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Can't believe how many CSM/CCP employees want a theme park

First post
Author
Vaerah Vahrokha
Vahrokh Consulting
#341 - 2013-01-18 01:29:45 UTC  |  Edited by: Vaerah Vahrokha
Natsett Amuinn wrote:
Look at VV using themepark properly.



I tried to tell you guys I am old but more hard core than you believe.

Lol if it was for me hi sec would not even exist. End of the problem.

It's not like in other PvP games you have more than 1-2 starting villages and then you are naked against the world out to get you. Or you do? Blink
Marlona Sky
State War Academy
Caldari State
#342 - 2013-01-18 01:34:01 UTC
Well at least if the high sec players had the tools to build a theme park it would be a reason for them to undock and defend it when I walk in with a blow torch. NPC controlled things means it will be there tomorrow, if they undock or not.
Natsett Amuinn
Caldari Provisions
Caldari State
#343 - 2013-01-18 01:38:54 UTC
Vaerah Vahrokha wrote:
Natsett Amuinn wrote:
Look at VV using themepark properly.



I tried to tell you guys I am old but more hard core than you believe.

Lol if it was for me hi sec would not even exist. End of the problem.

I remember the good old days were sandbox was a mode or a mod you could get from your friend (sometiems even order directly from the game maker!) to turn all the levels and objectives off in an RPG.







Merouk Baas
#344 - 2013-01-18 01:49:11 UTC
Vaerah Vahrokha wrote:

Lol if it was for me hi sec would not even exist. End of the problem.


As an idea, they could probably implement a little bit of this. Concord could just fail to respond in various, RANDOM, high-sec systems. No explanation given (other than maybe some news item). We'd have to deal with it.
Vaerah Vahrokha
Vahrokh Consulting
#345 - 2013-01-18 01:50:59 UTC
Natsett Amuinn wrote:
Vaerah Vahrokha wrote:
Natsett Amuinn wrote:
Look at VV using themepark properly.



I tried to tell you guys I am old but more hard core than you believe.

Lol if it was for me hi sec would not even exist. End of the problem.

I remember the good old days were sandbox was a mode or a mod you could get from your friend (sometiems even order directly from the game maker!) to turn all the levels and objectives off in an RPG.



I come from 1994's glorious RetroMUD, still running. And vaster and richer and deeper than ANY MMO.

When I think one could take a group only quest that had unavoidable RL time base triggers and would take 3+ RL years to complete with the best team and players possible.

When I think you would lose all your character progress made in YEARS by dying more than 3 times in one day (with hefty SP loss each time).

When I think you could easily take maladies that could make you permanently lose stats with no recover unless you promptly found the *1* player (usually playing 1 hour a week) who rolled the right class able to cure the kind you got.

When I think you'd lose all your years taken gear in case you wiped and would not have spare gear to return killing the whole dungeoun again to reclaim it from the mobs (who picked all up)...

When I think I was champion of 2 profession and staying champion meant playing more and better than anyone else of that profession... for continued months.




... then when I read "EvE is hard" it makes me laugh so hard, my lungs explode. Lol
Natsett Amuinn
Caldari Provisions
Caldari State
#346 - 2013-01-18 01:55:38 UTC
christ.

Took me a while to remember 1994Attention
Cannibal Kane
Viziam
Amarr Empire
#347 - 2013-01-18 02:38:04 UTC  |  Edited by: Cannibal Kane
Whitehound wrote:
Vaju Enki wrote:
Whitehound wrote:
Natsett Amuinn wrote:
The games economy is not built on that vision of EVE.

It is a free economy. How is this unfit for anything?

Supply and Demand?

So what?

As long as something stays inside the theme park is it of no consequence for the rest of EVE. And once it leaves the theme park can it be shot. There is no problem unless you have made yourself depend upon Jita for your low- and null-sec needs. If so then there is still a bit of a carebear in you who needs to be killed.


And just how many people will leave the theme park if it means they cannot be shot anymore? If missioning and mining in highsec means no more wars, ganks and theft. those like that moron Mister S Burke will have less targets to shoot at in low/0.0. Since why should people go there then?

Alot of people also need to learn what griefing means. Most people I have seen supporting this in this thread appear to be extremely delusional of what actually takes place in EVE outside their little bubble.

However, CCP already responded in another thread that they are not doing this. They only mentioned it in the minutes to stimulate discussion. They are against the idea of a Safe haven, However i still believe players less than a month old needs to be safe unless they choose not be before the end of that 1 month.

EDIT: I did however pick up alot of new targets in thread for future wars so that is also a good thing.

