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(Non-CCP) Game Developer Perspective on Eve

Author
Amunari Talar
Imperial Academy
Amarr Empire
#1 - 2016-08-05 06:00:37 UTC  |  Edited by: Amunari Talar
The Following Suggestions are a PreP to the main topic "Free to Play Eve" but also involve larger Issues in the game.



Mining Rework


  • 45% of the Time is used to "Scan" asteroids Via a "Scan" Module (Mid Slot)
  • 10% of The Time is used to Mine the Ore
  • 20% of the Time is spent on flying in the asteroid belt to get into scan range of the Asteroid
  • 25% of the Time is spent on Travel to and From Station (or Other Drop off)


Mechanics


  • Asteroids no longer display their "type" (Arkanor, bistot, etc) Until Scanned.
  • Scanned Asteroids "lock" in the ore type (Changing overview from "asteroid" to "asteroid (Bistot)" for a period of 15 minutes.
  • Mining process of filling Haul is Very fast (15 Seconds)
  • Pirates No Longer Spawn In Asteroid Belts
  • Radiation now prevents locking on to things in the asteroid belt, however it causes EM and Thermal Damage Over Time. The Longer the player remains in the belt, the more damage he takes. This means a player must leave a belt after a specific period of time.
  • Barges and mining ships are protected from targeting loss of the radiation from asteroids
  • Massive Reduction and stabilization of moon mining rates to a max of 150m per a moon (all moons equal) per month. Moon mining arrays no longer require pos's to run removing upkeep costs.
  • A New System upgrade can be placed in place of the mining upgrade (instead of ore) to Spawn Gas Belts in a system.


Design Concept
Initial Mechanical Changes and Concept Change
The proposal is basically to move mining more into "Explore, Scan, Mine fast, Return, Repeat". This more "Active" aspect of mining will increase the fun factor, and stop multi-account mining. Additionally, It will suit more "casual players", as the rates of Mining per hour are about the same.

Belt Effects, Survivabilty Rates, and New Players
Additionally, the Removal of rats helps encourage new players to enter nullsec. A new radiation is in the belt to help the suitability rates of Industry Players to act as a sort of "safe Haven" (due to no ships being able to target others here). Basically This means that New players have to deal with more consistent pressure, but less spike. This means in general they will lose less ships if they are paying attention, and it will be altogether more suitable place for them to start mining Immediately after entering the game. "Scanners" Will be referencing to "Survey Scanners" From here on out.

Mining Ship Changes

Because of the changes to the mining system, we will need to look at more Bonus Changes and Concept Alterations to mining in ice, and asteroid belts.

Purpose Concepts

Roles Bonus will be used for Bonus Mining rates. Natural Bonus's for Hull Skills (frigate, Expidition frigate barge etc) will be used for One of Three Concepts:

1. Speed, Warp Speed, and Scan Range (Ore)
2. Cargo Size, Scan Range, -5% Radiation damage (ice)
3. Immune To Gas Explosions, 5% Shield Resistance, 5% Cargo (Gas)

All Frigates and Barges will follow the above concepts. Exhumers Will obtain a -25% Radiation Damage Role Bonus on top of above stats (making Ice Exhumer take -50% Damage at max skill)

Bargers and Exhumers will Fitting wise, as well as Stat wise be designed specifically to tank the radiation damage longer (since they are slower).

Role Change (Haulers)

In the pursuit of looking for a new way to make these ships provide a new aspect of game play for players. At times i see people want to engage this route for the future of their eve career. For this reason i Suggest a massive expansion to hauling, and moving the industrial capitals more into the direction of being in harmony with these.


- Rework Industrial Ships to Be Faster Trained.
- Rework Industrial Capitals (especially Jump Freighter) to have significant lower train times (Max of 55 Days from Start to finish)
- Improve The Jump Range of The Industrial Capitals (especially Jump Freighter)
- Add Jump Capabilities to Orca
- Grant Immunity to Propulsion Jamming to Industrial Capital Ships, Including Bubbles
- Grant Immunity to Tech 2 Transport Haulers
- Significantly Reduce the Time of Tech 2 Haulers to 25 Days.
- Rework All Ore, Ice, And Gas (T2) Haulers (or create them as needed) To have Individual Hangers For Players.
- T2 Haulers should get individual Ore Hangers to each person, and should be significant in size (min 50km3)


Rework Of Industrial Capital Bonus's
Eve is a PvP Game, and as a PvPer I support this. Some Changes however need to happen to bring the industrial and PvE Players back inline and equality. I believe the biggest change in that area is the removal of Moon mining or at the very least a very low Isk generation cap so that it's actually a "bonus" to mine moons, but the real source of income comes from Industrial Players.

