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CSM December minutes: EVE Online - The Next Decade

First post
Author
CCP Xhagen
C C P
C C P Alliance
#1 - 2013-01-16 16:46:38 UTC  |  Edited by: CCP Dolan
Here you can discuss "The next Decade" section of the CSM minutes.

You can find the full minutes here

CCP Xhagen | Associate Producer | @strangelocation

Syn Fatelyng
Redanni
#2 - 2013-01-16 19:13:51 UTC
Be careful on how you broaden the game to a wider audience.

A wide river can be a shallow one.
Raid'En
#3 - 2013-01-16 21:16:23 UTC  |  Edited by: Raid'En
First 2 pages are boring and made me wonder if this will be any good (too long intro, need meat :P)
Pages 5-17 were pretty good, lots of good talk.

I like how CCP Seagul is seing things, like trying to help those few who are (or may become) the content creator is a good idea.
talk about release planning, and all these questions CCP Unifex ask the CSM about what they would like, why Apocryphia was good and so on is also good talk.
Ishtanchuk Fazmarai
#4 - 2013-01-16 21:54:46 UTC  |  Edited by: Ishtanchuk Fazmarai
Quote:
(...)Seagull than elaborated that in addition to the flanking efforts focused on instigators and enablers, she
wanted to work with three more targets, that on the product level, need to be engaged with. The first of
these is the solo player.

Seagull: In online community terms, this is a ‘lurker’. We have a lot of these people, they constitute a lot
of our accounts. But we don't necessarily have a great way of identifying them and engaging them. A
corporation of 5 players and 5 accounts can still be one person.(...)


@ CCP Seagull: if you want to engage the solo player, you should question why your company only listens to the guys who can step forward and get 10,000 votes and become members of the CSM.

I am a solo player, and I have seen quite some people leave in silence after each expansion. They didn't even post in forums, I just met them accidentally, and they left unnoticed because your company was very busy dealing with the "politically correct" players, the ones who engage in social activities, who join corporations, spam the forums, and eventually go the Fanfest or become CSM.

The cool social, dedicated kids are nice to meet in person, but then it's the solo, casual freaks who pay your bills... until they leave. I am sure that your data on this is far better than mine.

I see you're... concerned? on why do we lurk, what can you do about us.

I can answer that easily: don't shove "community" unto us. We are not socializing, so take that at face value. We may be shy, or cowardly or selfish or whatever. So we don't need more socialization, we don't need better rewards for socialization, we don't need to be punished for not being of use to the community.

What we need are better, more engaging niches that suit to how we use the sandbox and not how players are supposed to become long term subscribers. You can meet us mining, ratting, running missions, exploring, trading, manufacturing, PI'ing... on our own. Some of us even spend our time customizing our avatars for our own pleasure, go figure.

We don't need rewards for socializing nor punishment for not socializing.

We need solo-specific content that adds to the existing one, which is scarce and also has become appallingly old and tired after so many years.

Oh... and we need that you don't thread on the flowers. That we're tired of the old content doesn't means we want to lose it...

Roses are red / Violets are blue / I am an Alpha / And so it's you

None ofthe Above
#5 - 2013-01-17 04:59:40 UTC
Our vision for the next decade is that we want to have a long term vision that we don't have yet.

Does anyone else find this vaguely disquieting?

The only end-game content in EVE Online is the crap that makes you rage quit.

Flamespar
WarRavens
#6 - 2013-01-17 06:43:29 UTC
I walked away from the minutes thinking 'thats nice, but what is CCP actually going to deliver?"

And where does avatar gameplay factor in all of this? Why won't the CSM represent the views of those players who want meaningful gameplay? There's been plenty of threads in support of it.

Will there be an avatar stuff in 2013?

Enough of this "we will deliver something at sometime in some way" crap please. And sadly it now it seems POSs joins WIS as something that may happen.

I thought EVE already had a vision. The "future vision" as shown by Hilmar at fanfest. Which featured spaceships, avatars, dust, explosions and revenge. Is it no longer relevant?

Confused.
Omega Tron
Edge Dancers
Pan-Intergalatic Business Community
#7 - 2013-01-17 15:37:24 UTC
I would like to offer my two cents to this topic.

So what I would like to suggest that the CSM, CCP Unifex, & Seagull look at is that what makes EVE Online a product that people keep and keep coming back to try again and again is exploration of new space that they either start out in or move into. As it is today all starting players begin in HiSec space in a region or system which they either stay there in or they move to another region and begin to explore that new location. In some cases like Jita it is a location that players will travel back and forth to or if they find the frenzy of actives to their liking they stay.

