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Did Dust kill Eve?

Author
Ishtanchuk Fazmarai
#41 - 2013-07-25 07:01:02 UTC  |  Edited by: Ishtanchuk Fazmarai
I wouldn't say that DUST is falling, as what stems from eve-offline is that it has stabilyzed around some 4k/5k PCU and there's a regular influx of newborn characters in the line of 10k/11k per day. Dunno wether those numbers mean success or were the development goal for this stage, though.

During development, I recall that DUST was meant to have about two years to "hit or miss", and probably this means that we'll see development on it going on at least until 2015.

From my point of view, being one of the few remaining WiSers around, I sure would had prefered to have all those DUST millions thrown into EVE avatar gameplay, but so far can't really blame DUST for the demise of avatars in EVE. CCP's lack of vision and "getting it" are solely to blame for that, and a time will come when looking back, the failure to implement avatar content will be deemed one of the reasons why EVE died.

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

Chin MonWang
Native Freshfood
Minmatar Republic
#42 - 2013-07-25 07:38:49 UTC
Setaceous wrote:
People find change insulting? Isn't one of the primary tenets of this game Adapt of Die? Personally I love change, it forces people to think in different ways and expand their views both in-game and (indirectly) in RL. I can't stand stagnant conservatives who oppose change simply because it causes them to have to use their brains once in a while.


Strong point! reminds me what made the Star Trek series (and movies) so immense popular for literally hundreds of millions of viewers: "to boldly go where no one has gone before" (thus the fun of never knowing what to EXACTLY expect next...thus changes)

My opinion as a relative new comer: CCP does realy an excellent job!

(Fyg: for many years I did not even know EVE existed??!? It was only much later on (5 months ago to be precise) that I noticed some message in STEAM stating "your friend AXAXAX at present is playing EVE online", so I took a look and it was at that time that I learned of EVE. There must be (and have been) many others just like me not even knowing of this brilliant and unmatched MMO.)
advii
Ministry of War
Amarr Empire
#43 - 2013-07-25 10:19:30 UTC
My suspicions were right.

Burn Jita was an inside job.
J3ssica Alba
Federal Navy Academy
Gallente Federation
#44 - 2013-07-25 10:41:51 UTC
Large Collidable Object wrote:
Ellendras Silver wrote:

so what is so bad about the rebalancing? because i am well not a very old player 2,5 years almost but defo not new and i am pretty content with rebalancing so far.



Well - I have characters at 140, 110 and 40 mill SP - can't see a use for the higher 2 because a T1 frig or cruiser performs plainly on par with their T2 counterparts for a fraction of the price, BS outside blobs are downright rubbish and HAC rebalance plans are distilled bukkake.

Can't see what I use the old chars for, can't see anything I want to train the new one into.



just a bitter vet, nothing else to see here, move along
This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
Sura Sadiva
Entropic Tactical Crew
#45 - 2013-07-25 11:40:47 UTC
Ishtanchuk Fazmarai wrote:

From my point of view, being one of the few remainign WiSers around, I sure would had prefered to have all those DUST millions thrown into EVE avatar gameplay, but so far can't really blame DUST for the demise of avatars in EVE. CCP's lack of vision and "getting it" are solely to blame for that, and a time will come when lookign back, the failure to implement avatar content will be deemed one of the reasons why EVE died.


This, yes.

Incarna fail made evident as CCP was unable (and very few game companies can) to carry on at the same time 3 devlopment lines: EVE, WOD and DUST.

In this scenario I'd liked they decided to refocus all on EVE development. Instead they decided to cancel WOD (I know, is not officially cancelled, but that was in the facts), put EVE in mantainence/life-support only and focus their development strenght on on Dust.

I think they were forced to do it due to some already existing agreement with Sony. It's only my personal idea of course, but I can't think to any other plausible reason to do somenthing that stupid.

In this picture all the years of "ship rebalancing" were functional cause are small cheap changes. Needed and good, but all small stuff they usually do as side changes inside major expansions. Is not like you need a team of scientists working for years to rebalance a T1 cruiser, is not a real spaceship, it's only an UPDATE on a SQL table.

