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Player Features and Ideas Discussion

 
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The Logic of Removing SP

First post
Author
Dror
Center for Advanced Studies
Gallente Federation
#1 - 2015-09-24 18:12:23 UTC
An interesting discussion is producing the following idea (which is probably only worth the read if interested in the premise of an EVE-like game with multiple times its average PCU):

What Plausibly Happens with Removed SP
Capital Ships: The Game
Capital Escalations, Carrier/SuperCarrier ratting.. yeah. Mineral prices skyrocket like crazy due to the mass ISK generation and capital ship construction
Supers fighting supers to protect super fetuses
B-R gameplay consistently
Subs flooding the game from all the stories

Why is this relevant? What makes this seem interesting enough for its own thread?
A common idea is that B-R stories are a main and effective advertisement. Setting up lots of skirmishes is supposedly CCP's main design direction.

Per CCP, "There's a ton of information [and evidence] on how intrinsic motivation is much better for creativity and engagement. Extrinsic rewards erode motivation, focus the gameplay on the reward structure, help de-track other goals and ideas, and develop dependence on those rewards for a guide." An "experience" system (SP) is an extrinsic reward.

Expectations
Why would fresh subs expect B-R? More on point, why would fresh subs come for B-R? Some studies would list these game traits as fantasy, socialization, and competence. They're interested in the skillfulness of flying well, socialization and teamwork, and the story aspect of the experience.

So, what comes with that fantasy? Most spaceship-game progression is completely about flying bigger ships. That lines up with this game's story of massive capitals. Then there's the experience of flying multiple types of ships, in support of the capital fleet, protecting their production -- competence and mastery.

What happens where none of these expectations are met, through limited engagements and fitting and ship options? So the expectations are "Capitals: The Game"?


Common Criticisms
  • Tidi
  • An abundance of capitals can be limited as necessary through ISK payouts like bounties or another tweak of their appeal; and there are already few enough reasons for merging a bunch of fleets in one place. Those capitals can be anywhere, and they'll get caught more regularly. If that still ends up in poor infrastructure response, it's probably within fix.

  • Rifters costing 50M
  • It's unreasonable, the idea that the market could support enough caps for over-inflating itself, especially from affording frigates. Either both are semi-affordable, or neither are. What's the probability, a few cap investments empty the market? Then what? It fills back up. This either stabilizes or stays that way or gets patched in some form. Characters benefit from keeping prices low, so there's plenty of reason for min-maxing whatever defines that. In this case, it's plausibly just mining and producing ships. This also has the benefit of providing that "I'm making ships" feeling and of evening out the supply vs the demand that's, purportedly, majorly in favor of demand.

    There are also limitations on cap construction that can be dynamically enforced by strategy. X-Alliance is silent, probably farming? Better take their systems.

  • Alts Online: Security Status Becomes Worthless
  • Sec status could be tied to the account.

  • Other forms of "Alts Online"
  • One account allows one ship in space. More accounts require more subs. It's like asking what would happen if more subs joined the game.

  • Every ship being a faction ship or something
  • There are obvious limitations on ship production, including through LP, as well as limitations coming from funding options. What's the alternative, liquid ISK and assets keep stacking? The reason for spending ISK is a threat; and a threat requires initiative, which requires efficiency, which requires freedom.

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Celthric Kanerian
    Viziam
    Amarr Empire
    #2 - 2015-09-24 19:11:14 UTC
    I failed to see your point, nor do I see neither a feature nor an idea.
    Dror
    Center for Advanced Studies
    Gallente Federation
    #3 - 2015-09-24 19:49:24 UTC
    Saved for calculations and other ideas

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Leto Aramaus
    Frog Team Four
    Of Essence
    #4 - 2015-09-24 19:54:51 UTC
    It boggles my mind how someone could genuinely think "EVE would be better if everyone could fly any ship in the game and only needed ISK to get them".

    I regularly post the most hated, radical ideas for EVE (new game engine/client from scratch), and I still can't even comprehend the "logic" behind a suggestion like this.
    Dror
    Center for Advanced Studies
    Gallente Federation
    #5 - 2015-09-24 20:11:29 UTC
    Leto Aramaus wrote:
    It boggles my mind how someone could genuinely think "EVE would be better if everyone could fly any ship in the game and only needed ISK to get them".

    I regularly post the most hated, radical ideas for EVE (new game engine/client from scratch), and I still can't even comprehend the "logic" behind a suggestion like this.

    As posted, expectations are sorta why subs show up, and viability is a great reason for staying. How can a fantasy be fulfilled without feasibility? If neither roleplay nor expectations are fulfilled, why stay?

    The whole of a sandbox's feature set is freedom.

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Leto Aramaus
    Frog Team Four
    Of Essence
    #6 - 2015-09-24 20:32:14 UTC
    Dror wrote:

    As posted, expectations are sorta why subs show up, and viability is a great reason for staying. How can a fantasy be fulfilled without feasibility? If neither roleplay nor expectations are fulfilled, why stay?

    The whole of a sandbox's feature set is freedom.


    Feasibility? What's not feasible?

    It's completely feasible to fly a super-carrier or titan, tons of people do it. Why should you be able to sub an account, drop $1000 on plex, and buy and use the top-tier game items with the same stats as people who "trained" for it for years.

    I've seen one argument for something like this that even slightly made sense... and that was to allow any character to "sit" in and fly any ship they want, or use any gun they want, but they will have HORRID stats for anything they don't have skills for. The ONLY way I'd even remotely consider this being okay, is if they changed skill stats drastically, so that each level was giving things like 20, 25, and even 50% increases to stats instead of 2% and 5%
    ISD Dorrim Barstorlode
    ISD Community Communications Liaisons
    ISD Alliance
    #7 - 2015-09-24 20:40:41 UTC
    Quote:

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    ISD Dorrim Barstorlode

    Senior Lead

    Community Communication Liaisons (CCLs)

    Interstellar Services Department