In the Apocrypha expansion what made that great was the introduction of wormholes as an unknown place to travel too in the 1st six months to a year after its release. Then it became the place where new bases of operations (POS) were built and operated. Finally after several years it is becoming the war zones for the corporations and alliances. So what is my point of this history review? Simply this, there already is an existing framework to support the expansion of exploration and creation of new space within the game that needs to be refreshed. It is that the HiSec empires need to expand. So how can that be done becomes the question? Again I point to the fact that the way to do this already exists in the current game. Start a slow change of the security level of solar systems within a region of each Empire. Take 0.4 systems and move them to being 0.5 thereby becoming new HiSec, take the 0.3 and move 0.4 and so on. Then take the low difficulty existing wormholes and give them permanent gateways as new Null Sec space. As it this is done over the course of time the amount of Wormhole space is going to be contracting into Null Sec space. If this can happen over a 3 to 4 year period then the next great unknown space can be created. Again I would point to the fact that this framework exists in the game already as the areas described as Takmahl, Talocan, and Yan Jung Technologies. Working each of these into the Eve gaming system as new explorations of unknown space could cover the next 3 or 4 decades of development and time.

As a final thought the idea of making the Planetary Interactions as a completely separate platform of gaming is something that I as an Eve player would really welcome. CCP Unifex has the pointed to using the IPAD as a possibility which I would suggest needs to be expanded to be any tablet computing platform.

CCP's sand box is EVE Online.  The sand is owned by CCP.  We pay them a monthly fee to throw the sand at each other.  That is all that is here, so move along. Nothing more to be seen.

Zackgar
Lead Farmers
#8 - 2013-01-17 16:05:06 UTC
Flamespar wrote:
I walked away from the minutes thinking 'thats nice, but what is CCP actually going to deliver?"


Well, they're certainly not going to deliver a POS rework thats for sure
Zyrbalax III
Goldcrest Enterprises
#9 - 2013-01-17 20:26:02 UTC
Ishtanchuk Fazmarai wrote:
Quote:
(...)Seagull than elaborated that in addition to the flanking efforts focused on instigators and enablers, she
wanted to work with three more targets, that on the product level, need to be engaged with. The first of
these is the solo player.

Seagull: In online community terms, this is a ‘lurker’. We have a lot of these people, they constitute a lot
of our accounts. But we don't necessarily have a great way of identifying them and engaging them. A
corporation of 5 players and 5 accounts can still be one person.(...)


@ CCP Seagull: if you want to engage the solo player, you should question why your company only listens to the guys who can step forward and get 10,000 votes and become members of the CSM.

I am a solo player, and I have seen quite some people leave in silence after each expansion. They didn't even post in forums, I just met them accidentally, and they left unnoticed because your company was very busy dealing with the "politically correct" players, the ones who engage in social activities, who join corporations, spam the forums, and eventually go the Fanfest or become CSM.

The cool social, dedicated kids are nice to meet in person, but then it's the solo, casual freaks who pay your bills... until they leave. I am sure that your data on this is far better than mine.

I see you're... concerned? on why do we lurk, what can you do about us.

I can answer that easily: don't shove "community" unto us. We are not socializing, so take that at face value. We may be shy, or cowardly or selfish or whatever. So we don't need more socialization, we don't need better rewards for socialization, we don't need to be punished for not being of use to the community.

What we need are better, more engaging niches that suit to how we use the sandbox and not how players are supposed to become long term subscribers. You can meet us mining, ratting, running missions, exploring, trading, manufacturing, PI'ing... on our own. Some of us even spend our time customizing our avatars for our own pleasure, go figure.

We don't need rewards for socializing nor punishment for not socializing.

We need solo-specific content that adds to the existing one, which is scarce and also has become appallingly old and tired after so many years.

Oh... and we need that you don't thread on the flowers. That we're tired of the old content doesn't means we want to lose it...


I second this view. I too am a solo player. I love this game, I love that it's a dark dangerous place where other people will happily kill me and take my stuffz, but my rl situation makes it very difficult for me to engage with the community in the "approved" ways, so I enjoy what I can. I'm not risk averse and I will fight to keep what I have when I need to. I don't want to nerf the group aspects of the game, far from it that's a huge attraction to this game for me, even if I don't currently engage in those aspects.

I would *love* to see more content that is solo-friendly (note: not "easy", not "risk free", just stuff we can do solo if we so choose, even if at a disadvantage to groups doing the same thing).

Stick and carrot to get us to engage with the community more? Meh. The carrot is "hey that looks fun - how can I change my circumstances to allow me to do that?". The stick will just p!ss me off and encourage me to go play X3, or Star Citizen when it comes out.

So I hope that you really will focus some (not all) of your attention on the solo players who by your own admission are a significant proportion of your fee-paying customer base. Hopefully this will be a natural consequence of the new themed approach to expansions, but please don't forget us!