So it's: little, needed changes but useful to sell the idea to the playerbase they were focused on EVE core. While using their subscriptions to pay DUST.

We'll see what will happen when will become evident as Dust is a fail too...




Far Hone
Garoun Investment Bank
Gallente Federation
#46 - 2013-07-25 12:24:33 UTC
Joan Greywind wrote:
I don't play dust, so this will about EVE.

It will help if you look at it from a developer's point of view. When they decide to do any sort of change it is based on numbers and stats. It is not (usually at least) based on a whim, personal biases towards ship types, or just f ******* their playerbase. rightly so sometimes you can make wrong assumptions from these numbers and do something wrong.

Now for the examples:

When they nerfed heavy missiles, they didn't just do it because some people felt it was overpowered, but they did it because heavy missiles were by far the top killers of pvp ships. So their heavy usage means they are overpowered and need to be brought in line with other weapon systems. Does that mean that some niche role of heavy missiles got an undeserved nerf? maybe (such as site runners), but overall the change will usually bring more "balance" to the game.

Now to the change of the t1 cruisers and frigates. Now rightly so they got buffed, but still t2 can easily beat t1 any day of the week (assuming similar real life pilot skills). But now instead of t2 trumping t1 in a hilarious way, t1 stands a chance if a certain gang does it right. The change of t1 cruisers and frigates didn't come at a whim, the numbers showed that in any pvp encounter they were horribly under powered. Before the change no serious pilot flew t1 frigates or cruisers because they were simply so weak, and that is (in my humble opinion unbalanced). From personal experience I can tell you now we fly moa's, vexors. In null caracels are finally a real doctrine. It doesn't matter how you feel, what matters is the numbers, and when any kind of ship is being used relatively less than its counterparts, then it is under powered. That is why the zealot didn't changed much and the eagle got a huge buff, people actually use zealots and nobody used eagles. It is all about the usage number and stats.

Don't get me wrong they can still **** it up and over nerf or over buff something, but from the current meta you can see a wider and healthier array of ship usages, which means that the balance was a great success.

Now your argument that higher skill characters should be better at everything (that is what I took from it anyways) is also wrong. EVE developers have always been stressing that if you specialize you will always be able to reach the same effectiveness of a higher skilled player . More skill points will give you more options but will not give you a permanent advantage over newer players, and that is a very good game mechanic (imo).

Some people will always get hurt with any change in the game, but what is most important is the overall health and balance of the game, and the game is definitely healthier and more balanced than a year ago.


THIS marks the beginning of the end of nerf moan posts.
Ace Uoweme
Republic Military School
Minmatar Republic
#47 - 2013-07-25 12:47:54 UTC
Large Collidable Object wrote:
Current ship rebalance focuses solely around absolute beginners, as anything requiring more than 10m is nerfbatted into the ground compared to T1 frigs and cruisers in an attempt to make generations of old players quit so isk is removed from the economy.


No, that's done because EvE couldn't exist without the usual means to play PvP (cheap methods to fight).

Even years ago folks gravitated to cheap ships as a means for cheap thrills, instead of actually making skills worthwhile (game is too expensive to play unless someone else forks your play time).

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Pytria Le'Danness
Placid Reborn
#48 - 2013-07-25 12:50:52 UTC
Large Collidable Object wrote:
Current ship rebalance focuses solely around absolute beginners, as anything requiring more than 10m is nerfbatted into the ground compared to T1 frigs and cruisers in an attempt to make generations of old players quit so isk is removed from the economy.


What can I say... I am amazed by the amount of tinfoil hattery in this one sentence. Grats!
Ellendras Silver
CrashCat Corporation
#49 - 2013-07-25 17:02:53 UTC
IbanezLaney wrote:
Setaceous wrote:

Except the higher SP characters would be able to load out the T1 frigate better (much better) than a newbie character. Unless those high SP ones are missing basic skills in favour of getting into more advanced ships. I also dislike people that do that, what a huge waste of time.



Once you have Frig 5 - T2 guns, tank and support skills what else is there?


