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EVE Online Development Strategy (CSM Public)

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Author
Malcanis
Vanishing Point.
The Initiative.
#101 - 2012-11-19 13:42:36 UTC
Kirith Kodachi wrote:
While I like a lot of what was said in this document, I am a little disappointed that nothing was said in regards to supercap proliferation and dominance contributing to the stagnancy of null sec.

Overall, B+.


Supercaps have already been quite heavily nerfed, and they're not the sub-cap killers that they used to be. Unsupported supers are horribly vulnerable once again.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Duke Foreman
Sebiestor Tribe
Minmatar Republic
#102 - 2012-11-19 13:46:28 UTC
Let me throw this out and get you fine people to shoot holes in it. Why can't CCP award skill points to noobs that subscribe for a certain amount of time. The award would be a 1 time gift. For example, 1 month sub = 500k SP, 3 month = 1.5mil etc... The biggest problem I've seen for noobs is that they just can't get in to ships fast enough and they lose interest in the game. They see all the great Youtube videos showing fleet fights only to realize that they won't be able to participate in them for months/years... Additionally, the gift would be grandfathered in for all the vets. Food for thought...
Laerise
PIE Inc.
Khimi Harar
#103 - 2012-11-19 13:57:28 UTC
First off, this document is yet another proof that Hans Jagerblitzen is once again betraying his platform for lowsec rebalance.
The whole thing centers around 0.0 and why it should be superior in any way to "empire".

The most obvious thing that Hans should have pointed out is that to lump lowsec and highsec into one cheap phrase like "empire" is just plain wrong.

Lowsec, and especially faction warfare lowsec, is actually much more dangerous than the average nullbears system deep in the sea of NAP fested blue. There is no way to reliably cynojam a system, there is no way of reliably controlling who enters a system and there is much more hostile traffic around at all times of the day.

To be frank, nullbears may be the loudest part of EVE on the forums, but the most broken part of EVE with the most broken risk/reward situation is still lowsec - and especially non FW lowsec. There is no sane reason to live in non FW lowsec, except maybe the very few level 5 mission agent areas. Lowsec has all the problems listed in the document but none of the advantages of nullsec.

Especially damning is the fact that you put features like "Group PVE for Miners aka "Ring Mining" (New Feature)" into nullsec, where it should be "more common and lucrative".

What is your reason to put the most "lucrative" PVE mining content into nullsec again, except but to appease the nullbears who want to reap all the benefits of this new system without the (true) risk of lowsec?
Again, putting high yield content into nullsec because nullsec is "the most dangerous" is fallacious because it's actually not.

John Dowland
Lame Pheasant Gecko Squad
#104 - 2012-11-19 14:00:02 UTC
What a balanced document! The concepts in here are all things that affect me. Many of the issues CSM cites in here are things that resulted in some of my friends unsubscribing as well...
GeeShizzle MacCloud
#105 - 2012-11-19 15:10:49 UTC  |  Edited by: GeeShizzle MacCloud
Malcanis wrote:
Kirith Kodachi wrote:
While I like a lot of what was said in this document, I am a little disappointed that nothing was said in regards to supercap proliferation and dominance contributing to the stagnancy of null sec.

Overall, B+.


Supercaps have already been quite heavily nerfed, and they're not the sub-cap killers that they used to be. Unsupported supers are horribly vulnerable once again.


My issue with supercaps are that supported supers are safe supers as no one tends to drop supers on supers (plural) anymore.

i had an idea at the manchester meet that i was looking for people to share their thoughts on but i think i need a larger audience so here goes:

Allow Titans either a role ability to fit capital ecm and ewar mods (would require the mods to be made in game) that can affect supercaps but not subcaps.
Or allow Titans to use ecm and ewar but allow them a role bonus to use them against supercaps.

Reasoning:
At the moment titans arent exactly used in offensive situations unless the grid is being completely dominated, theyre mainly used as a bridging platform and not much else.
The offensive supercaps are supercarrier such as the nyx, aeon, hell and wyvern and thats generally because they can defang pos's and make structure grinding much less 'work'. Their safety is their ehp (higher than titans for the most part) and their ability to work as supercap logistics with remote reps and remote energy transfers.

