These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Proposal] New content for industry

Author
Asheava
Darwinbots
#1 - 2013-08-03 04:11:30 UTC
TLDR: minigames for carebears

Background

I played Eve when it first came out in 2003, again in 2008, and again now. In the other cases, I got bored fairly quickly and I'm pretty close to that point now.

I like the idea of Eve. I like the cutthroat hyper capitalist scammy PvP based MMO. Eve is probably the only PvP based MMO of any consequence since Ultima Online, in fact, but I don't have the time/interest to play that kind of MMO. For my PvP needs I usually play something with a more structured format with known time commitments, like LoL or Left 4 Dead.

However, Eve is also the only MMO with anything approaching a proper economy. That part of the game does definitely interest me, and there isn't really anything like it anywhere else. But there's no content for industrialist/carebears. You can mine, but that's boring. Really mind numbingly boring. Which would be okay if you could do fun things with the minerals, but you bring them back and either sell them immediately (a few minutes of fun looking up sale prices) or refine them (literally a button press) and then sell them or build something with them (by loading up blueprints and... pressing a button).

Higher level mining with a group is possibly less boring, but I wouldn't call it fun either.

The problem is that the whole process from start to finish involves no creative effort or strategic thought beyond finding good prices. But it doesn't have to be like that! It's possible to make the process far more interesting.

An example of an MMO that has taken a stab at this sort of thing is A Tale in the Desert. Some of the high level crafting essentially requires playing minigames, where if you win you make the product you expected, and if you screw up you lose some amount of raw materials. See this youtube video of alloy creation, for instance.

It reminds me a lot of the probe scanner in Eve, in fact.

...
Proposal
I'm not actually suggesting this happen specifically, but just to give a flavor for what I'd like to see:

Imagine something like the probe scanner, but instead of a solar system you had a look at some raw Veldspar. In order to refine veldspar, you'd need to find a preexisting "seed crystal" in the ore. You'd be able to "ping" the raw veldspar with an ore probe, which would return the distances to possible seed crystals from wherever you set the probe (but not the vector from the probe to the seed crystal), similar to the probe scanner, but you can only do one probe at a time and old probes don't move. Once you manage to triangulate a 100% lock on a crystal, you can refine the batch of veldspar in to trit.

If you had a high refining ability, you'd get a certain number of starting probes on a batch for free. But if you run out, you have to burn through some number of ore for each additional one (to represent loss of material as you keep shoving probes in to a pile of raw ore), or scrap the batch, recover what ore is there, and start over. You'd also have a certain "fuzziness" to your probes' readouts based on your refining skill, similar to the probing skill. And you'd only be able to do a certain number of veldspar per batch, so the sheer time it takes to go through a large batch of ore would be reflected in the price of trit (which is the main reason I'm saying I'm not suggesting this specifically, as I don't know what sort of effect this'd have on trit prices, and through that the rest of the game for all other occupations).

Perhaps larger batches are possible with better skills. Perhaps larger batches have higher stakes, with fewer seed crystals that are harder to find, and more ore cost if you use up your free probes. Maybe you can't scrap the batch and start over for large enough batch sizes. It adds a risk/reward element to refining based on material efficiency and player time and the soft skills of players.

In short, I think it makes something that's just a single boring button press right now in to an actually interesting game mechanic, and one that's well suited to the sort of casual player that makes up the carebear population. Each batch wouldn't take more than a few minutes for an experienced refiner.

Hell, you could have people play bejeweled with no ante/risk involved at all. Just connect 4 and turn veldspar into trit. It'd still be an improvement.

...
Conclusion
I really want to play a carebear industrialist, as it fits my time and interest, but it's just not fun :/ This is just a direction I'd like to see CCP put some resources in to.

Also sorry for the wall of text :) I at least proofread it for you guys :P
Nariya Kentaya
Ministry of War
Amarr Empire
#2 - 2013-08-05 01:34:04 UTC
Asheava wrote:
TLDR: minigames for carebears

Background

I played Eve when it first came out in 2003, again in 2008, and again now. In the other cases, I got bored fairly quickly and I'm pretty close to that point now.

I like the idea of Eve. I like the cutthroat hyper capitalist scammy PvP based MMO. Eve is probably the only PvP based MMO of any consequence since Ultima Online, in fact, but I don't have the time/interest to play that kind of MMO. For my PvP needs I usually play something with a more structured format with known time commitments, like LoL or Left 4 Dead.