So after maybe 10mil sp what advantage is there to the players who invested isk into better ships/fits if T1 ships are now better than faction ships (Frigates are a great example) ?

The high sp players don't 'magically' have Frigates trained to 11.



gunnery/missle support skills to 5
gunnery spec to 5
drone skills to 5
cybernetics/drug skills and thermodynamics 5
navigation all 5
ewar stuff 5
core fitting 5
all tanking skills elite (shield, armor and hull)
rigging skills 5
sensor comp skills 5 so you will be harder to be affected by ewar

that is all good for a lot of SP

[u]Carpe noctem[/u]

Verunae Caseti
Viziam
Amarr Empire
#50 - 2013-07-25 17:25:21 UTC
Ace Uoweme wrote:
No, that's done because EvE couldn't exist without the usual means to play PvP (cheap methods to fight).


Totally. If only they were smart, they would limit the ability to be effective in PvP to the top 1% of the playerbase and leave everyone else as cannon fodder.

I'm sure that would attract new players and result in growth in an MMO after ten years, something that's almost unprecedented in the industry instead of what EVE is experiencing which is a shrinking playerbase due to the ability of new players to compete.

You should absolutely work for CCP and rescue EVE before it's too late.

Wait, except.

Right.

OP, when Ace Uoweme shows up in your thread and starts sharing wisdom you know you've probably wandered off into nonsense-ville at some point.
Large Collidable Object
morons.
#51 - 2013-07-25 22:01:58 UTC  |  Edited by: Large Collidable Object
Verunae Caseti wrote:
Ace Uoweme wrote:
No, that's done because EvE couldn't exist without the usual means to play PvP (cheap methods to fight).


Totally. If only they were smart, they would limit the ability to be effective in PvP to the top 1% of the playerbase and leave everyone else as cannon fodder.

I'm sure that would attract new players and result in growth in an MMO after ten years, something that's almost unprecedented in the industry instead of what EVE is experiencing which is a shrinking playerbase due to the ability of new players to compete.



Which will lash back when those new players find out there' nothing worth to train for left.

Thanks to remaps, it took me a little over a year to train all fitting, capacitor, targetting, subcap-relevant navigation skills, gunnery support skills, all destroyers, BCs and a set of large T2 (LR and SR) guns and a racial BS type to V, along mostly perfect combat drone skills including the use of T2 heavies and T2 sentries on my noob alt.

That's a good change, because it allows noobs to catch up - and some of these noobs wil train into T2 ships after that because they don't know yet they're not worth it (except bombers, interdictors or HICs).

However, it was never bad to be a noob - I keep my characters strictly separated, don't transfer isk between them, no station trades etc... so SP-wise, I know the noob experience pretty well and I never felt useless (sold my first character, so I've been a 'noob' 4 times).

Yeah - i might be a bitter vet, but current iterations shorten the process of becoming one to 1-2 years.

That's a little short sighted.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Chin MonWang
Native Freshfood
Minmatar Republic
#52 - 2013-07-26 00:56:09 UTC
Joan Greywind wrote:
I don't play dust, so this will about EVE.

It will help if you look at it from a developer's point of view. When they decide to do any sort of change it is based on numbers and stats. It is not (usually at least) based on a whim, personal biases towards ship types, or just f ******* their playerbase. rightly so sometimes you can make wrong assumptions from these numbers and do something wrong.

Now for the examples:

When they nerfed heavy missiles, they didn't just do it because some people felt it was overpowered, but they did it because heavy missiles were by far the top killers of pvp ships. So their heavy usage means they are overpowered and need to be brought in line with other weapon systems. Does that mean that some niche role of heavy missiles got an undeserved nerf? maybe (such as site runners), but overall the change will usually bring more "balance" to the game.