Giving titans the ability to disrupt and/or break locks for extended periods of time (not like ecm bursts), reduce lock range or increase lock time can only be a good thing when considering supercap proliferation. at least it gets them out there doing a job no other can do. and with the risk vs reward aspect, titans are considered brittle and expensive in comparison to supercarriers so their added utility and role comes at a greater risk putting them on field, whether its an agressive break up of a supercap blob or as a support for a supercap blob.

of course if ive missed something horrendously obvious, dont hesitate to slap me about the face with it! =)
Slaktoid
Perkone
Caldari State
#106 - 2012-11-19 15:14:23 UTC
Document seems very ambitious, but I understand that this is long term planning. I agree with it mostly, I feel the biggest problem with Eve is the declining numbers. With more people come more opportunities, more PVP and the time spent ingame is more rewarding, since interacting with other people is the core of the game.

Feels like there is too many actors in this day and age, and not enough CCP to go around. Lowsec wants this, Nullsec wants that, Wormholes, Highsec dwellers, industrialists, marketeers, pve bears, small gang pvp'ers, large gang pvp'ers, supercoalitions and god knows what, all want their piece of the pai. The game feels unneccessarily divided. I would argue for the complete removal of Lowsec and turn it into Nullsec, but I know many people would freak out. I mean, Lowsec has been a failed experiment for 10 years...when is enough gonna be enough? At the same time I think about the ever increasing Nullsec megacoalitions that, for an observer, has turned a once thriving and exciting, politically charged place, into a dead stinking pile of turd.

There are many things I've given up believing in when it comes to Eve, but occationally I see a glimmer of hope. The removal of off-grid boosters and rebalancing of ECM certainly gives me hope for the future of small gang action (and I might add that I've spent most of the last year putting 9.5 mill sp into leadership on one of my alt characters, and I STILL love the change in mechanics). I'm glad there is a CSM that are still passionate about the game, best of luck to you guys.

Shoutout to corestwo. Dude knows what he's talking about.
Seleene
Body Count Inc.
Mercenary Coalition
#107 - 2012-11-19 15:40:50 UTC
Poetic Stanziel wrote:
Now this document speaks to correcting development course as well. But it's certainly not time sensitive. CCP won't be roadmapping their next expansion, deciding upon features, until January or February.


Do you... actually believe this? I can buy that you like to stir the pot, but you don't really think CCP starts planning their expansions after they do release planning for those expansions do you? C'mon, man! Lol

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Casirio
Aliastra
Gallente Federation
#108 - 2012-11-19 15:44:28 UTC
i want more shiny stuff! more new expansions! WIS viable, more customization of your ship and avatar. good document, I agree with most everything on it.
Blurtmaster
The Scope
Gallente Federation
#109 - 2012-11-19 16:12:23 UTC
1. Roadmap - CCP can always change it - just have one
1.1 Continuity - Short term goals - Balancing & Bugs
1.2 Continuity - Long term goals - Expansions (WIS etc etc)

2. Playability - New Players and their way into an alliance
- How long is the road there?
- How do I do it? (Where is my cool video showing me the steps from mining in a frigate to sieging a pos in a capital? Make the new players understand.)
2.1 Playability - Veterans - End Game. So hard it can not be done before a lot of group effort. Make us Sweat. And die horribly.
2.2 Playability/Specialization - Bitter vets - 100 MIL SP+ What is the actual challenge of flying a ship anymore? Hard small wormholes/mission gates that closes on entry and only have one exit.
(2.1-2.2: You warp out/die = that's it) (Best implant rewards _implanted_ after completion perhaps? ((C7/L6-7 Missions)))

4. Competitive Product - Jesus Features - Whats the ONE feature or game mechanic you could implement per year to draw new and old subscribers?