With that being said capitals need some work. Here is some suggestions

Roraqal: Still fill the roles of Compressing Ore. Its cargo Should be expanded. That being said this capital ship should move away from being Just about Compression, and offer a new unique Command type module that reduces the damage taken by players in the belt by 10% (15% with Officer Fitting) from radiation.

Orca: The Orca's Role Focus should be to Haul very Larger amounts of Ore. Were Talking Huge amounts (100million m3) Per person. This beast's job should be the ultimate Huller for Ore, Ice, And Gas. It should even exceed that of Jump freighters (by far). This ship should also gain Jump range Bonus's and be specifically for helping get those shinnies back to high sec. Safely.
Rawketsled
Generic Corp Name
#2 - 2016-08-05 06:09:47 UTC
You're not a game developer.

Be honest now.
elitatwo
Zansha Expansion
#3 - 2016-08-05 06:12:51 UTC
Okay show us where on the panda bear where the ebil piwats hurt you the most.

Anyhow, good one LolLolLolLolLol

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Amunari Talar
Imperial Academy
Amarr Empire
#4 - 2016-08-05 06:13:56 UTC
With the Industrial Area Out of the way, Lets talk about Training and the future of F2P in eve

Ship Training
As even grows in age, the gap of power grows in eve. Older players are fast approaching Titans. The recent "Equalization" of capital training has moved this gap into a more mangable position, but this gap badly needs to be addressed in the sub-capital area, especially that of the Tech 2 Ships.


I purpose the following changes to get people in each two ships faster.

All Tech 2 Ships now require "level 4" Hull instead of 5. Example, Heavy Assault Cruiser now requires level 4 Cruiser, instead of level 5. Additionally most level 5 Skills should be reduced to allow use of that ship class faster.

The Intent is to push the ships into a lower training range something like

Tech 2 Frigates: 10-15 Days
Tech 2 Destroyers: 15-20 Days
Tech 2 Cruisers: 30-35 Days
Tech 2 Battle cruisers: 40-45 Days
Tech 2 Battleships: 50-55 days

Should should help increase the isk sink of Eve, Further invalidate massive Power housing moon mining, and give the newer players more of a chance with their newer bodies against the vet's.


The Same Application of reduction should also apply to Weapons, And all general modules.


The Free to Play Model

With the changes to the game to make it fully free to play we need to alter a few things.
Subscription should be changed to increase training speed to 1.25 Speed
1 Character will be free to train at 0.75% (until Subscribed which will grant 1.5 Speed)
Plex will Allow for Normal Speed.
Injectors Will Drop in value due to higher training rates, but not much
Values of the train speeds can be altered to address the "psychological motivation to subscribe".


Rawmeat Mary
Empire Assault Corp
Dead Terrorists
#5 - 2016-08-05 06:19:14 UTC
Amunari Talar wrote:
- Grant Immunity to Propulsion Jamming to Industrial Capital Ships, Including Bubbles
- Grant Immunity to Tech 2 Transport Haulers

Rendering T2 haulers and capital indies practically invulnerable.

You, sir, are a nice troll. Big smileSmileStraightRoll

'If they take the ship, they'll rape us to death, eat our flesh, and sew our skins onto their clothing. And if we're very, very lucky, they'll do it in that order.'

Yeah, we're like that.

Rawketsled
Generic Corp Name
#6 - 2016-08-05 06:21:12 UTC
Did you really advocate that Freighters and T2 haulers become uncatchable?

Jeez, you may as well just make them completely untargetable.

[EDIT] Got ninja'ed. By the above post.
Amunari Talar
Imperial Academy
Amarr Empire
#7 - 2016-08-05 06:29:41 UTC
Tech 2 and 3 Production is overly complex and needs to be reduced.
Raw Minerals > Sub Module > Module (currently involves reactions, mixing etc, all needs to be removed)
Blue Print Copying and research needs to become a more active career option (Called a "researcher" this new career type should have more skills supporting it and possible its own skill section called "research").


Mission Running in nullsec should now be an active and possible thing in Citadels, having a module that grants level 3,4,5 (based on upgrade level) and allows the owner/manager to set the faction from a selection list.
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-08-05 06:35:26 UTC
Literally everything you have posted is awful.

