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Live Events Discussion

 
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Player Propelled story lines, a concept.

First post
Author
Wyke Mossari
Staner Industries
#1 - 2012-12-23 19:01:17 UTC
Monuments erected by Public Subscription (e.g. Nelson's Column), (Washington Monument), (Wallace Monument).

These would start out as special containers located in various locations around New Eden. Functionally similar to Station eggs they are loaded with supplies by Capsuleers and when a certain threshold is reached the monument emerges. Monuments could be minor (Mausoleum), or major (Statue of Liberty), generic (War memorial) or unique (Arc de Triomphe), Cultural, Economic, Military, Sporting.

Completing these monuments would result in story line developments, these could be as simple as a press release, or perhaps a storyline development, or triggering a real game change.

1) Monuments to military heroes result in a wave of nationalist pride, FW bonus of 10% for a week.

2) Cultural monuments could perhaps increase the security in system, attract a new agent to a station or even add a new station.

What other methods could be used to have players trigger story line developments?

Monuments could be destructible perhaps also triggering storyline developments.

Code Breakers and Scanners applied to unique items and structures.




CCP Falcon
#2 - 2012-12-23 20:52:20 UTC

While this is an awesome idea, it's not really what Live Events are about and we wouldn't want to do this over and over, as having monuments spring up all over the place makes them common, and less interesting and unique.

You also need to understand that attempting to do this takes a MASSIVE amount of development time from many departments within CCP, and with the current roadmap that's laid out it's simply not possible.

Live Events are designed to enhance the grand story line of eve, and allow players to interact with it and shape it, rather than just being one offs.

Cool idea though, and I'd love to use the same structure to do things such as repair damaged stations and whatnot, but in the same respect this will only happen when we decide how and when we want to bring it into focus in terms of story line Smile



CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

Faulx
Brother Fox Corp
#3 - 2012-12-26 12:10:57 UTC
The monuments' construction gantries themselves needn't be common. They could be released and/or deployed individually as part of an event for which the LE team wants a certain "threshold level" of participation. Once the threshold is reached (i.e. the monument is built), a notice is sent to the LE team who can then move forward with the plot for that event.

In this way, the monument(s) can be not only unique and rare but plot dependent and meaningful (like the glassy ashes of Rilnais or the still glowing embers of Seyllin or AJ's half-constructed Antiquus). More importantly, they can actually exist in-game as a point of interaction for event goers (as well as anyone who comes afterward to see the monument).

This type of monument should be looked upon as a tool (one of many) in the Live Events story teller's tool bag.
Khergit Deserters
Crom's Angels
#4 - 2012-12-26 17:14:58 UTC
Or, to account for the large amount of art dev resources needed, the cost of a monument could be astronomical. In the multiple billions. So that commissioning one would be take rare amount of effort and coordination by the community.

Zelda Wei
New Horizon Trade Exchange
#5 - 2012-12-27 08:26:02 UTC  |  Edited by: Zelda Wei
Awesome idea.

Khergit Deserters wrote:
Or, to account for the large amount of art dev resources needed, the cost of a monument could be astronomical. In the multiple billions. So that commissioning one would be take rare amount of effort and coordination by the community.


These would opperate as resource sinks and help to keep the economy healthy.
Nevyn Auscent
Broke Sauce
#6 - 2012-12-27 11:57:48 UTC
Zelda Wei wrote:
Awesome idea.

Khergit Deserters wrote:
Or, to account for the large amount of art dev resources needed, the cost of a monument could be astronomical. In the multiple billions. So that commissioning one would be take rare amount of effort and coordination by the community.


These would opperate as resource sinks and help to keep the economy healthy.


They would also still build up clutter over time. Eve is a non resetting game so even a 'rare effort' will accumulate over time.
Especially if they give any kind of actual benefit to players.

And if they expire, then they become a tool of the ultra rich to stay ultra rich and keep everyone else down, since no-one else will be able to afford to build one but the already ultra rich, who can then use the benefits of them to stay ultra rich.
Faulx
Brother Fox Corp
#7 - 2012-12-27 12:50:17 UTC  |  Edited by: Faulx
History does clutter over time. A monument/relic/ruin is solid evidence of the game's connection to its story and its past... It deserves to persist.

...That being said, even monuments and ruins can "expire" (read: be destroyed by players)... which frankly could easily just be a trigger for (or the result of) another live event.

