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Malcanis for CSM 8 Vote till you drop

First post
Author
Rengerel en Distel
#321 - 2013-02-01 00:21:17 UTC
I've still yet to get a good answer to why CCP won't give the players more control over the UI. The only answers seem to be that they will never give the players more control. It's a bit ridiculous that you have more UI options in EQ than a game that came out years later. Look at the communities that build up around building 3rd party UI mods, and those are all done for free.

With the increase in shiptoasting, the Report timer needs to be shortened.

Malcanis
Vanishing Point.
The Initiative.
#322 - 2013-02-01 07:46:26 UTC
mynnna wrote:
Malcanis wrote:
Overview configs can be shared already, but it's finicky and means messing about in the game file folders. I really like the in-game item concept, even if it means restarting the client to make it take effect. I'll be pushing the idea, and more importantly the theme behind it which is to allow players to help other players play the game.


To be fair, an out of game XML file that you drop into a folder and import is a hell of a lot less finicky than what it takes to transfer things like market quickbar settings between characters. Straight


But my ~immersion backbone!

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#323 - 2013-02-01 07:48:58 UTC
Rengerel en Distel wrote:
I've still yet to get a good answer to why CCP won't give the players more control over the UI. The only answers seem to be that they will never give the players more control. It's a bit ridiculous that you have more UI options in EQ than a game that came out years later. Look at the communities that build up around building 3rd party UI mods, and those are all done for free.


The subject was discussed a couple of years ago. I think it basically boiled down to the fact that CCP thought it would be possible to mod the UI to give gamebreaking advantages, if I'm remembering correctly. Whether that's still true I don't know. Since then CCP have done more to let us change the way the UI is laid out, but the basic components are the same - and rather dull.

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

Grath Telkin, 11.10.2016

Uncle Gagarin
Caldari Provisions
Caldari State
#324 - 2013-02-02 02:52:18 UTC
Hi,

You will NOT HAVE my vote.

I don't like your ideas about hisec. In details - changing hisec such way that all existing players became potential victims of pseudo-pvp guys.
Honestly I only partially like idea of providing better security in systems designed fro absolute newbies.
If you check killboards of the systems where career mission hubs are you will find absurdal number of kills
done by pseudopvp players ...
How to call a player who has 50mln SP and lures into duel absolute noobs with less than 100k SP ?
Even in economical point of view its fkn unethical - one highly risks all he has other barely risks tiny fraction he has ...
It's big fail in noob starting systems.

I like pvp but I don't like noob-gate-multiaccount camp style pseudopvp.
It's not fun for anyone, maybe for primitive creature with intelectual abilities ending on
hanging with two tech3 ships and waiting for prey spotted by their two pseudo scouts.

You don't address fact that solo pvp doesn't exist (almost entirely).

You don't address problem of imbalance comming from off-grid boosting.
Without changing that I don't like any ideas pushing for more pvp.

Well, it could be long post but I'm not even sure if anyone will read it.

Cheers,
Lord Zim
Gallente Federation
#325 - 2013-02-02 03:24:50 UTC
Uncle Gagarin wrote:
I don't like your ideas about hisec. In details - changing hisec such way that all existing players became potential victims of pseudo-pvp guys.

What's the alternative, turn hisec into perfect security?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Malcanis
Vanishing Point.
The Initiative.
#326 - 2013-02-02 07:51:21 UTC
Uncle Gagarin wrote:
Hi,

You will NOT HAVE my vote.

I don't like your ideas about hisec. In details - changing hisec such way that all existing players became potential victims of pseudo-pvp guys.
Honestly I only partially like idea of providing better security in systems designed fro absolute newbies.
If you check killboards of the systems where career mission hubs are you will find absurdal number of kills
done by pseudopvp players ...
How to call a player who has 50mln SP and lures into duel absolute noobs with less than 100k SP ?
Even in economical point of view its fkn unethical - one highly risks all he has other barely risks tiny fraction he has ...
It's big fail in noob starting systems.

I like pvp but I don't like noob-gate-multiaccount camp style pseudopvp.
It's not fun for anyone, maybe for primitive creature with intelectual abilities ending on
hanging with two tech3 ships and waiting for prey spotted by their two pseudo scouts.

