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Odyssey: The Big Lie - Let's bring back exploration in exploration.

First post
Author
Johan Toralen
IIIJIIIITIIII
#1 - 2013-05-24 13:32:34 UTC
This is how CCP advertises Odyssey:

Quote:
A universe of opportunity to claim

EVE Online's nineteenth free expansion, Odyssey, offers new tools for exploring the stars, challenges you to breach the unknown for adventure and rewards, and to face what lies on the other side. A re-imagined scanning system, intuitive navigation and new exploration modules will aid you as you search the heavens for your next conquest. Some will encounter sites never discovered before.

There is now more among the stars, enticing even the most experienced veterans to explore.


This is how exploration is seen at CCP in reality, and it shows by how Odyssey actualy treats exploration:

CCP Bayesian wrote:
We have a system of limited content that is called Exploration. That does not mean it in anyway supports actual exploration which to me means actually exploring the Universe.


Problem:

- all exploration sites are served on a silver platter in Odyssey for everyone to see
- there is no sense of adventure and exploration
- no hidden secrets to be found
- nothing yet unknown waiting to be revealed
- exploration is a mundane grind like mining or mission running

How can it be fixed? Please add your own ideas in the thread.

My ideas:

- profession sites need expeditions like combat sites
- if there is nothing new to reveal at least create the illusion to the individual player via some randomly created expeditions and surprises
- there need to be sites that can be found only via probing, not showing up in the system scanner
- CCP employs an economist. Why no writer who comes up with a few pieces of new lore for explorers to discover every month?
- create new exploration content once in a while without informing the players. Let it be a surprise that can be discovered
CCP Bayesian
#2 - 2013-05-24 14:11:19 UTC  |  Edited by: CCP Bayesian
To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole.

In general I don't think the Exploration system which is a product of the time it was created aeons ago is a great starting point to thinking about what exploration in space should entail as actual exploration.

Here is my full post on what I think are the main 'beats':
Quote:
Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.

Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.

That's my take on it anyway.


Improving the experience and content of the Exploration sites is definitely something we should also think about.

EVE Software Engineer Team Space Glitter

Benar Ellecon
Card games on MOTORCYCLES
#3 - 2013-05-24 14:22:13 UTC
Johan Toralen wrote:

- CCP employs an economist. Why no writer who comes up with a few pieces of new lore for explorers to discover every month?
- create new exploration content once in a while without informing the players. Let it be a surprise that can be discovered


This.

I see it as an opportunity to add snippets of lore that we can find and put together to drive us into deeper mysteries of the universe. That would be the true "soul" of exploration...finding knowledge (not just items) that can be used later to unlock secrets that are not known to any player as of yet (Except maybe hints of such things from the Chronicles, i.e.).

Fly with your hair on FIRE!

Johan Toralen
IIIJIIIITIIII
#4 - 2013-05-24 14:41:59 UTC
CCP Bayesian wrote:
To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole.


Fair enough. Don't take it personally. There is a obvious disconnect tho between the advertisement and what Odyssey has on offer for explorers. I have a hard time hiding my disappointment about it.

Quote:
In general I don't think the Exploration system which is a product of the time it was created aeons ago is a great starting point to thinking about what exploration in space should entail as actual exploration.


Yet it's the only starting point that we have and will ever have. If the system isn't completely revamped in the exploration themed expansion then it never will be. So focus should be on how to improved what is there.
Dynamic universe is out of the question because of how large the player base is. Things would get blown out of proportion quickly.

What i have a problem to understand tho is that a company like CCP which has the luxury of a constant income stream for many years doesn't have the ressources to create new content for players within the existing systems on a regular basis. Bits and pieces of lore, variations of what is there. Frankly the missions and sites are so simple. It can't take longer then a few days per month for a single person to design and script some new missions, escalations or surprises. I have worked as level designer/scripter on singleplayer games so i feel qualified to make this remark.
I think every player in Eve who does the pve grind would more then appreciate some variety.
BlakPhoenix
Load Up Blast Everything
DARKNESS.
#5 - 2013-05-24 14:44:11 UTC
I really love what they're doing to exploration but I can see your point. I feel that while the new mini game is great and the UI improvements are a great step in the right direction at it's core you are still getting the same rewards that don't feel exciting. Why not include invention in exploration? a chance for t2 bpc's to drop or something to fix another part of the game that is boring and broken.
Johan Toralen
IIIJIIIITIIII
#6 - 2013-05-24 14:51:16 UTC
BlakPhoenix wrote:
I really love what they're doing to exploration but I can see your point. I feel that while the new mini game is great and the UI improvements are a great step in the right direction at it's core you are still getting the same rewards that don't feel exciting. Why not include invention in exploration? a chance for t2 bpc's to drop or something to fix another part of the game that is boring and broken.