Z3
Ishtanchuk Fazmarai
#10 - 2013-01-17 20:58:04 UTC  |  Edited by: Ishtanchuk Fazmarai
Zyrbalax III wrote:
Ishtanchuk Fazmarai wrote:
Quote:
(...)Seagull than elaborated that in addition to the flanking efforts focused on instigators and enablers, she
wanted to work with three more targets, that on the product level, need to be engaged with. The first of
these is the solo player.

Seagull: In online community terms, this is a ‘lurker’. We have a lot of these people, they constitute a lot
of our accounts. But we don't necessarily have a great way of identifying them and engaging them. A
corporation of 5 players and 5 accounts can still be one person.(...)


@ CCP Seagull: if you want to engage the solo player, you should question why your company only listens to the guys who can step forward and get 10,000 votes and become members of the CSM.

I am a solo player, and I have seen quite some people leave in silence after each expansion. They didn't even post in forums, I just met them accidentally, and they left unnoticed because your company was very busy dealing with the "politically correct" players, the ones who engage in social activities, who join corporations, spam the forums, and eventually go the Fanfest or become CSM.

The cool social, dedicated kids are nice to meet in person, but then it's the solo, casual freaks who pay your bills... until they leave. I am sure that your data on this is far better than mine.

I see you're... concerned? on why do we lurk, what can you do about us.

I can answer that easily: don't shove "community" unto us. We are not socializing, so take that at face value. We may be shy, or cowardly or selfish or whatever. So we don't need more socialization, we don't need better rewards for socialization, we don't need to be punished for not being of use to the community.

What we need are better, more engaging niches that suit to how we use the sandbox and not how players are supposed to become long term subscribers. You can meet us mining, ratting, running missions, exploring, trading, manufacturing, PI'ing... on our own. Some of us even spend our time customizing our avatars for our own pleasure, go figure.

We don't need rewards for socializing nor punishment for not socializing.

We need solo-specific content that adds to the existing one, which is scarce and also has become appallingly old and tired after so many years.

Oh... and we need that you don't thread on the flowers. That we're tired of the old content doesn't means we want to lose it...


I second this view. I too am a solo player. I love this game, I love that it's a dark dangerous place where other people will happily kill me and take my stuffz, but my rl situation makes it very difficult for me to engage with the community in the "approved" ways, so I enjoy what I can. I'm not risk averse and I will fight to keep what I have when I need to. I don't want to nerf the group aspects of the game, far from it that's a huge attraction to this game for me, even if I don't currently engage in those aspects.

I would *love* to see more content that is solo-friendly (note: not "easy", not "risk free", just stuff we can do solo if we so choose, even if at a disadvantage to groups doing the same thing).

Stick and carrot to get us to engage with the community more? Meh. The carrot is "hey that looks fun - how can I change my circumstances to allow me to do that?". The stick will just p!ss me off and encourage me to go play X3, or Star Citizen when it comes out.

So I hope that you really will focus some (not all) of your attention on the solo players who by your own admission are a significant proportion of your fee-paying customer base. Hopefully this will be a natural consequence of the new themed approach to expansions, but please don't forget us!

Z3


You're 100% right, in that many soloers/casuals will rather leave than be penalyzed for how do they play. Every player haves a reason to play EVE, and removing those reasons is not going to make them change their mind -rather change who gets their money.

It's like, say, Nike. Everybody haves a reason to buy Nike shoes, and you bet 99% of them are not athletes. A wide majority doesn't even do any sport. So, can you figure what would happen if Nike only cared of their "politically correct" customers who actually do sports with their Nike shoes? Sure, the "prestige" of the remaining customers would be increased, but Nike as a company would plummet into the red and go bankrupt.

Because most people who buy Nike shoes are like most people who play EVE: hang them if they bother themselves to do what the "corporate image" claims that their customers do.

There's plenty of people in EVE who play it "the wrong way". And for the most part, they don't exist before CCP's eyes.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Chalotte Melie Duvence
University of Caille
Gallente Federation
#11 - 2013-01-17 22:42:55 UTC  |  Edited by: Chalotte Melie Duvence
I'm really happy to see several voices in this thread speak up for the solo player.

I've played EVE Online off and on since 2004. In that time I've been the CEO of a medium sized corp, I've played the alliance game in 0.0, and I've played around a bit with some characters on my own in my own little corp. When it comes down to it, it's that last thing I enjoy most by far. I've grown so very tired of the crap I've had to deal with running that corp or fighting in 0.0 through the years. Those aren't things I want to deal with in my leisure time.

The thing is, I really love EVE's background story. I used to read all the chronicles, I own hardcover versions of all the novels and I really enjoy exploring the new Fiction portal. I enjoy immersing myself in that world, to the point where it affects which factions or corporations certain characters will or won't work for in-game. That also means that most of my time is spent in empire space (both hisec and losec), as that's where (for me) the story is - even if it's a fairly static one that's only pushed forward by expansions and (related) CCP fiction. But for me, that's infinitely more interesting than 0.0 politics.