You don't address fact that solo pvp doesn't exist (almost entirely).

You don't address problem of imbalance comming from off-grid boosting.
Without changing that I don't like any ideas pushing for more pvp.

Well, it could be long post but I'm not even sure if anyone will read it.

Cheers,


I read it. I fear you haven't read my manifesto. From start to finish, it is about offering hi-sec players the CHOICE about what level of risk they want to engage in. At the moment, there's no distinguishing between "convenience" play and "new player area" play.

Why someone who likes PvP would be against that escapes me.


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

Grath Telkin, 11.10.2016

Nathanien Indoril
Creation and Extraction
#327 - 2013-02-02 13:37:29 UTC
I've read many ideas for high-sec and most of them are just short-sighted... and with mostly the same message like "Nerf high - sec to the ground" or "remove as much gameplay as possible to bring people to Low and Nullsec".

Malcanis Hi-Sec Manifesto is the first really thought-through proposition for high-sec i've read for a long time.
And your article about "the big lie" was one of the best about Online-Gaming Articles i've ever read. 'cause it was constructive, reasonable and just true from head to toe.

I'll vote for you.
And i hope you make it to the CSM.
Bo Kantrel
GETCO
#328 - 2013-02-02 18:49:36 UTC
Your thoughts on these ideas:
From this link from Sept 2008

The Shantytown Initiative
Allowing individual players to buy, anchor and maintain their own housing module would enrich the EVE universe and serve as an easy bottom rung on the Starbase-ownership ladder. This could of course open up a whole can of worms, so we’re proceeding with caution here.

Viceroyalty
Viceroyalties are systems in low security Empire space which are administered by a player Viceroy, on behalf of their corporation or alliance. They’ll allow you to both turn a better profit and defend your chosen system from pirates, and act as both a way to populate low-sec space and an easier first step on the road to 0.0.

Exhaust Ports
The ability to target individual sub-systems of a ship in EVE is an old and oft-repeated player request, giving combat pilots more tactical options, such as disabling certain native ship abilities before closing in for the kill (or the ransom). However, combat is currently far too short for this kind of tactical decision-making – and of course there are still some thorny questions, such as which sub-systems are targetable (warp drive, shield recharge, cap recharge?) and when are they vulnerable? (After shield is down? Then what happens to armor tanks? After armor is down? Are we then talking about structure tanks too?).

Market
The thing where you can exchange shares for money but without using the "S" word
New tools and features for share-based transactions of various kinds. Dr Eyjo is on hand to make sure that nothing crazy happens.

The Five Year Mission
Science vessels - giving people who just want to wear labcoats all day a reason to get out and about some more

COSMOS 2.0
COSMOS is a CCP project which aims to paint additional variety onto the immense canvas of the 5000 solar-system universe. COSMOS Projects today pursue differing visions depending on their locations – an Empire COSMOS area might be focused on Agent Missions, Complexes and Mini-Professions, while a 0.0 COSMOS area is perhaps focused on unique resources in new environments, Exploration, Complexes and some unique end result (such as Combat Boosters) from the specific local resources. COSMOS 2.0 turns this on its head, allowing the player community to build up infrastructure all over the universe. Utilizing new environments, empty Deadspace pockets and other cosmic resources, players will be able to build Complexes to exploit key resources. Our role in this is to expose the canvas to the playerbase and create a big palette of cosmic paints. It will no doubt be a long, hard road, but the destination will be worth the effort.

Hacking Reloaded
A collection of improvements to hacking, possibly including specialized ships, more tools and more skills. Hacking is a base for previous and current tech levels, providing knowledge and skills to invent technology. We’re also looking at new ways to use Hacking, such as unlocking gates or gathering information.

Trowel Mk.2
Improvements to Archaeology, maybe including specialized ships for advanced functionality. Ancient technology is a base for future tech levels, and archaeology will be involved in obtaining the necessary knowledge, skills and ingredients.