They said there will spawn t2 capital rig bpc's and faction pos bpc's if i'm not mistaken. That's a good thing. Not everything is bad. The hacking game starts to show potential and it's one of the areas where exploration can be made more interesting within existing systems.
Veshta Yoshida
PIE Inc.
Khimi Harar
#7 - 2013-05-24 14:51:19 UTC  |  Edited by: Veshta Yoshida
It was suggested years ago, around the time that encounter sites were introduced, that exploration sites should have a random component beyond the generic escalations.

The normal site (ie. non combat sites) has just the one 'room'. Design a whole range of sub-rooms with content not necessarily apparent by regular naming conventions .. like a drug lab hidden behind an archeological dig (if possible only have gate appear when a specific action is taken such as loot the last container, pop a can or something other not normally needed for completion). Give the sub-rooms a slim chance to be present upon spawn of site.
Chance should be zero in high-sec, very rare in null-sec and rare in low-sec (except perhaps for drone sites) .. pirates must be assumed to have same need/desire for the conveniences of civilization as capsuleers and with no foothold outside pirate null they will be more likely to 'settle down' in LS.

Agree with new content not needing announcements, bad enough that every inch of space has been mapped in detail .. give back the 'WTF!' moments of the unexpected and let us DIAF when a sub-room has elite guards 'on loan' from a nearby Incursion Smile
Cailais
The Red Pill Taker Group
#8 - 2013-05-24 15:53:16 UTC
CCP Bayesian wrote:
This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.


That's the crux of the issue - what are the tools?

- New PC structures?
- New player placed sites?
- New universe shaping tools - player stargates, wormhole burrows (a chain of player placed wormholes that can be navigated through to a unknown destination)?
- Player actions effecting the nature of a system or point within a system?

A purist example might be a player warps to an asteroid belt, only to find it is depleted. That depletion has been caused by other players (universe shaping) and is therefore a 'explorable discovery' - albeit a rather boring one. Why is it boring though? Probably because it is a common and frequent occurrence? A mechanism that is well understood?

Exploration might be realised upon a grand scale to find what other players have done to given area of the universe, drained a sun of its minerals to change its hue, established a giant ice refining facility, or left the wreckage of battle strewn in orbit around a planet?

These need not be persistent changes, some might degrade or dissolve away but they probably need to be infrequent enough to be remarkable and enticing enough that players would want to find them.

C.
Roime
Mea Culpa.
Shadow Cartel
#9 - 2013-05-24 15:56:37 UTC
CCP Bayesian wrote:
To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole.

In general I don't think the Exploration system which is a product of the time it was created aeons ago is a great starting point to thinking about what exploration in space should entail as actual exploration.

Here is my full post on what I think are the main 'beats':
Quote:
Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.

Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.

That's my take on it anyway.


Improving the experience and content of the Exploration sites is definitely something we should also think about.


Great post, and your team improved the experience inside the limitations of the current system, so props :)

.

CCP Bayesian
#10 - 2013-05-24 16:06:02 UTC
Cailais, that's the sort of thing I mean. By more dynamic I also mean how the Universe works should be more dynamic, rather than static mission data we should allow for some procedural variation, likewise exploration and other content. This is the sort of stuff people are talking about here really.

Further the spawning of these things could change over time both as a 'natural' process of the Universe (think seasons) and based on player actions (think creating a crazy "weather controlling" laser).

Then we have the true Universe shaping things where players can actually build and blow up things in space in a more vibrant manner than they can currently.

I'm just shooting from the hip with ideas but ultimately I don't think exploration is ever a game system but the result of curiosity about something unknown. This generation of 'the unknown' occurs as a result of the emergent interaction between systems.