I'm also aware of the merits of social interaction, both in-game and out. I wouldn't have traveled abroad not too long ago to attend the wedding a very good friend I made through EVE Online back in 2004 otherwise.

I quit after Incarna. Not because of the NeX shop, and not because I didn't want to walk in stations (quite the contrary). The reason I quit is because as soon as I docked, my computer pretty much froze up as it couldn't handle two or three clients running captain's quarters, and the only alternative was to look at a very dark picture of a door. Well crap.

On top of that, I wasn't exactly happy with the disconnect I felt with CCP (despite being an avid fan and supporter for years), as more and more the theme appeared to be that you have to consume gallons of alcohol, because -that- was what EVE was all about: getting drunk with your fellow pilots. Well, not for me. I bought the Fanfest hi-def stream because I'm interested in EVE Online, not because I wanted to get some tips on how to ease a hangover after getting wasted. I like the CCP that focuses on Cool Internet Spacehips, not the one that advocates alcohol abuse.

I recently returned to EVE, starting from scratch. Having read about the many positive changes of the last few expansions and the admittance of guilt from CCP that forcing captain's quarters down our throat (even for those like me that really wanted it) wasn't the way to go. Once again, I'm opting to be a solo player. Because that's what I enjoy most, immersing myself in that wonderful, dark sci-fi world. It's also what works best for me given the time I can (and want) to put into the game.

As part of playing catch-up information wise, I decided to read the CSM minutes, and I find myself wondering if I really want to invest my time into EVE Online again. I'm worried there's still a disconnect. Because I'm not so sure my future as a solo player is all that bright. I think several of the posters above me have made some good points in this regard. I'm concerned us solo players will be forgotten, given our (seemingly) poor representation in the CSM.

I'm worried that an incentive for people to join groups will result in solo players like myself that simply have no interest (anymore) in doing so, getting punished for it one way or another, and the solutions will be detrimental to -my- gameplay. This is reinforced by things like the idea/plan to move T2 production to nullsec. It's not something I'm involved in, and it may very well be a good thing for the health of the game as whole, but it seems stuff -is- getting removed from empire space. And it's the empires that fascinate me, not the players out there on the frontier.

In my case, being pushed towards group play is not something that would potentially increase the longevity of my subscription time, it's something that would end it.
Ishtanchuk Fazmarai
#12 - 2013-01-17 23:26:41 UTC
Chalotte Melie Duvence wrote:
I'm really happy to see several voices in this thread speak up for the solo player.

I've played EVE Online off and on since 2004. In that time I've been the CEO of a medium sized corp, I've played the alliance game in 0.0, and I've played around a bit with some characters on my own in my own little corp. When it comes down to it, it's that last thing I enjoy most by far. I've grown so very tired of the crap I've had to deal with running that corp or fighting in 0.0 through the years. Those aren't things I want to deal with in my leisure time.

The thing is, I really love EVE's background story. I used to read all the chronicles, I own hardcover versions of all the novels and I really enjoy exploring the new Fiction portal. I enjoy immersing myself in that world, to the point where it affects which factions or corporations certain characters will or won't work for in-game. That also means that most of my time is spent in empire space (both hisec and losec), as that's where (for me) the story is - even if it's a fairly static one that's only pushed forward by expansions and (related) CCP fiction. But for me, that's infinitely more interesting than 0.0 politics.

I'm also aware of the merits of social interaction, both in-game and out. I wouldn't have traveled abroad not too long ago to attend the wedding a very good friend I made through EVE Online back in 2004 otherwise.

I quit after Incarna. Not because of the NeX shop, and not because I didn't want to walk in stations (quite the contrary). The reason I quit is because as soon as I docked, my computer pretty much froze up as it couldn't handle two or three clients running captain's quarters, and the only alternative was to look at a very dark picture of a door. Well crap.

On top of that, I wasn't exactly happy with the disconnect I felt with CCP (despite being an avid fan and supporter for years), as more and more the theme appeared to be that you have to consume gallons of alcohol, because -that- was what EVE was all about: getting drunk with your fellow pilots. Well, not for me. I bought the Fanfest hi-def stream because I'm interested in EVE Online, not because I wanted to get some tips on how to ease a hangover after getting wasted. I like the CCP that focuses on Cool Internet Spacehips, not the one that advocates alcohol abuse.

I recently returned to EVE, starting from scratch. Having read about the many positive changes of the last few expansions and the admittance of guilt from CCP that forcing captain's quarters down our throat (even for those like me that really wanted it) wasn't the way to go. Once again, I'm opting to be a solo player. Because that's what I enjoy most, immersing myself in that wonderful, dark sci-fi world. It's also what works best for me given the time I can (and want) to put into the game.