Operation Gold Rush
Moving all static asteroid belts into the new Exploration-based resource-distribution system, which allows the server to create and distribute belts on the fly rather than relying on preset locations. This will also involve the asteroid belts moving into our “Deadspace” authoring system, allowing more variety and more challenge to be added where necessary. No additional equipment will be needed to find low-end ores (such as the ubiquitous Veldspar), but more valuable ores may (where present) require more tools and more ingenuity to locate. This will add some much-needed variety to mining, allow us to do more interesting things for NPC-hunters, and just maybe put a whole bunch of dastardly macro-miners out of a job.


Kuiper Age
Add transitory comets to the game, allowing players to harvest them for their resources. Don’t expect this to be a safe working environment though!

Universal Gravel Initiative
New environment of asteroid belts spanning a whole solar-system.

Mini-EVE
An EVE-themed mini-game that can be played inside EVE to pass the time, and will be tied into other areas of gameplay where appropriate.

The Interbus
Similar to the interweb, but instead of serving up a constant stream of smut and drivel, allows you to have your shopping delivered to your door – provided that your door is within the same constellation, that you’ve paid the fee, tipped the delivery boy etc. Actually, nothing like the interweb at all, apart from the name.
Frying Doom
#329 - 2013-02-03 00:17:10 UTC
If you go back far enough I used to think smurfs were cool.Lol

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Uncle Gagarin
Caldari Provisions
Caldari State
#330 - 2013-02-03 05:01:24 UTC
Well, my original reply was about something other.
It was long with al lot of arguments. But now ... it's gone bu idiotic "you have draft" reminder.
Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#331 - 2013-02-03 11:25:06 UTC
What do you think about highsec/lowsec industry? Especially industrial corporations and the lack of content that encourages teamwork over an army of alts (not counting mining).
Malcanis
Vanishing Point.
The Initiative.
#332 - 2013-02-04 13:24:16 UTC
Tikktokk Tokkzikk wrote:
What do you think about highsec/lowsec industry? Especially industrial corporations and the lack of content that encourages teamwork over an army of alts (not counting mining).




That's two big questions. The first part I have posted a lot about in this thread; as with the '92 US election, the core issue is "It's the economy, stupid". Have you read what I've written here on the subject?



The actual mechanics of industry... that's a pretty big question. Heck that deserves its own thread and honestly, it's outside my scope. I have built stuff, and I'm less than delighted with the industry UI, but I'm not really an "industry" focused candidate. My suggestion is that you ask Mynnna.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#333 - 2013-02-04 13:25:43 UTC
Bo Kantrel wrote:


The Interbus
Similar to the interweb, but instead of serving up a constant stream of smut and drivel, allows you to have your shopping delivered to your door – provided that your door is within the same constellation, that you’ve paid the fee, tipped the delivery boy etc. Actually, nothing like the interweb at all, apart from the name.


Strongly opposed. Many players provide this service already, and we should never replace a player profession with an NPC service if we can possibly avoid it.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#334 - 2013-02-04 13:27:20 UTC
Bo Kantrel wrote:
Your thoughts on these ideas:
From this link from Sept 2008

The Shantytown Initiative
Allowing individual players to buy, anchor and maintain their own housing module would enrich the EVE universe and serve as an easy bottom rung on the Starbase-ownership ladder. This could of course open up a whole can of worms, so we’re proceeding with caution here.


This goal would be better served by CCP ceasing to make excuses and starting to deliver us proper modular POS that can be anchored on any empty grid.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#335 - 2013-02-04 14:33:20 UTC
Bo Kantrel wrote:


The Five Year Mission
Science vessels - giving people who just want to wear labcoats all day a reason to get out and about some more


T2 destroyers with hacking/arch bonuses are a long time pet idea of mine. Maybe an SoE faction one too?

Bo Kantrel wrote:
COSMOS 2.0
COSMOS is a CCP project which aims to paint additional variety onto the immense canvas of the 5000 solar-system universe. COSMOS Projects today pursue differing visions depending on their locations – an Empire COSMOS area might be focused on Agent Missions, Complexes and Mini-Professions, while a 0.0 COSMOS area is perhaps focused on unique resources in new environments, Exploration, Complexes and some unique end result (such as Combat Boosters) from the specific local resources. COSMOS 2.0 turns this on its head, allowing the player community to build up infrastructure all over the universe. Utilizing new environments, empty Deadspace pockets and other cosmic resources, players will be able to build Complexes to exploit key resources. Our role in this is to expose the canvas to the playerbase and create a big palette of cosmic paints. It will no doubt be a long, hard road, but the destination will be worth the effort.