I also think just sneaking things in would be lovely but we need to work out ways of doing that without it being far too easy to discover. People already data mine everything that is publically accessible. But that is a different technical problem.

EVE Software Engineer Team Space Glitter

Dersen Lowery
The Scope
#11 - 2013-05-24 16:19:59 UTC
One possibility would be to make the sites more complex. What if you found deadspace areas, with no idea what the content inside was (because deadspace), and you had to figure out what was in it and where the hard way? Optionally, if there was more content than could be consumed in one session (e.g., a particularly large asteroid field) or if hostiles had to be cleared before salvaging/mining/science boats could come in, you could even anchor a beacon in the deadspace area and then anchor an acceleration gate outside it.

All, of course, while keeping an eye out for other capsuleers....

Maybe even things like POSes could be anchored in such spaces.

CCP Fozzie said somewhere else that they want less opposition to come from the game, and more from other players, but other players can only plausibly provide a few kinds of opposition. If you're venturing into the unknown, the terrain itself should be a significant obstacle. Otherwise, you might as well be in Amarr, not looking over your shoulder in a wormhole, praying that nothing decloaks on top of you while the gate you're anchoring aligns itself...

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

AutumnWind1983
Reboot Required
#12 - 2013-05-24 16:21:19 UTC  |  Edited by: AutumnWind1983
CCP Bayesian wrote:
Cailais, that's the sort of thing I mean. By more dynamic I also mean how the Universe works should be more dynamic, rather than static mission data we should allow for some procedural variation, likewise exploration and other content. This is the sort of stuff people are talking about here really.

Further the spawning of these things could change over time both as a 'natural' process of the Universe (think seasons) and based on player actions (think creating a crazy "weather controlling" laser).

Then we have the true Universe shaping things where players can actually build and blow up things in space in a more vibrant manner than they can currently.

I'm just shooting from the hip with ideas but ultimately I don't think exploration is ever a game system but the result of curiosity about something unknown. This generation of 'the unknown' occurs as a result of the emergent interaction between systems.

I also think just sneaking things in would be lovely but we need to work out ways of doing that without it being far too easy to discover. People already data mine everything that is publically accessible. But that is a different technical problem.


That'd be great if that's anything at all like what you're doing. But CCP is not giving us anything procedurally generated. You're taking something that's not broken, adding a terrible minigame to it, calling it gold, and telling us we should be happy about it. I'm not finding anything I wasn't finding before with this new game, I'm just doing it in a way that's sure to get old and annoying in less than four years that it'll take CCP to make any changes to it. You're dodging actual issues because they're hard and asking us to be happy about it.

Similarly, CCP failing to use resources that you have, like talking to the CSM to get feedback, when making major change to something like scanning. Obviously this is extremely frustrating to watch you guys have to do extra work when you intend to improve things but you could have saved yourself by using the tools you already had.

James Arget for CSM 8! http://csm.fcftw.org

CCP Bayesian
#13 - 2013-05-24 16:55:41 UTC
AutumnWind1983 wrote:
That'd be great if that's anything at all like what you're doing. But CCP is not giving us anything procedurally generated. You're taking something that's not broken, adding a terrible minigame to it, calling it gold, and telling us we should be happy about it. I'm not finding anything I wasn't finding before with this new game, I'm just doing it in a way that's sure to get old and annoying in less than four years that it'll take CCP to make any changes to it. You're dodging actual issues because they're hard and asking us to be happy about it.

Similarly, CCP failing to use resources that you have, like talking to the CSM to get feedback, when making major change to something like scanning. Obviously this is extremely frustrating to watch you guys have to do extra work when you intend to improve things but you could have saved yourself by using the tools you already had.


This is a thread to talk about what exploration could actually be in EVE so I'm not going to address off-topic scattergun complaints. There are feedback threads in the Test Server forum to give feedback on the stuff in the current expansion.

Not targeted at you exactly but this is just the first post that's not contributing constructively.

EVE Software Engineer Team Space Glitter

Trii Seo
Goonswarm Federation
#14 - 2013-05-24 17:18:58 UTC
The exploration is not about running sites - it's about finding them.