5. Increase Revenue - Skill point Ques - Be able to activate all three character slots on an account for PLEX.
(This would make people add SP without having to switch out & in characters from a main account (4 plex) = never switch them out once an alt is trained as ex. scanner or trading alt.)
5.1 Creating semi- permanent content by players with PLEX. - IMO There should be a way to destroy all content that players build. (ex. War Monuments for PLEX - Size dependent on actual number on ships killed and number of PLEX spent.)
5.2 Buy extra slots on an account for PLEX.

Summary:
If you want to take one point from this - Availability to use Skill Ques on all character slots.
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#110 - 2012-11-19 16:19:43 UTC  |  Edited by: Forlorn Wongraven
ma perke wrote:
eve has a big problem because still cant reach 55k player levels from 2 years ago. The main reason is that everything is focused on big alliances and less and less players interaction.

in the past it was possible to get 100kils on a single roam! (not blob fight!), now you make 4 hours roam and you cant meet people to kill.


You mix stuff up there. 0.0 suffers from the the last expansions that increased both high-sec (incursion) and low-sec (factional warfare) income with very little risk while 0.0 fell behind in isk/h. People will do what will make them the most isk and doesn't bore them to death. So many people picked one of the mentioned and do that, while back in the days where you would find 0.0 populated with them. To get 0.0 attractive again 0.0 needs a boost in both PvE and industry/ mining content - that's what this CSM document is about. People actually living in space, and not the alt army that do factional warfare and incursions.

Also I am quite happy with less players logged in, as the bot purge continues.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Olerie Viliana
Spaceforce Junkies
Atomic Fusion Industries
#111 - 2012-11-19 16:21:19 UTC
Forgive me if I'm not excited about yet more ideas to help Null sec get richer, and to improve PI. What I feel is lacking is any attempt to nurture the rise of newer alliances, allowing them to grow and strengthen independently without being pets.

Faction warfare has greatly improved life in low sec, but I'd really like to see some more focus and iteration on low sec in general. As much as people like to repeat the slogan of "risk vs reward" over and over. The truth is null sec is full of very safe bearing havens. Much of low sec and faction warfare is some of the most dangerous space in eve. It needs to have much more wealth injected into it for almost every imaginable profession. With the coming changes to aggression mechanics, low sec will become even more dangerous. Give the high sec bears, and low sec pvp'rs a very tempting reward for journeying into this pirated hell that is low sec. Make smaller groups want to band together and form new alliances to take control over low sec space because it is so profitable. Doing this will help sew the seeds for more groups being ready to enter null sec and make a name for themselves.

CCP is doing a good job on low sec, I just wish there was more support for it and ideas coming from the CSM. There only concern, year after year, is null sec. Null sec is full of money and much of it is a lot safer than many low sec areas. I've flown all over null sec and the majority of it is empty, only having bears who dock up when you enter local.

What makes parts of null sec dangerous is bubbles, blobs, and higher sp / more experienced players living there. What makes Low sec dangerous is that it is full of small roaming bands of pvp'rs. As it stands now, low sec is a place to dump isk into pvp, isk that you earn in high sec because it is just too dangerous to try and farm or grind anything in low sec and the rewards don't justify the risk.

You really can't live and play in low sec if you only have one account. There is just no income there and it's an expensive place to live, you are constantly being engaged by hostile roams and gate camps.Faction warfare is a good balance of risk vs reward, the problem is you get almost nothing for PvP in faction warfare since the changes. Getting 200 lp for killing stuff is a joke. The pvp rewards for faction warfare should be about 10x to 50x what they are.

I do agree that sov mechanics, and the distribution of wealth in null sec is really bad, it does need fixing. I think it would be great if they made some changes that affect null and low at the same time.

Do things that put more money and people out in space. The money should come from items, not isk rewards. Such as , make mining insanely profitable in low or null sec, put some tech in the asteroid belts, make belt rats much better, have them give lp rewards from the local npcs when you kill a rat, make missions better in low and null maybe have the mission bonus rewards more frequent and also be useful and valuable things like implants, faction frigs, high value skill books, ect. Put better drops in the npc's as well, some tech 2 mod drops. Increase the standing changes that you get with faction empires when you kill enemy npc's in low or null. Make manufacturing cheaper to do in low or null. Make all of the rewards better in systems without stations. Basically, do everything you can to "bait" more people to do bearing in dangerous places. This will greatly improve the quality of life for low and null in so many ways. Also, greatly increase the buy and sell orders you are allowed for null sec or low sec stations, putting all these valuable items into these ares and then removing the incentive to ship supplies in from high sec, and ship items out to high sec for sale. All these things will help the markets flourish outside of high sec, which may actually be the most important change of all.