COSMOS are an outdated relic that don't really belong in EVE. Player interaction, not quests!

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

Grath Telkin, 11.10.2016

Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#336 - 2013-02-04 15:07:38 UTC
Malcanis wrote:
Tikktokk Tokkzikk wrote:
What do you think about highsec/lowsec industry? Especially industrial corporations and the lack of content that encourages teamwork over an army of alts (not counting mining).




That's two big questions. The first part I have posted a lot about in this thread; as with the '92 US election, the core issue is "It's the economy, stupid". Have you read what I've written here on the subject?



The actual mechanics of industry... that's a pretty big question. Heck that deserves its own thread and honestly, it's outside my scope. I have built stuff, and I'm less than delighted with the industry UI, but I'm not really an "industry" focused candidate. My suggestion is that you ask Mynnna.



Yes, I did read what you wrote, though I feel it was mostly about balancing industry between high/low/null. I am more interested in ways to make real industrial corporations that aren't just about mining and a place to chat.


I also very much like that you don't try to solve stuff you don't have much knowledge about, so you'll have my votes unless you suddenly want the next expansion to be Eve Online: Trammel.
Malcanis
Vanishing Point.
The Initiative.
#337 - 2013-02-04 15:23:15 UTC
Tikktokk Tokkzikk wrote:
Malcanis wrote:
Tikktokk Tokkzikk wrote:
What do you think about highsec/lowsec industry? Especially industrial corporations and the lack of content that encourages teamwork over an army of alts (not counting mining).




That's two big questions. The first part I have posted a lot about in this thread; as with the '92 US election, the core issue is "It's the economy, stupid". Have you read what I've written here on the subject?



The actual mechanics of industry... that's a pretty big question. Heck that deserves its own thread and honestly, it's outside my scope. I have built stuff, and I'm less than delighted with the industry UI, but I'm not really an "industry" focused candidate. My suggestion is that you ask Mynnna.



Yes, I did read what you wrote, though I feel it was mostly about balancing industry between high/low/null. I am more interested in ways to make real industrial corporations that aren't just about mining and a place to chat.


That kind of vertical integration is a player interaction issue (and thus of interest to me). Speaking from my rather superficial knowledge of industry, I'd hazzard that there are two factors acting against it, and I'm not sure that either of them are sucseptible to CCP rememdies. First, a lot of industry happens far away from where the mining that supports it does (I am thinking especially of capital and supercapital production here). Secondly, a single industrialist can easily consume far more minerals that a single miner can output.

So a vertically integrated corp that produces from its own output is going to be a small kernel of manufacturers surrounded by a large pith of miners and haulers.

One example of vertical integration that did work (from a productive point of view) was IRC before the drone alloy removal. I think that this was a special case and unlikely to be repeated with the current economic model.

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

Grath Telkin, 11.10.2016

Karl Hobb
Imperial Margarine
#338 - 2013-02-04 15:38:29 UTC
Could you spare a short paragraph regarding the new Crimewatch feature and the implications thereof, or even just your feelings about it if you have no direct experience?

Also, solo (as in ACTUALLY) PVP: Dead or undead?

A professional astro-bastard was not available so they sent me.

Malcanis
Vanishing Point.
The Initiative.
#339 - 2013-02-04 21:41:39 UTC
Karl Hobb wrote:
Could you spare a short paragraph regarding the new Crimewatch feature and the implications thereof, or even just your feelings about it if you have no direct experience?

Also, solo (as in ACTUALLY) PVP: Dead or undead?


I haven't had any direct experience of it yet. So far as the part of it that provides clearer guidance as to the consequences of what you're about to do goes, that I have no problem with whatsoever. I place no value in obscure mechanics and hidden timers that serve no real purpose other than to punish you for not knowing about them.

I'm all in favour of the new bounty system, although it's not precisely what I had in mind. At any rate, it's a jillion times better than the laughable non-system we had before. Plus it has generated some absolutely first class drama.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#340 - 2013-02-04 22:17:35 UTC
And of course Solo PvP has been dead since 2004.

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

Grath Telkin, 11.10.2016