However, Eve is also the only MMO with anything approaching a proper economy. That part of the game does definitely interest me, and there isn't really anything like it anywhere else. But there's no content for industrialist/carebears. You can mine, but that's boring. Really mind numbingly boring. Which would be okay if you could do fun things with the minerals, but you bring them back and either sell them immediately (a few minutes of fun looking up sale prices) or refine them (literally a button press) and then sell them or build something with them (by loading up blueprints and... pressing a button).

Higher level mining with a group is possibly less boring, but I wouldn't call it fun either.

The problem is that the whole process from start to finish involves no creative effort or strategic thought beyond finding good prices. But it doesn't have to be like that! It's possible to make the process far more interesting.

An example of an MMO that has taken a stab at this sort of thing is A Tale in the Desert. Some of the high level crafting essentially requires playing minigames, where if you win you make the product you expected, and if you screw up you lose some amount of raw materials. See this youtube video of alloy creation, for instance.

It reminds me a lot of the probe scanner in Eve, in fact.

...
Proposal
I'm not actually suggesting this happen specifically, but just to give a flavor for what I'd like to see:

Imagine something like the probe scanner, but instead of a solar system you had a look at some raw Veldspar. In order to refine veldspar, you'd need to find a preexisting "seed crystal" in the ore. You'd be able to "ping" the raw veldspar with an ore probe, which would return the distances to possible seed crystals from wherever you set the probe (but not the vector from the probe to the seed crystal), similar to the probe scanner, but you can only do one probe at a time and old probes don't move. Once you manage to triangulate a 100% lock on a crystal, you can refine the batch of veldspar in to trit.

If you had a high refining ability, you'd get a certain number of starting probes on a batch for free. But if you run out, you have to burn through some number of ore for each additional one (to represent loss of material as you keep shoving probes in to a pile of raw ore), or scrap the batch, recover what ore is there, and start over. You'd also have a certain "fuzziness" to your probes' readouts based on your refining skill, similar to the probing skill. And you'd only be able to do a certain number of veldspar per batch, so the sheer time it takes to go through a large batch of ore would be reflected in the price of trit (which is the main reason I'm saying I'm not suggesting this specifically, as I don't know what sort of effect this'd have on trit prices, and through that the rest of the game for all other occupations).

Perhaps larger batches are possible with better skills. Perhaps larger batches have higher stakes, with fewer seed crystals that are harder to find, and more ore cost if you use up your free probes. Maybe you can't scrap the batch and start over for large enough batch sizes. It adds a risk/reward element to refining based on material efficiency and player time and the soft skills of players.

In short, I think it makes something that's just a single boring button press right now in to an actually interesting game mechanic, and one that's well suited to the sort of casual player that makes up the carebear population. Each batch wouldn't take more than a few minutes for an experienced refiner.

Hell, you could have people play bejeweled with no ante/risk involved at all. Just connect 4 and turn veldspar into trit. It'd still be an improvement.

...
Conclusion
I really want to play a carebear industrialist, as it fits my time and interest, but it's just not fun :/ This is just a direction I'd like to see CCP put some resources in to.

Also sorry for the wall of text :) I at least proofread it for you guys :P

how about, mmm, no?

the hacking minigame is annoying enough when im trying to get in and out of hostile systems (thankfully they changed scanning so you can pretty much instantly scan down verything, really evens out the time sink to only take SOMEWHAT longer than it used to to scan a "relic" site and retrieve the goods). minigames in toher places would only make the game tedious and boring as ****.

mining and industry are for groups of people who want things slow and math/spreadsheet related, amjority of indy corps i have friends in dont like minigames in ANY mmo, and were some of the biggest voices against adding loot-spew and minigames for mining when it was thought of THE FIRST TIME. most of these people would rather be left alone to their spreadsheets and talking with friends over chat.


if you want minigames with your industry so bad, why dotn you open up minesweeper and jsut not allow yourself to refine that trit until youve won, does that sound like it would be "fun and engaging"? because it wouldnt, and would just remove even mroe people from those professions, raising the prices on EVERYTHING.
Asheava
Darwinbots
#3 - 2013-08-05 03:30:42 UTC
Do you have fun doing industry? Maybe I'm just missing something. I like spreadsheets and math; I think they're fun. But I need more to keep me engaged.
Nariya Kentaya
Ministry of War
Amarr Empire
#4 - 2013-08-05 03:39:27 UTC
Asheava wrote:
Do you have fun doing industry? Maybe I'm just missing something. I like spreadsheets and math; I think they're fun. But I need more to keep me engaged.

then go run missions.