"Kane is the End Boss of Highsec." -Psychotic Monk

Etherealclams
#348 - 2013-01-18 03:04:58 UTC
Cannibal Kane wrote:
EDIT: I did however pick up alot of new targets in thread for future wars so that is also a good thing.


I love you.

http://aclamthatrants.blogspot.com/ Read up on my adventures.

Dersen Lowery
The Scope
#349 - 2013-01-18 03:22:44 UTC
I just noticed this being quoted:

Whitehound wrote:
As long as something stays inside the theme park is it of no consequence for the rest of EVE.


This is the root of the problem with your idea. Harp about Jita traders transferring billions of ISK all day, but what they do has measurable consequences for the rest of EVE. Mission runners keep nullsec newbies in meta HMLs for their Drakes. Miners and builders keep them, and the mission runners, in Drakes. Welping the Drakes (or whatever else) in PVP keeps mission running, mining and building (and exploration) viable, which makes trading viable. That's the whole point. That's EVE's most persuasive pitch.

One shard. One universe. One war.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

James Amril-Kesh
Viziam
Amarr Empire
#350 - 2013-01-18 03:35:23 UTC
Mister S Burke wrote:
Corey Fumimasa wrote:
[quote=Winchester Steele]He is like a 3 year old who made a mess in his pants; right or wrong is really irrelevant as long as people pay attention to him.

On the bright side I think we have found a game for him; there's "Hearth and Home" or Minecraft. both sound suitable.


That's your second Ad hominem. Don't knock Minecraft either, that's a good game.

It's not ad hominem if the personal attack is not the premise of an argument.

Enjoying the rain today? ;)

Galaxy Pig
New Order Logistics
CODE.
#351 - 2013-01-18 04:19:34 UTC
Four accounts here that would unsub. Both a safe highsec and these stupid "middle-ground" corps are deal-breakers for me. EVE would cease to be EVE.

Highsec is owned by players now. Systems 0.5-1.0 are New Order Territory. All miners and other residents of Highsec must obey The Code. Mining without a permit is dangerous and harmful to the EVE community. See www.MinerBumping.com

Aza Ebanu
Brutor Tribe
Minmatar Republic
#352 - 2013-01-18 05:04:21 UTC
Well I like how low sec players use the mechanic of avoiding gate guns. I like how players who have RP reasons can use the war dec system. I like that CSM and CCP see that players are not using the mechanic in a constructive way and that they want to change it.
Davith en Divalone
Aliastra
Gallente Federation
#353 - 2013-01-18 05:46:22 UTC
Captain Tardbar wrote:

Well the point is that we are trying to make is that it is quite possible that when you are unexpectently ganked or griefed you might decide to quit the game.

People who want to play more of a game that punishes them out of the blue at random (like on of those rat mazes with random electric shocks) is in fact a MASOCHIST.


Frankly, the reputation that Eve has for being such a harsh and unforgiving game is undeserved. I logged seven "deaths" in 151 days. Two of them were the tutorial "suicide" missions. That's typical for about 10 minutes in a WoW Battleground, a bad night for a raid group, or about the time I start thinking of dropping a random dungeon group.

Champions Online even gave one of my characters an achievement and a title for logging a few dozen deaths in one night. Limbo makes gruesome trial and error into electronic art.

The fact is that in just about every other "themepark" game out there, your character will die. Your character will die to mechanics that require much faster reflexes than are usual for Eve. Video games as a genre are notorious for demanding repeated and frequent character death until you master the twitch or theorycraft your way through the mechanics of the fights. Character death is, in fact, the primary way that many video games teach their mechanics. "One foot out of position? YOU ARE DEAD!" (It's all fun and games until you die, then, you're in the next chapter of a Bioware game.) Games and modes involving permadeath that demand nearly perfect runs are called "hardcore."

And this is one of the largest and fastest growing entertainment industries out there. So the notion that people are put off of a video game by character death is really weird to me.

I also disagree that ganks are RANDOM. The strategies for hunting down ships or laying traps are fairly well documented, as are the strategies for minimizing the risks of being hunted. Whether I should treat highsec the same way I treat lowsec is primarily a matter of risk assessment and sanity.
Sejania Tor
Dog Nation
#354 - 2013-01-18 07:16:36 UTC
Davith en Divalone wrote:
Captain Tardbar wrote:

Well the point is that we are trying to make is that it is quite possible that when you are unexpectently ganked or griefed you might decide to quit the game.

People who want to play more of a game that punishes them out of the blue at random (like on of those rat mazes with random electric shocks) is in fact a MASOCHIST.