But please, please, please, all of the null sec focused CSM's, try to make changes that help everyone outside of high sec and get more money and people in space outside of high sec. Not just null.
No More Heroes
Boomer Humor
Snuffed Out
#112 - 2012-11-19 16:34:36 UTC
Briefly skimming this document while at work this actually looks pretty good. I can really get behind these items-

Need for more lucrative incentives to live/work in dangerous space; Need for 0.0 space to support ground-up alliance income; Need for large-scale conflict drivers; Need for small-scale objectives; Need for players to express themselves and create emotional attachment.

A lot of us would like a meaningful way to contribute to the alliance in a ground up manner rather than just capturing some moon.

.

Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#113 - 2012-11-19 16:35:43 UTC
Duke Foreman wrote:
The biggest problem I've seen for noobs is that they just can't get in to ships fast enough and they lose interest in the game.


CCP Ytterbium and CCP Fozzie make T1 ships alot more useful in fleet fights, newbies are useful soon(tm).

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

qDoctor Strangelove
Doomheim
#114 - 2012-11-19 16:52:03 UTC
In addition to balancing the MOON MINERALS for T2, please also balance the salvage units needed to make rigs, and make XL Rigs for capitals and XXL rigs for supers.
Calek
Enchanted Rhythms
#115 - 2012-11-19 17:02:46 UTC  |  Edited by: Calek
forum eat my post.
Amaya Blaze
Center for Advanced Studies
Gallente Federation
#116 - 2012-11-19 17:11:10 UTC
A couple of things to address here that I see as glaring ommissions or simply buried in the Null sec wonderland.

The new player experience is left un(under)discussed as a major road block to player acquisition and retention.
- Tutorials are long and boring for most people and do not engage the player with WHY this or that is important.
- It would be helpful if the tutorials included or were prefaced with a video, yes a real video in the game, like the ones done for the website and youtube. There are tons of very talented video makers our there that can easily produce the needed content very quickly. Perhaps a 3-5 minute video of what the tutorial will cover and WHY it is important along with perhaps some examples of how it becomes critical later on in the game. Make it a contest, give away a year free subscription to the winner and some plex for others and there you go. You know that the scanning tutorial sucks and pretty much everyone recommends the youtube ones, right? I would almost bet real money that 3-5 minutes of video on why something matters and how it becomes useful will get a lot more of the point across than the current tutorials.
- The UI needs improvement and less of a click fest. It also would be greatly improved by the ability to customize and/or replace it with your own. People will cry about it being a race to see whoever gets what mod and only if they have the mod will they win against others. Bull crap. It can and has been fixed in other games where UI mods don't allow interactions without physical inputs from the player and lag is lag, no UI in the world will ever fix lag, poor reflexes and stupid.
- There needs to be a battle arena/simulator/something that allows new pilots to try out combat in bigger ships earlier at no cost. PvP system/arena where everyone can go, maybe have betting, something where peeps can try out no consequence PvP almost immediately with premade skills.

People need to quit crying about empire dwellers and stop treating them like crap. You want more peeps in nullsec, then stop treating people in empire like crap and they may want to come out and play with you. All the anti-social behavior out there and people wonder why they are alone. DUH! This includes CCP who needs to get off the imagined "risk/reward" fail train. The facts are simple, 2 things "win" Eve they are persistence and determination. No matter what you do to empire space, those that aren't on the instant gratification endorphin addict rush will always end up earning more with less apparent effort than others and those others crying about it will never understand that this level of class warfare is as destructive in real life as it is in Eve.
- Incursion peeps trained 6+ months to be skilled at incursions for the fits, and then had to learn to be social team players to get into fleets to make that large income quickly. Those that didn't, didn't get the money. The risk was pissing people off and being in a site and going down due to being a jerk. Yet the outsider only sees ISK signs and cries about it.
- Mining takes a long train to be efficient and a large investment to really make money at it with multiple accounts, haulers, refinery skills and so on, yet the outside player sees only moderately AFK peeps making money and they whine about it.
- The same for missioning, running anoms, WHs and so on. It all takes time, planing and execution and those that are crying about it simply don't want to do those things, they want the instant gratification.