As part of playing catch-up information wise, I decided to read the CSM minutes, and I find myself wondering if I really want to invest my time into EVE Online again. I'm worried there's still a disconnect. Because I'm not so sure my future as a solo player is all that bright. I think several of the posters above me have made some good points in this regard. I'm concerned us solo players will be forgotten, given our (seemingly) poor representation in the CSM.

I'm worried that an incentive for people to join groups will result in solo players like myself that simply have no interest (anymore) in doing so, getting punished for it one way or another, and the solutions will be detrimental to -my- gameplay. This is reinfocred by things like the idea/plan to move T2 production to nullsec. It may be a good thing for the health of the game as whole, but it seems stuff is getting removed from empire space. And it's the empires that fascinate me, not the players out there on the frontier.

In my case, being pushed towards group is not something that would potentially increase the longevity of my subscription time, it's something that would end it.


To be frank, there's alomost nothing on us at the minutes. Most of the "next decade" meeting was about the cool guys, enablers and inducers. This thread is one of the quietest on the CSM minutes, and it turns most people postign here are soloers who take a chance to speak now that CCP deigned itself to notice we're there, "playing wrong" their game.

On the specific point of moving T2 production to nullsec, frankly, i don't care. It's like the n-th time the spoiled brats in nullsec ask to have everybody's pie. CSM 6 asked the ABC minerals from WH, now CSM7 asks T2 production, and I don't care. This game is not going anywhere now, no matter wether it stagnates on its own or they speed up the process.

Where should EVE aim for to last another decade? I think it's a kind of wrong question. EVE will not last that long unless TQ starts picking up population this year, and frankly, resolving any amount of oldtimer's issues is not going to attract nor keep customers any better than Crucible, Inferno and Retribution have done. "WHY should YOU play EVE?", that's the question CCP hasn't answered since Incarna.

"We are going to fix POSes" is an awful sellling line to people who neither know what is a POS, nor could care less even if they played EVE. The same goes for Sovereignty, Titan Bridges or whatever piece of ingame slang. You don't build your future by adressing issues from the past.

And EVE since Incarna has been more about issues from the past than about the future.

Just read this thread. There should be a debate on what we dare to ask for EVE's next decade.

Instead, we see soloers ask attention and nobody else gives a damm of EVE's next decade. The real hot topic from the CSM minutes, it's an issue from the past...

Y así nos va.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Chalotte Melie Duvence
University of Caille
Gallente Federation
#13 - 2013-01-18 00:06:20 UTC  |  Edited by: Chalotte Melie Duvence
Ishtanchuk Fazmarai wrote:

Just read this thread. There should be a debate on what we dare to ask for EVE's next decade.

Instead, we see soloers ask attention and nobody else gives a damm of EVE's next decade.



Particulary that bit hammered it home for me. I wish I could valiantly disagree, but it's proof more than anything else. Rather than a lively discussion on the topic, most posts indeed come from solo players who aren't just asking for new features, but mostly worried their existing game will get ruined.

I'll sleep on it, but after reading your reply, I'm heavily leaning towards just sticking to the novels for the next decade. Straight

EDIT: Meh, no need to sleep on it. Bye CCP, accounts have been cancelled. Do keep writing novels though!
Flamespar
WarRavens
#14 - 2013-01-18 04:36:29 UTC
You know its good that CCP at least acknowledges the existence of solo players.

They are not well represented by the CSM. Probably because they are a difficult group to engage with. I mean, how do you engage with someone who isn't really interested in engaging with you?
Ishtanchuk Fazmarai
#15 - 2013-01-18 07:46:27 UTC  |  Edited by: Ishtanchuk Fazmarai
Flamespar wrote:
You know its good that CCP at least acknowledges the existence of solo players.

They are not well represented by the CSM. Probably because they are a difficult group to engage with. I mean, how do you engage with someone who isn't really interested in engaging with you?


*hint, hint*

I have been engaging the Wall of Silence and the Door of Despair for 20 months now

*hint, hint*

Now seriously, some people won't engage unless you show you're interested in engaging them. And that is CCP's fault, as all in all, it should be THEM who were interested to know how people enjoys their game and how ensure that they keep enjoying it.

Albeit the CSM as a organization is ages ahead of the average customer relation in industry, its success is obscuring the ugly reality that the CSM only represent a tiny minority of customers, and that tiny minority may be (inadvertedly) very harmful to the interests of the majority of customers.

The name for a system where 10% people vote and those elected in such fashion speak for "the people" is not "democracy". The current CSM is closer to a demagogy than to true democracy, as only people able to mobilyze the communtiy have a chance to be listened to, and they succeed by mobilyzing only a tiny part of the community. There is experimental evidence that communities where a uninformed majority are given voice make better decissions than communities where only an enlightened minority decides that jumping off a cliff is the coolest idea since horned helmets...