"- there is no sense of adventure and exploration" There is if you leave hisec. An adventure lies in outmaneuvering hostile gangs, pirates that want your ship and its cargo. It's in outrunning others to a site hidden somewhere in nullsec space, finding the good stuff and freighting it back where it needed.

Lore will be discovered in a month and nobody will give a damn. Making sites more difficult/complex will just turn them into mindless grinds nobody will bother with. Making them somewhat of a unique profession (that doesn't need a mission running boat to do at times) that's also rewarding could drive people out into low/null. Means more content for gangs - in MMOs, npc content will get depleted in days or months. PvP content won't.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Adunh Slavy
#15 - 2013-05-24 17:20:49 UTC
CCP Bayesian wrote:
Cailais, that's the sort of thing I mean. By more dynamic I also mean how the Universe works should be more dynamic, rather than static mission data we should allow for some procedural variation, likewise exploration and other content. This is the sort of stuff people are talking about here really.

Further the spawning of these things could change over time both as a 'natural' process of the Universe (think seasons) and based on player actions (think creating a crazy "weather controlling" laser).

Then we have the true Universe shaping things where players can actually build and blow up things in space in a more vibrant manner than they can currently.



Does this possibly include travel mechanics?

There was an idea on the forums, sometime ago, about allowing players to navigate the empty spaces between systems. For instance, between Jita and Permiter, there is some space. What if there were something like a worm hole, that moved around hour to hour, (no mass limitations it just moves and has to be found again), that allowed players to enter the area between Jita and Perimeter? Call it I-Space, for "In between space".

In I-space, content is completely dynamic and completely lawless. There is no star, no planets, maybe a few giant asteroids or planetoids as warp-to celestials, comets, maybe a few worm holes here and there to W-space, and of course hourly moving "holes" that lead back to normal k-space.

Ore/Ice belts, comets to mine god knows what, normal exploration sites, new stuff old stuff, space whales, space bunnies, Talocons, Takmahl, Yan Jung, whatever. Would give avenue for smuggling and pirate movements as well. Could be the basis for the "player created gates and colonization" tease at FF as well. (Not that I want to build gates, I personally dislike that mechanic.)

These I-space systems could be something between all existing systems, or perhaps huge spheres of empty space, and any k-space that borders a particular I-space sphere would have one of these links to it. Might take an hour to warp across it, and oops, each time you come out of warp, some nasty rats might jump you.

Let players anchor a POS any darn place they want in these giant systems and just have at it.

Anyway, that might give some real exploration.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Gizznitt Malikite
Agony Unleashed
Agony Empire
#16 - 2013-05-24 17:22:33 UTC
Johan Toralen wrote:
This is how CCP advertises Odyssey:

Quote:
A universe of opportunity to claim

EVE Online's nineteenth free expansion, Odyssey, offers new tools for exploring the stars, challenges you to breach the unknown for adventure and rewards, and to face what lies on the other side. A re-imagined scanning system, intuitive navigation and new exploration modules will aid you as you search the heavens for your next conquest. Some will encounter sites never discovered before.

There is now more among the stars, enticing even the most experienced veterans to explore.


This is how exploration is seen at CCP in reality, and it shows by how Odyssey actualy treats exploration:

CCP Bayesian wrote:
We have a system of limited content that is called Exploration. That does not mean it in anyway supports actual exploration which to me means actually exploring the Universe.


Problem:

- all exploration sites are served on a silver platter in Odyssey for everyone to see
- there is no sense of adventure and exploration
- no hidden secrets to be found
- nothing yet unknown waiting to be revealed
- exploration is a mundane grind like mining or mission running

How can it be fixed? Please add your own ideas in the thread.

My ideas:

- profession sites need expeditions like combat sites
- if there is nothing new to reveal at least create the illusion to the individual player via some randomly created expeditions and surprises
- there need to be sites that can be found only via probing, not showing up in the system scanner
- CCP employs an economist. Why no writer who comes up with a few pieces of new lore for explorers to discover every month?
- create new exploration content once in a while without informing the players. Let it be a surprise that can be discovered


IMO, exploration sites != Exploration....

Exploration is the journey, generally flying around the galaxy, looking for people to shoot, objects to loot, sites to run, etc.

Exploration sites is simply one objective that people go out an explore for. The truth is, what is at the site is mostly irrelevant to notion of exploration. While the site rewards are a form of motivation for doing the exploration, but running the site is NOT exploration.