Null sec revamp. Sov is broken, it's too cheap, too easy and if you have cash to replace ships, you never have to do anything other than fleet up for CTA's. Alliances work to overcome the issues with supplying ships and so on, that's nice, it doesn't mean the average person needs to do anything to keep Sov and fundamentally, that could really use changing. There needs to be a fundamental tie to not only militarily gaining Sov but also mining, industry, ratting and so on to keep Sov. After all, you can put your flag up all you want, but if you aren't settling the frontier, sowing those fields and collecting those resources, it means nothing. Alliances need to be able to tax down to the individual member and there needs to be an industrial benefit to Null Sec as has been stated over and over.
- Maybe more ore, better mining laser output in Null and so on (less Space EPA concerns with max power lasers).
- Easier access to refining and manufacture.
- Both need to be competitive with empire though at a cost like

Lastly, there needs to be a way to combat the blob. Small alliances/corps have no chance. In the past, as illustrated by the Battle of Thermopylae, the Battle of Chattanooga, the Battle of the Ardennes, this was done with terrain. Eve has none since you can cyno in a fleet nearly anywhere. You have range, safe jumping games, gate games, station games and meta games with log on and off and cynos, that's about it. Then you get to shooting range and slug it out, it's then F1 and pray for good Logi. There needs to be ways to counter it without all these things that most people really hate.

Have fun, there is enough here to whine about, so I will check back in a little bit.
Amaya Blaze
Center for Advanced Studies
Gallente Federation
#117 - 2012-11-19 17:13:39 UTC
No More Heroes wrote:
Need for more lucrative incentives to live/work in dangerous space


You need more actual danger in space instead of 30 jump deep blue zones. CFC and HBC calling null sec space "dangerous" is about as funny as Ted Kennedy calling himself sober.
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#118 - 2012-11-19 17:27:22 UTC
Amaya Blaze wrote:
You need more actual danger in space instead of 30 jump deep blue zones


Current sov mechanics encourage/force people to build large blocs to keep up with the grind that is required.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Besbin
Blue Republic
RvB - BLUE Republic
#119 - 2012-11-19 17:30:33 UTC
Read the document. Like the segmentation approach.

Would love to see some numbers on the spread of those segments, in regards to both present segment member numbers and movements (entrants/exits over time period (subs/unsubs) + movements from one segment to the next) to validate how to spend development ressources.

Adding up the percentage points (Shiny vs. Iteration) gives 220% Shiny versus 180% Iteration total...and yet the entire document revolves ONLY around the issue of Iteration. Dear CSM7, could you argue for this appearant lack of consistency?

I acknowledge the fact that it's the first half of the document that's the important part and agree to skip the fact that a few of the ideas in the second half are so thinly described that I simply don't get what they're about.

I hope you, dear CSM7, will succeed in coaxing a response out of CCP in regards to their view on the segmentation angle as a whole.

On a personal note, I also hope that the Shiny part will not continue to be left off the list due to Iteration prioritization (although it's definitely been good to have given it full focus for a while now) and that Balance shall again be achieved in the Galaxy... (erhh whoops, too much Star Wars lingo there...sry ;-)

Also: Keep up the good work CSM7! :-)

/Besbin
Aka. the guy who's fault it is that you all have to say Kill Reports rather than Kill Mails...HA!!! :-p
Besbin
Blue Republic
RvB - BLUE Republic
#120 - 2012-11-19 17:35:08 UTC
P.S. Somebody wake up Hicks! Erhh I mean, Issler Dainze... He promised to put focus on WiS, carebear crap and high sec shenanigans...and I ain't seein' that hap'nin'!