Now to the change of the t1 cruisers and frigates. Now rightly so they got buffed, but still t2 can easily beat t1 any day of the week (assuming similar real life pilot skills). But now instead of t2 trumping t1 in a hilarious way, t1 stands a chance if a certain gang does it right. The change of t1 cruisers and frigates didn't come at a whim, the numbers showed that in any pvp encounter they were horribly under powered. Before the change no serious pilot flew t1 frigates or cruisers because they were simply so weak, and that is (in my humble opinion unbalanced). From personal experience I can tell you now we fly moa's, vexors. In null caracels are finally a real doctrine. It doesn't matter how you feel, what matters is the numbers, and when any kind of ship is being used relatively less than its counterparts, then it is under powered. That is why the zealot didn't changed much and the eagle got a huge buff, people actually use zealots and nobody used eagles. It is all about the usage number and stats.

Don't get me wrong they can still **** it up and over nerf or over buff something, but from the current meta you can see a wider and healthier array of ship usages, which means that the balance was a great success.

Now your argument that higher skill characters should be better at everything (that is what I took from it anyways) is also wrong. EVE developers have always been stressing that if you specialize you will always be able to reach the same effectiveness of a higher skilled player . More skill points will give you more options but will not give you a permanent advantage over newer players, and that is a very good game mechanic (imo).

Some people will always get hurt with any change in the game, but what is most important is the overall health and balance of the game, and the game is definitely healthier and more balanced than a year ago.


That comment/view is realy worth while reading and of quality contents, so I gave it 'a like' and I quoted it, to let the text appear for a second time, to be read! IMO of interest for all kinds of players, skilled either high, middle or new comers! (...and I myself am a relative new player)
Nexus Day
Lustrevik Trade and Travel Bureau
#53 - 2013-07-26 01:09:44 UTC
No, but video killed the radio star.
Erutpar Ambient
The Scope
Gallente Federation
#54 - 2013-07-26 04:48:40 UTC
I personally have to agree with the OP.

First of all the "Balance" pass does actually put T1 ships closer to the strength of their T2 counter parts. Maybe 1 on 1 the T2 may still be the better ship, the amount of proficiency increase is minimal at best. Though the line between T1 and T2 frigate may be fairly strong, the line between T1 and T2 HAC cruiser is a lot less distinct. Changing the medium Long-Range weapons is more of a fix for the HACs than the actual HAC rebalance.

That being said, it's true that the amount of SP required to become proficient in the T2 ships (and the core skills too) is more of a liability than it is a benefit. The cost or replacing clones reaches a point where the cost of the ship is negligible. This then de-incentivizes high SP players from ... well ... playing.

Another point was made in this thread. What are the new features we're getting now? Fixing the old stuff. We've gotten Jump effects that you can't turn off, we've gotten bounty system, a new mining system that basically turns mining lasers obsolete. We have the old scanning system with less sites to scan, a churched up site list and preset probe formation. We have the old ore's mineral composition adjusted. The biggest mechanic change that i've seen is the Ice Mining site change, and i have really no idea how big of a change that is oh and the tedious hacking minigame. All of these changes we've gotten work exactly the same as before: jumping jumps you, mining mines, ice mining mines, scanning scans. Really the only thing that has changed are the aesthetics.

And while i do believe in making the old stuff better, i'm starting to get this feeling i had before. A long time ago i was a World of Warcraft player. (yes i know, there goes my credibility) But anyways, long ago in the World of Warcraft, they had these things called "Skill Trees" that allowed you to allocate points into making specific skills and spells stronger. One of the Pro's was that you could build your class into many many different things, however the Con to this is that there were also many skill builds that were not very viable. So Blizzard thought it would be a grand idea to change the skill tree and make it so that you could no longer build a character that didn't work. But no only could you not fail your build, but your build would be the same build as everyone else's and each tree was meant for a specific "Role", IE Fire mage: PVE and Ice mage:pvp

To get an even greater idea of this, it's sort of like the Diablo 2 vs Diablo 3 skill system. Diablo 2 had nearly unlimited unique builds with many "Unique Snowflake" builds that would function greater than anyone would imagine causing people to remake the same class over and over. Unlike Diablo 3 where you can freely change your what 3 skill buffs? as often as you like.

