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Player Features and Ideas Discussion

 
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What sort of new content does veteran players like to see?

First post
Author
Adunh Slavy
#21 - 2013-06-22 00:09:26 UTC
Revamp of corp roles/permissions and redo travel/space mechanics - players will ceate the content.

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

To mare
Advanced Technology
#22 - 2013-06-22 00:21:52 UTC
Thaman Arnuad wrote:
Expand invention to include player designed meta 8/9 modules that don't fit into the tiers that are established.

Example:

TA's Modified Gyrostabilizer
1.09x Damage Modifier
11.5% ROF bonus

This allows for branching of player combat doctrine based on specific invented mods.

and then we will all admire the database blowing up
Hakaimono
Native Freshfood
Minmatar Republic
#23 - 2013-06-22 00:42:19 UTC
To mare wrote:
Thaman Arnuad wrote:
Expand invention to include player designed meta 8/9 modules that don't fit into the tiers that are established.

Example:

TA's Modified Gyrostabilizer
1.09x Damage Modifier
11.5% ROF bonus

This allows for branching of player combat doctrine based on specific invented mods.

and then we will all admire the database blowing up

More like collapse in on itself like a dying star once base mods cease production and are destroyed in combat.
DrysonBennington
Eagle's Talon's
#24 - 2013-06-22 02:45:31 UTC  |  Edited by: DrysonBennington
Wrong post sorry.
Trimmer Jones
The Scope
Gallente Federation
#25 - 2013-06-22 02:53:12 UTC
Commodity shelf life, and more market options stemming from that.

Shelf life meaning certain products have a "best before date" and expiring requiring a sorting for spoilage, half life requiring re-refining with subsequent losses

Options such as consignment, favored trading status based on standings and the reverse, and presets for sliding scale sales such as bulk discounts

Reasons for shelf life: ISK sink, limits on sell orders as items for sale have the shelf life timers ticking, better fire sales/bargains, faster market movement, etc.

This plus the mentioned market options would provide a more intricate market, requiring more than the .01 isk sell order manipulation. Not everything would have shelf lives. Where it could apply would be moon goo, reactions, commodities, boosters/drugs, fuels, planetary interaction products, blah blah blah.

Would you put up your entire stack of Moon goo on sale if you knew that it would have x% spoilage if the product didn't move after a certain amount of time? This idea is certainly not going to be popular among the mass market whores, but a more dynamic market based on more realistic commodity traits would be more satisfying for the buyers, and give a better game for the active market players.

Lets face it, the marketing game has been stagnant for a long time, and needs some attention. Its a nice model, but it lacks options and pressures that would not be difficult to include.

"Hey I got this lot of quafe zero for a bargain, it was only a little past sell by date, so I got it at whatever % off, with only x% spoilage, I'm still ahead, I just have to put it in secure containers till I use it."
"****, these boosters aren't moving fast enough, time to take them off the market and put them on contracts, sealed in GSC's"
"I got a sweet deal on these oxy isotopes by buying the entire sell order, saved x% and got favorable trade status giving me y% off broker fees and future prices."
Lipbite
Express Hauler
#26 - 2013-06-22 02:53:45 UTC  |  Edited by: Lipbite
HiddenPorpoise wrote:
Lipbite wrote:
WiS of course.

Also new type of space without gates to allow actual exploration activities, contraband, player "cities" etc. - i.e. better sandbox.
So wormholes?


Camped / bubbled if not abandoned. Imagine a swamp - or "zone" from "Stalker": you see an island ahead and start moving towards it by jumping from one suitable spot to another (you have to find these *dynamic* spots by scanning). You can mark path so you (and others) may use it later - or destroy (disguise) these spots.

Dynamic scannable warp anchors - asteroids or exploration sites for example - with sell-able bookmarks. Scan with limited range, jumps length is limited as well but with much higher range than scan (so you can skip 5-10-1000 bookmarks if needed), bookmarks may disappear over time depending on type of environment and amount of jumps onto them (just like islands in swamp disappear or become bigger during different seasons).

EVE's boring version of PvP as component of economy can be easily replaced with random number generator: one out of 100 jumps through the "swamp" result in ship (and pod) destruction or yet another "safe" spot may contain some rats with warp scramblers. Certain locations may be less stable than others resulting in better loot there and higher chances to lose ship. Pure "risk vs reward" scheme in action - sans gate camps, OGBs, assigned fighters. supercap hotrops, bubbles and other "joys" of EVE.

This is what I find interesting. 10:1 player interactions - not so much.
DrysonBennington
Eagle's Talon's
#27 - 2013-06-22 03:04:28 UTC
A Master Capsuleer would look for new things within the environments in which to keep and maintain new players with. Something to build towards that doesn't to long but does not consist of the same old bump and grind. This is what separates the Master Capsuleer from the Expert Capsuleer and other like minded Capsuleers.