Mistaking those who make themselves heard (1% the people) for those who have something to say (50% the people) is a serious mistake. Some people only engage when engaged... and here's this thread, waiting for CCP Seagull to say "hello", if she can detach herself form the raging POS shitstorm.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Saede Riordan
Alexylva Paradox
#16 - 2013-01-18 08:00:02 UTC
I find myself very much in agreement with Seagull's plans, however they same rather ephemeral at the moment. "Our long term plan is to come up with a long term plan"

this strikes me very much along the lines of "We formed a committee to discuss the formation of a committee to discuss the formation of a committee..."

Saying 'we need a theme' is great, and I agree. But has CCP actually talked about what they want that theme to be? Do they want the help of us (the players) coming up with that?

Here's a few thoughts on things CCP needs to work on over the next decade in my mind:

* Dynamism: EVE Needs to move away from being so static. Everything should be in flux and the players should determine how that flux occurs. Everything should change, highsec systems, lowsec, nothing should be static, through this lies the way to decay. There should always be new ships and modules coming out to shake up strategic balance and allow interesting tactics and clever pilots to get an edge. There should always be avenues open to players to change the entire scope of the map. This would be the, "Why can't I bomb Athra from orbit?" gameplan.

*Mystery: this was touched on. One of the first things that a new player in EVE encounters is the massive scope of the universe. Everything seems so big and huge and mysterious, and you're just this one small person in this vast spaceship world....except that only lasts for a bit. Once you see past the thin veneer of asteroids and realize they're just floating rings of rocks in the middle of nowhere, once you've rescued the Damsel the 80th time, once you've scanned down your 20th exploration site and start realizing all the content are just thin bubbles of items floating in nothingness. EVE starts out as a huge expansive universe, and then this very quickly dropped away as players understand the game mechanics. Nothing should be easy in EVE, nothing should be 'do these steps get this ISK' everything should be fun, and new, and challenging. You should be asking 'well eve, what do you have for me this time?' every single time you undock. This would be the "Why can't I fly my ship in warp between stars and find cool scary things in deep space?" gameplan.

*Expansion: EVE should be constantly growing, constantly expanding. There should always be new space opening up, new things to explore, new stuff to build, new territories to conquer. As long as there is a limited amount of space, the older more experienced players will slowly push out the newer players. I would call this the 'Lets build more stargates!" gameplan.

*Creation and Destruction: There isn't really much in EVE right now in the way of creation, besides to create more tools for destruction. I can't build cities, I can just build spaceships. I can't build softdrinks, I can just build autocannons. I can't build acceleration gates or stargates or any of those cool structures floating in deadspace, or a lot of other interesting things. Having more stuff to build means having more stuff to blow up, and everyone likes explosions. This would be the "Farms and Fields" gameplan.

*Community: This is at its core, what EVE is all about. EVE isn't a game about spaceships at the end of the day, its a game about people. Its a game about players, and making friends and enemies you can have for years to come. Feuds should be encouraged, disputes should be hot. Players should get angry and want to go blow up each others things, as well as have drinks with each other. The Community is arguably the most important part of EVE, and its what CCP needs to encourage above all else. This being the 'Friendship is magic" Gameplan.

These are of course just my thoughts.
Traidir
Hedion University
Amarr Empire
#17 - 2013-01-18 13:18:43 UTC  |  Edited by: Traidir
It sounds a bit like CCP is asking the CSM for some ideas for future "themes". I have a suggestion: "The Living Universe of Eve" (working title). Parts of the game which are boring, static, and passive should be updated to be more fun, dynamic, and interactive. Here are a few examples.

  • Improve the scanning and exploration content: The process of scanning itself is dreadfully boring. The scanning "game" needs improvement. (see post)

  • Make mining/crafting more fun: Again, mining is mind-numbingly passive and boring. Make the "game" of mining have the option of being active and interesting. (see post)

  • Dynamic NPC trade goods: Make it more profitable and fun to haul cargo. Currently, the profit of hauling comes from the owner not wanting to suffer through the boredom of the process... Again, make the "game" of shipping more fun. (see post)

  • Add "Incursions" from other factions: Use the incursion system to create a "dynamic" to the conflict between and among the Empires and Pirate Factions... This will help bring a sense of "life" to the underlying NPC political landscape. (see post)

  • Dynamic mission and dead-space system: Where do all these pirate bases come from? They seem to spring up from nothing. Instead, they too should be player made/placed/supported. Again bring a sense "life" to the landscape. (see post)

  • Dynamic NPC corporations: NPC corps have been largely static and unmoving behemoths, yet they seem to have been constructed to appear "dynamic" with stocks and commodities. Presumably these are "traded" by the NPC corps to fund their massive space presence. Instead of this mild illusion, the dynamic should be made real with the "hidden" NPC market becoming visible, touchable, destroyable, and driven by NPC trade caravans. Such caravans and other NPC profit making organisms (think: space to planet trade), can then be raided or supported by players for rewards. Meanwhile, the consequences of the loss of a shipment would have a permant impact on the "profit margins" of the NPC corp, such that a corp could be driven to great success or great ruin by the attacks/support of the players. Again, this is about creating a sense of "life" underlying the NPC landscape. A palpable one which players can influence and drive. Sandcastles in the Sandbox.