But anyways, the point is this: It really feels like to me that all the "rebalanced" ships are being designed for "SPECIFIC ROLES" and they are losing a lot of their unique but functional builds. We're losing a lot of utility highs. We're getting a lot of Armor and Shield rep bonuses. and for those of you who don't know, if you're using a ship and neglecting a bonus, you're putting yourself at a disadvantage to another ship of the same class that is using all of it's bonuses. So using a Brutix without a rep is an automatic gimp compared to a damage resist bonus. And because of the nature of a Brutix, you have to fight a full rack of blasters, a WMD and a Rep, which means you have to fit more armor modules and less damage to be effective. This means that the effective fitting of a Brutix is extremely narrow. In fact it basically designates you specific builds to use.

And then dust.... Dust has a cycle, it goes something like this. Start account, gain SP, gain ISK, lots of ISK, Collect Proto Gear, Figure out there's nothing to save it for later, stomp pubbies with your proto gear.
Fairren
HellrisCorp
#55 - 2013-07-26 05:21:35 UTC
Ranger 1 wrote:
Most T2 ships haven't even been touched yet, and even the HAC proposals are only at the 1st pass stage and will be tweaked considerably before it's all done.

Seems a bit early to compare the two.

You've gotta get the chicken little posts out there while the time is right.
Invisusira
Escalated.
OnlyFleets.
#56 - 2013-07-26 06:08:30 UTC
...you tinfoils do understand that Dust has not "taken away" development from EVE, right? It's been created by a different team of people; a team of people who would not be working for CCP if Dust did not exist.
Sura Sadiva
Entropic Tactical Crew
#57 - 2013-07-26 08:27:43 UTC
Invisusira wrote:
...you tinfoils do understand that Dust has not "taken away" development from EVE, right? It's been created by a different team of people; a team of people who would not be working for CCP if Dust did not exist.


yes, and those people used to work for free. So CCP hadn't to make investments. They are just passionate people devolving their lifes in this great project called "Dust".

I see you're a 2011 character, so you may not see the difference of EVE development standards before Dust and how much they were lowered to the point of packaging mere ordinary patches and "selling" them as full expansions.

Sura Sadiva
Entropic Tactical Crew
#58 - 2013-07-26 08:40:33 UTC
Erutpar Ambient wrote:

But anyways, the point is this: It really feels like to me that all the "rebalanced" ships are being designed for "SPECIFIC ROLES" and they are losing a lot of their unique but functional builds. We're losing a lot of utility highs.


Yes, I agree, but I think this was officially stated (have to find it in the forum); but yes, their idea is to reduce the margin of freedom for "creative" builds and enforce premade roles/specialization to the ships. This is the idea behind the rebalancing. This has advantage (for them, I personally dislike this):

1. It's more easy and friendly. Players need less experience/skill to fit a ship properly, the main job is already made and the margin left for customization is reduced.

2. Keeping the balance is easier too. Cause you don't have to get crazy evaluating all the potential customization/experiments made by players.

3. Is easier to add new ships for specific roles/subroles, since the range of possible customizations is reduced.

Your comparation with WOW fits.

Also, regarding T2. I think this also was stated, but basically they're removed. At least removed as tidy superior option for PVP.


Mors Magne
Terra Incognita
#59 - 2013-07-26 09:00:09 UTC
Invisusira wrote:
...you tinfoils do understand that Dust has not "taken away" development from EVE, right? It's been created by a different team of people; a team of people who would not be working for CCP if Dust did not exist.



As the previous person above says - you don't know all the facts.

The staff turnover in the Shanghai office where DUST is being developed is extremely high. They only have 70 devs or so - these people on Linkedin change at a rapid rate of knots.

DUST players are very disgruntled on the forums.

I doubt whether DUST has broken even or ever will break even.

Eve is CCP's 'cash cow' and it is financially supporting the development of Eve, DUST, and World of Darkness.

In addition, the European economy is not doing well - any growth at the moment might only be due to printing new money.

In short, it's all pretty grim - CCP have overstretched themselves when they should have only focused on Eve - the closest thing they will ever get to a 'sure win'.
Josef Djugashvilis
#60 - 2013-07-26 10:36:50 UTC
I would venture to suggest that the Sean Decker chap was been brought in specifically to deal with DUST and its poor player retention rates etc.

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