Such advancements to the environment would include new scenarios such as a developing the story for W-Space where we finally discover who made the Sleepers and are then able to explore that new discovery which will lead to new agent missions as well as W-Space encounters where we finally meet the Sleeper's Progenitors.

Such an idea creates a workflow for new ship designs, new modules, new adventures, new missions, new mischief. All exploratory content brought before CCP by the Master Capsuleers so that CCP can produce great new content that keeps the CCP staff employed and the environment of EvE-Online flourishing with excitement around every corner.

I also think that Capsuleers should be able to build their own Jump Gates and charge ISK for their use. Such Player Owner Gates or POG's would have to be created around a Moon of a planet at a special POS. Each POG would have two POS one in the system where the POD originates from and the end destination. The POG would link two systems together at the Moons between two systems.

If a Capsuleer has the skills they could even breach the darkness with POG's that cross more than one solar system at a time and ending up to ten jumps away. Basically Cynosural's turned into Jump Gates. The POG's security functions would operate just like a POS would where the owning corporation could set the security level to and the ISK use for their POG.

Each POG would have limitations on the ship types that could use the POG just as a mission acceleration gate has limitations so that bottle necks do not occur.

Of course each POG would need to be fueled and could be attacked when the owning corporation or alliance is wardeced.

Small POG's would be called Sacbeob Gates with larger Sacebeob's being called Great Sacbeob Gates.

http://haecceities.wordpress.com/2009/04/04/sacbeob-1-a-brief-introduction/

These are ideas that separate the Masters of EvE from the rest.
Sabriz Adoudel
Move along there is nothing here
#28 - 2013-06-22 06:41:45 UTC
Here was a suggestion of mine: https://forums.eveonline.com/default.aspx?g=posts&t=238931

Basically a variant on Incursions that pushes much more toward PVP at the expense of having less PVE in it.

I support the New Order and CODE. alliance. www.minerbumping.com

Malcanis
Vanishing Point.
The Initiative.
#29 - 2013-06-22 08:20:32 UTC
Zircon Dasher wrote:
Malcanis wrote:
Some new gameplay ecologies to do that in would be most welcomed


Meh. Buzz words are so vague they are practically meaningless. No offense.


I was posting from my phone. It's difficult to go into details.

A gameplay "ecology" is like a real life ecology: different environmental conditions encourage the evolution of different solutions to the problem of how to eat and avoid being eaten. If we just have one environment, then we get low diversity: if the whole game is just "savannah" then there's no point being anything but a lion. You end up with linear progression, which is dull and bad.

For example, lo-sec and NPC 0.0 have lots of points of similarity, but also some important differences, and you see different playstyles resulting. A more extreme example is the difference between sov 0.0 and W-space, with the huge differences in mobility and power projection.

Now CCP didn't make us evolve those different playstyles, but because they provided the different environmental conditions, we've come up with different solutions to them. But it would be great to have some more niches so that we could have some more diversity of choice.

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

Grath Telkin, 11.10.2016

Danika Princip
GoonWaffe
Goonswarm Federation
#30 - 2013-06-22 09:51:14 UTC
DrysonBennington wrote:
A Master Capsuleer would look for new things within the environments in which to keep and maintain new players with. Something to build towards that doesn't to long but does not consist of the same old bump and grind. This is what separates the Master Capsuleer from the Expert Capsuleer and other like minded Capsuleers.

Such advancements to the environment would include new scenarios such as a developing the story for W-Space where we finally discover who made the Sleepers and are then able to explore that new discovery which will lead to new agent missions as well as W-Space encounters where we finally meet the Sleeper's Progenitors.

Such an idea creates a workflow for new ship designs, new modules, new adventures, new missions, new mischief. All exploratory content brought before CCP by the Master Capsuleers so that CCP can produce great new content that keeps the CCP staff employed and the environment of EvE-Online flourishing with excitement around every corner.

I also think that Capsuleers should be able to build their own Jump Gates and charge ISK for their use. Such Player Owner Gates or POG's would have to be created around a Moon of a planet at a special POS. Each POG would have two POS one in the system where the POD originates from and the end destination. The POG would link two systems together at the Moons between two systems.

If a Capsuleer has the skills they could even breach the darkness with POG's that cross more than one solar system at a time and ending up to ten jumps away. Basically Cynosural's turned into Jump Gates. The POG's security functions would operate just like a POS would where the owning corporation could set the security level to and the ISK use for their POG.

Each POG would have limitations on the ship types that could use the POG just as a mission acceleration gate has limitations so that bottle necks do not occur.

Of course each POG would need to be fueled and could be attacked when the owning corporation or alliance is wardeced.

Small POG's would be called Sacbeob Gates with larger Sacebeob's being called Great Sacbeob Gates.

http://haecceities.wordpress.com/2009/04/04/sacbeob-1-a-brief-introduction/

These are ideas that separate the Masters of EvE from the rest.



Psst. You're describing jump bridges.
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