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Nullsec design goals feedback: Exploration

Author
Vanessa Vansen
Vandeo
#1 - 2011-09-26 08:32:48 UTC  |  Edited by: Vanessa Vansen
Collection of the dev posts of Nullsec design goals feedback: Exploration

I hope I didn't miss any or copied something wrong. In case of doubt, just run through the thread mentioned above
CCP Greyscale wrote:

Rune Star wrote:

So, how do wormholes fit into this equation? I'd love to see WHs finally get their due for iteration in the context of these new ideas for exploration.

Wormholes are the embodiment of the nomadic and unknown parts of space. You can easily get lost with a covert ops frig and spend weeks scanning out different wormholes to traverse through. It'd be great if there were goals oriented around that instead of just getting lost for weeks.

Also, the Sleeper/Jove Empire connection really needs to be expanded and using that as a backdrop for some of the exploration content would be a masterstroke.

So hopefully WHs are a part of this exploration package :)



Wormhole space is a different kettle of fish to nullsec, so it's not explicitly part of what we're trying to do here, at least not directly. If we make new sorts of content though and find they're popular, I'd imagine that they'd filter across to other areas of the game.
Vanessa Vansen
Vandeo
#2 - 2011-09-26 08:34:18 UTC
CCP Greyscale wrote:

Merasa Tro wrote:

I believe the high-null routes were nerfed as the powerblocs didnt like the idea of people sneaking in suddenly.

Abdiel Kavash wrote:

Drastically increase the spawn rate of K-space to K-space wormholes, in particular null-null and null-high. This would give explorers something very worthwhile to look for.



We never touched any of the original ratios AFAIK.
Vanessa Vansen
Vandeo
#3 - 2011-09-26 08:35:17 UTC
CCP Greyscale wrote:

Cailais wrote:
Im not sure why there's a distinction between 'within 5 AU and 10 AU) of a celestial? Do players really feel they are in 'deep space' 10AU away from a planet?? I'd suggest not but I could be mistaken.

Deep space, in my view, would be an absence of those familiar hat pegs. For example a system devoid of planets (or even stars). You might liken this to beyond our immediate solar system (earth, mars, jupiter etc) would be 'deep space').

Mystery might be evoked by the absence of the normal and familiar - "why are there no planets?". Creating the 'unknown' means there's a need to distance oneself from the 'known'. Your home is not very mysterious because it is well known to you, a empty house miles from anywhere has mystery because its is disassociated from the familiar.

At its heart 'exploration' means travel through the 'unknown'.

C.



The main reason for the range distinction is it should make it easy for players to select the kind of content they want without artificial mechanisms. If it's a long way out, it's "mystery" content, if it's close in it's the current push button receive bacon variety. Creating an actual sense of the unknown would require a lot of additional work and would probably be a whole expansion's worth of content (we could call it Apocrypha).