  • More Dynamic mission content: Missions and exploration Complexes are far too predictable. Time should be taken to create and "dungeon master" engine which can create dynamic content "on the fly" as it were. The way NPCs ships respond to various threats could change depending on the capabilities of their enemies. For example, if a player has just smashed 3 Angel Battleships, the 2 remaining Angel Frigates really should think about retreat rather than the obvious suicide of further combat. Perhaps the retreat then leads the player to more difficult content, designed to better match their capabilities.


Saede Riordan wrote:
Dynamism... Mystery... Expansion... Creation and Destruction... Community

Largly, I agree with this.
Not Politically Correct
Doomheim
#18 - 2013-01-20 04:35:08 UTC
I agree completely.

My mind is boggled by the fact that there are no idiots trashing this thread. Does the OP have a can of idiot repellant? if so, I need several. :)
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#19 - 2013-01-20 08:25:14 UTC  |  Edited by: Ris Dnalor
I read this as you're looking for ideas of what to do for the next decade. If I read that wrong, please disregard the following posts.

Focus for the next decade:

Remove as many restrictions from the sandbox as you can.

Then remove 1 more.

Add more toys to the sandbox to play with.

(there is a TL;DR, or a small summary if you will, at the bottom of my third post, which can be found on page 2 of this thread)


Specific Ideas:



1. CONCORD ASSISTANCE

Concord should enlist player help in policing high security systems. Concord should give a small amount of isk, sec status increases, and possibly Concord standing to a player with good standing that destroys a player with bad sec status while operating in a hi security system.

The nuts and bolts could be something like this. In this example, a player with -10 security status is killed by a player with +4.0 security status in a system with 0.3 security status. The base reward could be anything, but for now lets assume it's 10,000 for isk and .01 for Sec standing increase.

ISK: 10,000 base * 4 * .3 * 10 = 120,000 isk
Sec Status increase: .01 base * 4 * .3 * 10 = 0.12% increase in security status.

The same situation in a .1 system would net 40,000 isk & 0.04%, representing less investment to keep the place secure, and in a 1.0 system it would be 400,000 isk and 0.4% increase in sec status. In 0.0 systems there would be no payout whatsoever.

This wouldn't allow people to fix their security status, as they would only get the payout if they already had a positive status, and the isk would not be good enough to make anyone wealthy by podding themselves with a positive standing alt.

However it would provide a way for people who want their space to be safe and get a reward from it. It could be a solo or group activity, and some people would enjoy getting anything out of a roleplay attempt. If you think people wouldn't do this, just look at how long minmatar groups have tried to free their enslaved brethren with absolutely no reward at all.



2. WARP TO ZERO-ISH

Leave warp-to-zero intact, but add an isk-sink to it. Charge a small fee per jump. In reality everythings in motion. planets, moons, even the stars, and getting these updated coordinates precise enough to land you right on top of the gate should not be free. EXCEPTION: New players should get a 90-day ( or more ) free-pass to travel gates accurately at no expense to them, and at the expiration of the free-pass, there should be a pop-up re-iterating the dangers that can then occur.

Add to this 2 tiered skills, that when trained would allow you to get very close to the gate, but with a random chance of falling slightly short of the gate or possibly over-running the gate. Nothing earth-shatteringly large.

Eve keeps track of how many times you've visited every system and it goes back quite some time. This could be factored in as well.

10% base chance of landing on gate
+5% per level of basic skill trained up.
+10% per levle of advanced skill trained up.
+10% if you've traveled thru that particular gate in the past 24 hours.

So at max skill trained and in a system you've traveled in the past day
95% chance of landing on the gate.
85% if you haven't been in the system lately.

on the opposite spectrum if you can't be arsed to train the skills
10-20% chance of landing directly on the gate.

If you don't land directly on the gate, you would land somewhere randomly in a 10k sphere around the gate. So people may have a better chance to shoot you, but they won't know exactly where you are dropping out of warp at either.

Those that want to be safe can pay the fee to CONCORD, it could be cheap. say 1k to 10k isk per jump. It would add up to a decent isk-sink.

If you really want, you could make it free in 1.0 systems, and slowly ramp up the cost the farther out you go. Consider it concord eating part of the cost in the higher sec systems as part of their mission to keep those systems safe.