Frankly, the reputation that Eve has for being such a harsh and unforgiving game is undeserved. I logged seven "deaths" in 151 days. Two of them were the tutorial "suicide" missions. That's typical for about 10 minutes in a WoW Battleground, a bad night for a raid group, or about the time I start thinking of dropping a random dungeon group.

Champions Online even gave one of my characters an achievement and a title for logging a few dozen deaths in one night. Limbo makes gruesome trial and error into electronic art.

The fact is that in just about every other "themepark" game out there, your character will die. Your character will die to mechanics that require much faster reflexes than are usual for Eve. Video games as a genre are notorious for demanding repeated and frequent character death until you master the twitch or theorycraft your way through the mechanics of the fights. Character death is, in fact, the primary way that many video games teach their mechanics. "One foot out of position? YOU ARE DEAD!" (It's all fun and games until you die, then, you're in the next chapter of a Bioware game.) Games and modes involving permadeath that demand nearly perfect runs are called "hardcore."

And this is one of the largest and fastest growing entertainment industries out there. So the notion that people are put off of a video game by character death is really weird to me.

I also disagree that ganks are RANDOM. The strategies for hunting down ships or laying traps are fairly well documented, as are the strategies for minimizing the risks of being hunted. Whether I should treat highsec the same way I treat lowsec is primarily a matter of risk assessment and sanity.




I think it has to do with actual loss of equipment. Some of which is very valuable like the ship, it's modules, implants and even SP in those certain cases where the attackee forgot to upgrade their clone.
Sejania Tor
Dog Nation
#355 - 2013-01-18 07:22:41 UTC
Natsett Amuinn wrote:
Nexus Day wrote:
CSM's, none of whom represent hi-sec, are not in sync with CCP's goal to make money.

Do I say "Story at 11" or "Try and figure out which way this goes"?

Interesting.

Isn't one of the guys that advocated the removal of high sec wardecs affiliated with EVE uni?


There's a huge difference between making more money, and alienating your current playerbase in an effort to make more money. The former is fine, the later can cause irreparable damage to your company.

Even Smedly has gone on record saying that more subscribers wasn't wroth the damage the NGE they forced on SWG caused to SoE's reputation.



It only took them about half a decade or so to admit that the NGE they did for SWG was a mistake. It should have been way, way, way sooner. Like, as in "oh hey! 80% of our subscriber just up and left and posted lots of stuff in the forums about the NGE being crap." Apparently no one at SOE thought maybe, maybe about saying "I think this is a bad idea" before they did it. Nope, they decided to say the heck with it. We'll get a new subscriber base! Yeah! Didn't work out too well did it SOE!!!
Ghazu
#356 - 2013-01-18 07:28:25 UTC
Vaerah Vahrokha wrote:
Natsett Amuinn wrote:
Vaerah Vahrokha wrote:
Natsett Amuinn wrote:
Look at VV using themepark properly.



I tried to tell you guys I am old but more hard core than you believe.

Lol if it was for me hi sec would not even exist. End of the problem.

I remember the good old days were sandbox was a mode or a mod you could get from your friend (sometiems even order directly from the game maker!) to turn all the levels and objectives off in an RPG.



I come from 1994's glorious RetroMUD, still running. And vaster and richer and deeper than ANY MMO.

When I think one could take a group only quest that had unavoidable RL time base triggers and would take 3+ RL years to complete with the best team and players possible.

When I think you would lose all your character progress made in YEARS by dying more than 3 times in one day (with hefty SP loss each time).

When I think you could easily take maladies that could make you permanently lose stats with no recover unless you promptly found the *1* player (usually playing 1 hour a week) who rolled the right class able to cure the kind you got.

When I think you'd lose all your years taken gear in case you wiped and would not have spare gear to return killing the whole dungeoun again to reclaim it from the mobs (who picked all up)...

When I think I was champion of 2 profession and staying champion meant playing more and better than anyone else of that profession... for continued months.




... then when I read "EvE is hard" it makes me laugh so hard, my lungs explode. Lol

So uh let's make eve easier with 100% safe highsec? What are you trying to illustrate with your hardcore MUD?

http://www.minerbumping.com/ lol what the christ https://forums.eveonline.com/default.aspx?g=posts&m=2299984#post2299984

Super spikinator
Hegemonous Conscripts
#357 - 2013-01-18 07:33:56 UTC
Davith en Divalone wrote:
Captain Tardbar wrote:

Well the point is that we are trying to make is that it is quite possible that when you are unexpectently ganked or griefed you might decide to quit the game.

People who want to play more of a game that punishes them out of the blue at random (like on of those rat mazes with random electric shocks) is in fact a MASOCHIST.