As for "bonuses", the bonus a storyline relic gives should be to the storyline: combat, mining, and market bonuses wouldn't be appropriate. If the Ultra rich want to contribute to the story, sounds good to me.
Wyke Mossari
Staner Industries
#8 - 2013-01-12 14:13:54 UTC
Faulx wrote:
The monuments' construction gantries themselves needn't be common. They could be released and/or deployed individually as part of an event for which the LE team wants a certain "threshold level" of participation. Once the threshold is reached (i.e. the monument is built), a notice is sent to the LE team who can then move forward with the plot for that event.

In this way, the monument(s) can be not only unique and rare but plot dependent and meaningful (like the glassy ashes of Rilnais or the still glowing embers of Seyllin or AJ's half-constructed Antiquus). More importantly, they can actually exist in-game as a point of interaction for event goers (as well as anyone who comes afterward to see the monument).

This type of monument should be looked upon as a tool (one of many) in the Live Events story teller's tool bag.


Yes, this is what I meant the 'eggs' are placed by devs, but filled with resources by players.

Take for example. Assume as some point CCP wish to add some thing like new Agents, Stations, Complexes or Static Monument structures to the game. They place the container eggs are placed in candidate systems and the first X to be filled get the allocated thing. In this way CCP could keep overall control, but players get to contribute in a meaningful and IC way.
CCP Goliath
C C P
C C P Alliance
#9 - 2013-01-22 10:08:59 UTC
Wyke Mossari wrote:
Faulx wrote:
The monuments' construction gantries themselves needn't be common. They could be released and/or deployed individually as part of an event for which the LE team wants a certain "threshold level" of participation. Once the threshold is reached (i.e. the monument is built), a notice is sent to the LE team who can then move forward with the plot for that event.

In this way, the monument(s) can be not only unique and rare but plot dependent and meaningful (like the glassy ashes of Rilnais or the still glowing embers of Seyllin or AJ's half-constructed Antiquus). More importantly, they can actually exist in-game as a point of interaction for event goers (as well as anyone who comes afterward to see the monument).

This type of monument should be looked upon as a tool (one of many) in the Live Events story teller's tool bag.


Yes, this is what I meant the 'eggs' are placed by devs, but filled with resources by players.

Take for example. Assume as some point CCP wish to add some thing like new Agents, Stations, Complexes or Static Monument structures to the game. They place the container eggs are placed in candidate systems and the first X to be filled get the allocated thing. In this way CCP could keep overall control, but players get to contribute in a meaningful and IC way.


We have an item on our backlog that involves development on these kind of eggs. I think the idea of mass resource contribution is not only very cool to be a part of, but also beneficial for the community as a whole. Would be more inclined towards pre-existing items like stations and such rather than anything that would require a lot of Art time and be something of a one-shot (unless it was really special of course).

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Faulx
Brother Fox Corp
#10 - 2013-01-22 12:10:24 UTC
After reading the CSM minutes, I wonder if the Art department has any sort of material from previously abandoned projects which you guys could use? Maybe you could recycle something? :)

Also, if you want to study games with different varieties of "large community driven projects" you should take a look at "A Tale in the Desert". Literally everything you do past the first hour's "build yourself a house" tutorial required (or greatly benefited from) more than one person (with some projects often requiring hundreds of people)... Plus, I always thought that such a game would be a far more interesting if it had a combat aspect: with two (or more) factions competing (and sabotaging each other) to finish projects first. Eve could easily do that.

Gabriel Darkefyre
Gradient
Electus Matari
#11 - 2013-01-30 13:56:31 UTC  |  Edited by: Gabriel Darkefyre
CCP Goliath wrote:

We have an item on our backlog that involves development on these kind of eggs. I think the idea of mass resource contribution is not only very cool to be a part of, but also beneficial for the community as a whole. Would be more inclined towards pre-existing items like stations and such rather than anything that would require a lot of Art time and be something of a one-shot (unless it was really special of course).


You could easily use the Same Egg Concept for other purposes. For Example, during the Rilnais Event when calls went out for specific supplies for the Relief Efforts. Have a temporary Egg in Place for gathering materials and drive the Storyline based on how long it takes for specific Materials to be Procured and Delivered. So if, for example, during Rilnais, there was a Shortage of Hazmat Detection Systems being delivered, the news starts to reflect that with reports of Widespread Illness amongst the Survivors, likewise a shortage of Smartfab Units would have meant the Survivors being forced to live in overcrowded conditions (Decrease in Sanitation / Increase in Crime etc.)

It doesn't need to leave something physical behind to have an effect on the Gameworld.