I personally like how the new scanner places brackets in space! I like the easily deploying probes! I'd like to see more "objects in space" to locate, but I think this should be done not with "+x PvE sites", but more as Player operated Farms & Fields!

Roime
Mea Culpa.
Shadow Cartel
#17 - 2013-05-24 17:23:23 UTC
My new favourite dev <3

Dynamic New Eden is my pipe dream.

.

Sakkar Arenith
Kenmei Corporation
#18 - 2013-05-24 17:52:03 UTC
Hmm, i think something like this might be worth, pardon the pun, "exploring":

- Create individual exploration events

What I mean is, say you randomly travel through a region, warp to a station, kill a few npcs in a belt, whatever...

Suddenly YOU get a quick popup hinting at something, possibly daring you to explore a random object/station/system. You decide to follow the "arc", and it will lead you to something unique.

The rewards should obviously be something material, like ISK or Faction ships or whatever, BUT the journey itself ought to be the real reward.


The idea behind that is to make people actually PLAY the game for a change. Not just look up guide x, and wonder wheter reward y will be worth their time.

Create something random, that will FORCE players, who choose to participate, to do a broad a diverse spectrum of tasks in eve, have them salvage a wreck in a wormhole, have them travel to a station in deep 0.0, have them assist a NPC fleet mining in a hidden belt, have them settle a planet for PI.

it might sound like a tutorial, but its really not, its meant to give players the possibility to break up their monotonous EVE experience once in a while.

- Make it a random occurrence that happens every few weeks/months to a character.
- make the involving steps random, i.e. each step triggers another random one in a random system.
- At the end of the hard, and time consuming journey, when the player has gone all around the eve universe finish the event with a random, but worth it reward.

- that reward should be easily able to clear the 1 - 3 billion isk mark, and possibly give the player access to something very rare, yet random.

Finish strong by showing the player how far he traveled during his journey (may take a week a month, a year, depending on the player) to complete.

Create meaningful experiences!
Johan Toralen
IIIJIIIITIIII
#19 - 2013-05-24 18:26:23 UTC  |  Edited by: Johan Toralen
Trii Seo wrote:
The exploration is not about running sites - it's about finding them.

"- there is no sense of adventure and exploration" There is if you leave hisec. An adventure lies in outmaneuvering hostile gangs, pirates that want your ship and its cargo. It's in outrunning others to a site hidden somewhere in nullsec space, finding the good stuff and freighting it back where it needed.


But that's the point that i'm on about. Expeditions that lead deeper into null as you normaly would be comfortable with (especialy explorers with no friendlies in null). Sure you can do it just for pure adventure but thers the problem of logistics and economical viability. Expeditions would be a great reason to risk it anyway.
Vincent Athena
Photosynth
#20 - 2013-05-24 18:38:06 UTC
For things to explore, we can always look at what is actually out there in the real world. For example:

Real asteroids are isolated from each other. Even in the asteroid belt they are on average a million kilometers apart. To some extent we already have these: Whenever you find an anomaly or signature that has asteroids its like finding one of these RL rocks.

Comets. Most are out in the far solar system and are single isolated bodies. There are most likely millions per solar system. Procedurally generated, they would always be a new discovery.

Rogue planets. Estimates range from 2 to 100,000 of these floating between the stars for every star. Imagine building some sort of scanning array for finding one, then having to fly out thousands of AU to get to it. By going from one to the next we could even get interstellar travel without gates.

Player built space stations. Let us build them at all sizes and at (almost) all locations and space will be full of stuff to find.

But we need stuff to be there to make it worth finding them. The content quickly become documented and repetitious if there is not enough of it and its not expanded. (Oh look is a type 3 rogue planet. The guide says we need to do X, Y, and Z to claim it, and then we get A, B, and C). A huge amount of content is a huge amount of work. A player can find, do, and document a site in maybe 1% of the time it took CCP to make the site.

I wonder if there could be a way for players to add missions and exploration sites to the game. That is I write a mission, CCP approves it and adds it to the list. I pay Aurum to CCP to cover their time. When any player does it I get ISK. Not sure if that could work....... but it sure would cause an explosion of content.

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