Constantin Baracca wrote:
I've addressed how to make missions unpredictable and far nastier.

Ummm... sorry... but other games have tried procedurally generating missions and FAQs for those missions came out within hours of them being run through.

Not once have I ever seen PvE content that hasn't been eventually mastered and min/maxed to hell and back.
And you want to know the reason for that?
Because procedurally generated missions still follow certain patterns and perimeters that can be gauged, quantified, predicted, and eventually crunched.

Keep in mind that EVE Online's market is NOT procedurally generated. It is almost entirely player run. And that makes it VERY, VERY unpredictable... except it isn't. EVE's in-game markets have been gauged, quantified, predicted, and crunched. And people routinely play "games" with it.

DEVs (especially DEV's of small companies) simply can't keep up with the voracious appetites and number crunching skills of players who outnumber them 1000+ to 1.
So the best method is to just throw a limited number of tools at players and let them sort it out with each other (see: multi-player sandbox).

Constantin Baracca wrote:
The problem is, EVE isn't just a PVP game. There's always been other things to do in it. Right now, those are far more popular than the actual PVP.

No. It is a PvP game.
CCP even said so in their published FAQ.

http://web.ccpgamescdn.com/communityassets/pdf/EVE-Online-New-Pilot-FAQ.pdf

Part 1: Section 5.3
In EVE Online, any player may attack any other player if they choose to, no
matter where they happen to be. This is because EVE Online is essentially
a PvP (Player versus Player) game at its core.


Part 2 Intro
once you enter New Eden you must consider every action you take as a form
of PvP
since this is the core game concept.


Part 2: Section 7 Intro
The essential core concept of EVE Online is that it is full time PvP in a sandbox
environment. As has been mentioned in previous sections any player can
engage another player at any time in any place.


Part 2: Section 7.1
There are various ways that players can engage with others in EVE. Simple
combat is one of the most common forms of PvP; ranging from a one-on-one
fight between frigates or cruisers to a massive fleet battle with battleships,
dreadnoughts, carriers or even titans, with hundreds or thousands of pilots
involved. Then there is Factional Warfare and Duelling as mentioned previously.
There are a variety of ways to make your way in EVE if you wish to concentrate
on PvP; you can be a pirate – preying on pilots on popular trade routes or taking
part in ‘gate camps’, where you lie in wait for pilots who jump from system
to system. Maybe you’d prefer to become a bounty hunter; tracking down
other pilots for a rich reward or the simple glory of the kill. Or even become
a renowned fleet commander; directing the actions of hundreds of other pilots
in one of the massed battles mentioned earlier.


Section 7.2
No; there are no systems or locations in New Eden where PvP may be
completely avoided. The safest systems are the ‘rookie systems’ where new
players start their journey in EVE. In high-sec systems, you are less likely
to be attacked since CONCORD will exact retribution on pilots who attack
another pilot without good reason. But, for example, if you are flying a ship
with a high value cargo, a player may attack you to destroy the ship and steal
anything from the wreck if they think that it’s worth the effort. Such attacks
are known as ‘ganking’ and if the profit they’ll make is sufficient, pilots are
willing to accept the expense of losing their ship to CONCORD and having
their security status lowered for their crimes. So it will be up to a pilot to remain
vigilant wherever they may be flying and be ready for anything at any time


Constantin Baracca wrote:
The answer has to be twofold. You make both better simultaneously, and you disentangle them where they're stepping on each others' toes. Then you don't HAVE to nerf anything. You can make the game far more dangerous throughout, and more entertaining throughout, than the gelatinous balancing act CCP is working with.

The point of the game is that every activity of the game is supposed to step on the toes of everything else.

Warfare requires resources and money... which requires harvesting and industry... which requires "safe places"... which requires warfare and conflict to carve out and maintain those "safe places."

THAT is what makes EVE challenging.
THAT is what turns off a lot people from EVE.
THAT is why I play this game.

Sometimes... shooting for the ideal and missing is just more important than doing everything possible to "be the best" and wringing out as much value as you can (which is a general complaint I have with the gaming industry at large).

If EVE were to go the way of Ultima Online (as you are functionally proposing)... there would not be another game like that does the same thing.
And so I would wait until another old-style U.O. or EVE comes out... and we'll be right back here making the same arguments all over again.


I say this very rarely OP... but EVE is not for you. Go away and let us "fail" the way you are convinced we will. I would rather this game shut down due to its stubborn integrity than be perverted into another "Trammel" because some people can't take the heat.
Civ Kado
State War Academy
Caldari State
#57 - 2015-06-18 03:23:16 UTC  |  Edited by: Civ Kado
terrible points. the fact that you seriously sat down, thought all this up and then wrote it is bizarre.

Did you come from WoW?
Tabyll Altol
Viziam
Amarr Empire
#58 - 2015-06-18 06:14:23 UTC
I don´t like the idea of a save pve zone. Exept you can´t make any or hardly any isk in it and the systems have no stations. That would be okay with me. Otherwise most of the players from highsec would go into those systems and avoid to getting shoot and wonder why the hell the industry path gives less and less isk and leave the game. Second part why would the be a "insurance" of 60% for lost ships on wars which both sides agree, doesen´t make sence to me.

An optional change would be to give all NPC´s a Doomsday like the one from the drifters (with the same strengh).


To be honest i stopped reading there, because if such a thing would impelemented i would quit eve instant.

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