But what really confuses me is that you want to give more of a reward to subscriptions than to plex, when plex gives CCP more money.
Amunari Talar
Imperial Academy
Amarr Empire
#9 - 2016-08-05 07:16:39 UTC
Danika Princip wrote:
Literally everything you have posted is awful.

But what really confuses me is that you want to give more of a reward to subscriptions than to plex, when plex gives CCP more money.



Subscriptions are more desired.
Free to play Cash shop items general larger annual income, but lower month to month rates. Thats why Subscriptions are so highly favored, and why so many have tried to clone wow.

Stub > F2P in the eyes of investors (because of a monthly check guarantee for starters).
Lan Wang
Federal Navy Academy
Gallente Federation
#10 - 2016-08-05 09:57:42 UTC
why do you feel like t2 ships should be trained faster? why do you feel that the big ships should be available for new players faster, they dont compete with vets regardless how fast they get in these ships, a 10 year player has far more skill than a 2month player, that applies in real life aswell? why make mining harder when it will just make everything more expensive overall?

F2P - cancer, soo much cancer it gave my eyes aids

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Linus Gorp
Ministry of Propaganda and Morale
#11 - 2016-08-05 10:04:13 UTC
Posting in a disguised "nerf miner ganking" thread.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Memphis Baas
#12 - 2016-08-05 11:59:27 UTC
So your mining proposal:

- Only barges can mine, let's disable all the other Turret ships that can install mining lasers on a pinch, we don't need them.

- It takes a long time to scan, and short time to fill up, supposedly because it's better to "find the perfect asteroid first." Are you aware that mining barges don't even install survey scanners now, because it takes about an hour to mine the whole belt dry of every single roid, and all ore is profitable, so who cares about scanning, it's a waste of time?

- Only barges are immune to the belt environmental damage? So what happens to your own jet cans, mobile depot, and all your buddies who are waiting in combat ships in the belt with you, to defend your ass if there's an attack? What happens to the Orca, Rorqual, or other support ships?
Lan Wang
Federal Navy Academy
Gallente Federation
#13 - 2016-08-05 12:02:37 UTC
Memphis Baas wrote:
So your mining proposal:

- Only barges can mine, let's disable all the other Turret ships that can install mining lasers on a pinch, we don't need them.

- It takes a long time to scan, and short time to fill up, supposedly because it's better to "find the perfect asteroid first." Are you aware that mining barges don't even install survey scanners now, because it takes about an hour to mine the whole belt dry of every single roid, and all ore is profitable, so who cares about scanning, it's a waste of time?

- Only barges are immune to the belt environmental damage? So what happens to your own jet cans, mobile depot, and all your buddies who are waiting in combat ships in the belt with you, to defend your ass if there's an attack? What happens to the Orca, Rorqual, or other support ships?


ssssh he is a game developer, his plan is flawless

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Amunari Talar
Imperial Academy
Amarr Empire
#14 - 2016-08-05 15:34:56 UTC
Lan Wang wrote:
why do you feel like t2 ships should be trained faster? why do you feel that the big ships should be available for new players faster, they dont compete with vets regardless how fast they get in these ships, a 10 year player has far more skill than a 2month player, that applies in real life aswell? why make mining harder when it will just make everything more expensive overall?

F2P - cancer, soo much cancer it gave my eyes aids




Actually The Mining Isk per hour ration is slightly higher with these proposals. It jumps from 70m to 87m an hour. But this is largerly due to the travel/scan/exploration time i applied to the exploration aspects of mining. Tailoring it would make it the same, giving no effect on the economy.

The great thing about this system is it kills multiboxing miners (as they have to all be active). Setting the "ore type" to "pin" for 15 minutes on a player as opposed to the asteroid is a good way to really stick a wrench in the works for multi-boxing.

As for training ships faster,


For those of us who played eve over the years, we know that we use to see lots of things in the past we dont see now. A great example of that is Command ships, and other non-meta types of hacs (Like Gallente and amarr hacs) As well as Recons.

Lowering the training time does two major things

First it causes expensive losses to be more likely. Thats good for the Economy, and stressing Moon Mining Passive Isk, forcing alliances to acquire additional means of Income.

Second, Faster training times will allow for players to get the ship faster, which means more likely hood of those ship types.
One of the great things about the "you will get the ability to fly this ship in 160 days" is to know how long it will take; However because this is the case, you also apply a psychological "omg, it takes so long to get this im not training it".