Frankly, the reputation that Eve has for being such a harsh and unforgiving game is undeserved. I logged seven "deaths" in 151 days. Two of them were the tutorial "suicide" missions. That's typical for about 10 minutes in a WoW Battleground, a bad night for a raid group, or about the time I start thinking of dropping a random dungeon group.

Champions Online even gave one of my characters an achievement and a title for logging a few dozen deaths in one night. Limbo makes gruesome trial and error into electronic art.

The fact is that in just about every other "themepark" game out there, your character will die. Your character will die to mechanics that require much faster reflexes than are usual for Eve. Video games as a genre are notorious for demanding repeated and frequent character death until you master the twitch or theorycraft your way through the mechanics of the fights. Character death is, in fact, the primary way that many video games teach their mechanics. "One foot out of position? YOU ARE DEAD!" (It's all fun and games until you die, then, you're in the next chapter of a Bioware game.) Games and modes involving permadeath that demand nearly perfect runs are called "hardcore."

And this is one of the largest and fastest growing entertainment industries out there. So the notion that people are put off of a video game by character death is really weird to me.

I also disagree that ganks are RANDOM. The strategies for hunting down ships or laying traps are fairly well documented, as are the strategies for minimizing the risks of being hunted. Whether I should treat highsec the same way I treat lowsec is primarily a matter of risk assessment and sanity.


I believe the main difference with EvE to the examples given in your post is that in EvE your loss can hurt. Massively. If I die in a battleground then I have about 30s - give or take depending if I let myself die early so I spawn on the early timer rather than the next cycle. I also lose nothing. Maybe a couple of copper of durability since in BGs durability on death is turned off. I still keep my purps and blues that are better than purps on after I die and they are still there when I respawn and will still be there when I leave the BG.

In Eve, much like in darkfall and even in runescape, If I die...welp. Here I lose my ship, half the fittings based on how loot fairy rolls and if I get podded - all my implants. I think this is the key difference that makes carebears what they are. They love Internet spaceships, they love the music, the graphics, the mechanics for the game - except for the real death experience, especially from another player, they aren't used to people being able to positively or negatively affecting their entire gameplay session.

More and more people who come here have never known true death like it was in older MMOs. It scares them. The fact that in a 60s window (or less if untanked) they can lose everything they have worked towards. The litmus test of an Eve player is what they feel in this moment.

I have only come back from a few years hiatus (uni, work, RL commitments) and I found out that my poor poor machine can't run EvE for more than 10minutes (apparently there was this thing called incarna and my computer hates it). As soon as I have the funds to get a computer that can run EvE I am going to grab me some cheap ships and go and have a blast. It's what I like. The first time I lost a ship in this game was to concord, I still remember the first time I chose to pod someone, those feelings of terror, I liked them. That post pod thrill is something I never feel in other games anymore. I wish I could pass those feelings on to others, maybe then they might take few risks.
March rabbit
Aliastra
Gallente Federation
#358 - 2013-01-18 07:43:42 UTC
Cannibal Kane wrote:
Whitehound wrote:
So what if high-sec becomes a save house and PvP was only possible in low- and null-sec? We get a couple of tears from high-sec PvPers! Pffft...

If it means more revenue for CCP then let's do it.


I think you missing the Point... With a completely Safe highsec.

Why go anywhere else where you can be killed and loose your things? Think about the markets man...

i really don't know:
- 0.0 sov to build your empire?
- low/0.0/WH to mine better ores
- kill other players?
- get deadspace mods
- ...

yea, there is nothing outside of high-sec Cool

The Mittani: "the inappropriate drunked joke"

Malcanis
Vanishing Point.
The Initiative.
#359 - 2013-01-18 07:51:19 UTC
CCP shouldn't turn hi-sec into a themepark, because CCP have demonstrated over and over again that they have no god damb idea how to make gameplay.

Further thoughts here.

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

Grath Telkin, 11.10.2016

Karrl Tian
Doomheim
#360 - 2013-01-18 07:58:47 UTC
Davith en Divalone wrote:


Frankly, the reputation that Eve has for being such a harsh and unforgiving game is undeserved. I logged seven "deaths" in 151 days. Two of them were the tutorial "suicide" missions. That's typical for about 10 minutes in a WoW Battleground, a bad night for a raid group, or about the time I start thinking of dropping a random dungeon group.


The harsh and unforgiving part is that you lose your stuff when you die. and this sometimes leads to spectacular losses/killmails when the person dying is flying the equivalent of a lamborgini made of diamonds. Said Diamond Lamborgini kills tend to be a result of someone who hasn't died since "that one time I went to low" months ago and they think themselves immune and untouchable until they meet an AWOX, a WT logon trap or a good old fashion suicide gank.

Then comes the tears...