Those too lazy or too cheap to play it safer would provide a nice carrot for people looking for non-consentual pvp, and CCP will be able to tell the victims that they have a choice to make if they want to be safe, but safety isn't free.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#20 - 2013-01-20 08:26:54 UTC  |  Edited by: Ris Dnalor
3. MODULAR POS

The idea of modular pos is just too good not to do it. However, there's a dilemna. With PI and now with DUST 514 on the horizon, it seems sort of silly to be mining moon materials from orbit with some modified mineral-death-ray. So get rid of POS as we know them, and give the moon material supply to the watchful eyes of either PI or the Dust Bunnies. But give them a new function.

Allow them to start out very basic and cheap as they do now, but make them fully customizable, and unlimited in their expansion potential - markets, research labs, refineries, hangers, office space, etc etc. Let people deploy them anywhere. Make sure they are fully destructable, and of course allow them to have a vast array of defenses and offenses. Let people dock with them as well, of course.

I'm sure there are concerns about vast structures appearing in asteroid belts and near permanent wormholes, and other resources. Why is that bad? That's what we would do in reality. Imagine the trade hubs that could appear? Imagine being able to refine, reprocess, build, buy, and sell everything you wanted, right next to your resource? Would you really want your customers coming in on your resource?

It could generate lots of conflict, and that is what drives eve and makes eve fun. Let people go crazy with an urban sprawl of POS in every corner of space that they so choose.

You'll have some folks that just want a secret base on an off-grid safe spot.

You'll have others that make a contraband laden, slave-girl ( & boy ) buffet, trading mecca completely begs for someone to come and obliterate it.

Lastly make the things drop loot. If you destroy a modular POS, it should drop a portion of the loot contained within. Whatever wasn't destroyed should be fair game.

Is this redundant with the current stations? Possibly they will be more desireable because of their expandability. Possibly not because they can be destroyed. The players of eve will figure this out and they'll make it work. It's just a toy for the sandbox.



4. TECH 3

Finish it up already.

Give us the modules with bonuses to overheating. Make them slightly less effective than T2 items, but with a better bonus when overheated, and a much better ability to withstand the overheat for longer. These wouldn't take a lot of creativity to come up with the stats, just a few standard forumlas to deviate from the current T2 items.

Give us more ships. You've set and cast the die with the T3 crusiers, so you make ships that are versatile, that can do a wide variety of things almost as well as their specialized T2 counterparts can. Set it up so they are pretty expensive to lose, and keep the skill-loss intact that exists with the cruisers. Give us frigates and give us battleships, then give us a T3 capital ship that can work as a carrier, or a dreadnaught, or a rorqual, depending on which modular parts you put on it. PS give us T2 dreads, carriers, and rorquals as well.

Do this, and move on from the mess that has become tech 3, so we can hurry up and get to tech 4.



5. TECH 4

Bioships!

Lots of new skills for both production and piloting!

Bioships will be grown rather than built. They'll be incubated to adulthood rather than constructed. They'll use organic as well as inorganic materials that will be fused with the living being after the incubation period is over.

inorganic and organic materials could simply be ones that are already in use for other things, or they could require some player corpses be harvested and recycled to get some of the rarer ingredients.

Bioships will have a basic regeneration (healing) to their structure. Armor is questionable as it could be biological, or the armor could be the inorganic materials that were fused with the beastie, meaning it might have to be repaired like a normal ship. I'm definitely leaning towards the latter.

Bioships will need to eat. The existing gas clouds scream for attention here. Especially considering the gas clouds are used to make boosters, which give you bonuses for flying ships. Theoretically, having the proper type of harvested cloud-gas in your hold could give your bio-ship the same bonuses you'd have from using boosters, and possibly without the side effects since it's what they eat, after all. We might need to populate some more gas clouds to keep them all properly fed :)

Overheating things on a bioship would be potentially bad, as there is living tissue surrounding the hardpoints that were integrated with their bodies. So this creates a wonderful opportunity to create a contrast with all the lovely Tech 3 ships that you've just released.

Instead of overheating to squeeze moar dps from your weapons, you instead have to think more biological. The capacitors of these living ships will actually siphon off the energy created by the beastie that you're flying around, so this creates an idea for t4 modules and a mechanism that would go with it.

Tech 4 modules would be specially designed to, ( when activated like overheating a normal weapon ) tap into the creature-ship's stored energy reserves to operate more effectively for a short amount of time. This process would not damage the modules, however, but would instead damage the creature-ship's hull ( body ), and would either shut down or drasticly slow the automatic regeneration of the shields and hull that normally occurs constantly. If your hull reached zero, your ship would die, leaving a giant corpse-wreck for the looters to drool over. And you would be very, very sad, of course.

And a final note of consideration. If your ships are living entities, they should have implant slots instead of rig slots -- for those truly wealthy folks that simply cannot fly an un-pimped ride.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
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