Lan Wang
Federal Navy Academy
Gallente Federation
#15 - 2016-08-05 15:54:33 UTC
why would ccp want to make it harder to multibox? you know they promote more accounts because it makes them money.

lets get everyone into expensive ships really fast so they can lose them while also raising the bar for mining and killing multiboxing which in turn raises the cost of producing ships, it has a knock on effect for everything...

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Ralph King-Griffin
New Eden Tech Support
#16 - 2016-08-05 16:21:34 UTC
eve is worth paying for, lets keep it that way.
Sonya Corvinus
Grant Village
#17 - 2016-08-05 16:29:05 UTC
What game have you made that's as successful as one rated as one of the best MMOs for over a decade? If you say you're a game developer, give your credentials.

Or are you two semesters into college for it and suddenly think you can 'fix' every game?
Danika Princip
GoonWaffe
Goonswarm Federation
#18 - 2016-08-05 16:49:52 UTC
Amunari Talar wrote:




Actually The Mining Isk per hour ration is slightly higher with these proposals. It jumps from 70m to 87m an hour. But this is largerly due to the travel/scan/exploration time i applied to the exploration aspects of mining. Tailoring it would make it the same, giving no effect on the economy.



Quote:

The great thing about this system is it kills multiboxing miners (as they have to all be active). Setting the "ore type" to "pin" for 15 minutes on a player as opposed to the asteroid is a good way to really stick a wrench in the works for multi-boxing.



These two statements are mutually exclusive for most miners, fyi.



Also your time breakdown flat out doesn't work when you consider that people will use alts to haul and MWDs to move. If I fill a mackinaw in 15 seconds, dump it into my new super orca hangar and repeat this until the thing is full then just jump it out, then I've saved the 25% hauling time and a chunk of the 20% movement time already. And I am literally impossible to stop, which is laughable.


I'd also like you to explain how taking rats out of belts is going to encourage newbies to mine in nullsec.

And how taking PVP out of belts is in any way good for an open world PVP game.

And where do you propose T2 goods come from if moon mining is removed? And where do alliances get their income from with no moons?

And why is it a good thing to essentially remove skillpoint barriers entirely?

And how is making it easier to fly ships going to act as an isk sink, given that insurance is about the third biggest isk faucet in the game?

And what is your training speed actually based on? What is 100% training speed? Is that with +5s and an optimised remap, or is that with no implants and completely wrong attributes?
Dark Lord Trump
Infinite Point
Pandemic Horde
#19 - 2016-08-05 17:17:24 UTC
In my travels across the lands of Player Features and Ideas Discussion, I have seen many terrible ideas. However, I can say without a single doubt in my mind that your idea is the absolute worst.

As far as I can tell, you want to:
-Make mining a huge chore instead of something I can do while I play Hearthstone. I like mining specifically because all I have to do is shoot a laser at a rock and forget about it for a while.
-Make miners invincible due to magic radiation. Where is it even coming from? Why can't we just use proper shielding to keep it out?
-Make haulers able to carry stupid amounts of ore and be invincible. No. There's no reason a DST should be immune to everything that might be able to stop it and carry more ore than a freighter. That MINIMUM 50km3 stacks up in a mining fleet.
-Ruin moon mining. Basically you want a free ISK printer that no one will even bother bashing because it's not really worth it when they could just set up their own. I love how you think this is a nerf to moon income, without the need for fuel or good moons someone like PL will just set up a POS on every single moon in a system and roll around in a pile of ISK.
-Turn the Orca into a super jump freighter for ore. Why do you even need that much ore, and why should a ship that doesn't even cost a billion ISK be able to carry that much?
-Keep the Rorqual silly. If you're taking too much radiation, warp out. Problem solved, no need for a Rorqual.
-Allow people to make a bunch of free alts to cause general havoc (cloaky eyes, cloaky campers, spy alts, etc) for no reason at all.
-For some reason plex needs to be nerfed compared to subscription despite the fact PLEX is more profitable. Plex is $20/month, subscription is $15 or less.
-Make T2/3 production ridiculously simple. It's more advanced and powerful ships, of course it should be more complex.
-Make it stupidly easy to run pirate l4 missions by letting you place one of their agents in your super-secure pocket.

All I can say is this: https://www.youtube.com/watch?v=umDr0mPuyQc

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Bumblefck
Kerensky Initiatives
#20 - 2016-08-05 17:52:09 UTC
I hear Candy Crush is falling apart without your dev input

Perfection is a dish best served like wasabi .

Bumble's Space Log

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