the second me or any of my friends have to play minigames to do our industry is the day we quit eve, we play eve for industry, and being froced to do something as stupid and monotonous as a ******* MINIGAME just to do a task you will have to do hundreds of times is a good way to not only **** off ALOT of dedicated industrialists, but make many quit the game.

mining and industry are aprts of EVE enjoyed mostly by people who PREFER a more click-click-afk way of playing EVE, usually because they are either busy with real life and so only have time for things they can do on a second screen/window without compromising the rest of their work, or people who would just more prefer to sit back and talk with friends while playing.


if you enjoy spreadsheets and math, but dont like how "boring" industry is, then do the market, industry is good as is besides some minor quality-of-life UI changes to LESSEN the amount of clicks we have to make, instead of INCREASE IT with a MINIGAME.
Asheava
Darwinbots
#5 - 2013-08-05 04:27:54 UTC
Unfortunately you need a fair bit of capital to make playing the market take any significant amount of play time. It's fun, sure, but it doesn't take more than 15 minutes a day as a new player.

PvP is interesting in Eve because there's an amount of soft skill to it. If you're clever about it, your skills hardly matter. But there's nothing in industry that requires player skill beyond finding good prices, which I think is a shame.

If the existing player base likes the current state of affairs, that's great. But I probably won't play much, and I know a few friends IRL that feel the same way ("Eve is boring" was the common refrain when I started playing at lunch in the office).
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2013-08-05 17:56:42 UTC
Asheava wrote:
Unfortunately you need a fair bit of capital to make playing the market take any significant amount of play time. It's fun, sure, but it doesn't take more than 15 minutes a day as a new player.

PvP is interesting in Eve because there's an amount of soft skill to it. If you're clever about it, your skills hardly matter. But there's nothing in industry that requires player skill beyond finding good prices, which I think is a shame.

If the existing player base likes the current state of affairs, that's great. But I probably won't play much, and I know a few friends IRL that feel the same way ("Eve is boring" was the common refrain when I started playing at lunch in the office).

if their general opinion is "eve is boring", minigames wont fix that, and thats soemthying you gotta realize.

CCP thought adding minigames to scanning would make it more "engaging", but it didnt, it just added a clickfest to yet another part of the game that a majority of the playerbase find monotonous, which has actually turned away many from exploring because they find its interesting the first 4 or 5 times, but quickly becomes extremely repetitive and boring.

minigames are NEVER the answer to providing "engagement", only way to add "engagement" to industry would be to add customization ala Galactic Civilizations or Endless Space style ship construction, but the permutations on ship builds that would result from that would stress the server too far, adn eventually end up with one single "optimal" build fro each ship anyways.
Asheava
Darwinbots
#7 - 2013-08-05 21:05:49 UTC
You're fixating on the minigames aspect, and I think you're missing the forest for the trees.

My point fundamentally is not just that industry is boring, but that it's boring and there's no room for creative expression or strategic thinking; there's no room for player skill. Which is a fundamental asymmetry from PvP content.

I want to get in a flow while I'm building wealth, and there's no way to do that. For flow you need an activity that's fun, takes skill, and requires some non trivial time input (it's hard to flow in a single hand of poker, for instance). I flow playing Minecraft, League of Legends, Go, Starcraft, Skyrim, XCom, Simcity, Civ 4, and a whole host of other games. I don't flow playing Eve.

I choose to use "minigame" to mean "add some element of risk/reward for player skill". By that definition manually modifying your approach vector to spiral in to an enemy ship keeping your transverse high is a "minigame". Choosing different ammo types after you break an enemy ships' shields is a "minigame". But I don't think anyone would argue that making approach spirals automatic or automatically shooting the optimal ammo type would make PvP better.

Also, I actually really like how the combat scanner works. I think it's interesting. I could see how it'd be annoying when you just want to find someone to gank, but playing around with the scanner is the closest I've come to flow in Eve.

Quote:
only way to add "engagement" to industry would be to add customization ala Galactic Civilizations or Endless Space style ship construction, but the permutations on ship builds that would result from that would stress the server too far, adn eventually end up with one single "optimal" build fro each ship anyways.


Other issues aside, I'm not sure I see how that'd help. From an industrialist's standpoint, aren't they still just building modules that players combine to produce ship hulls?
Kyon Rheyne
Sebiestor Tribe
Minmatar Republic
#8 - 2013-08-06 21:30:56 UTC  |  Edited by: Kyon Rheyne
Nariya Kentaya wrote:

the hacking minigame is annoying enough when im trying to get in and out of hostile systems (thankfully they changed scanning so you can pretty much instantly scan down verything, really evens out the time sink to only take SOMEWHAT longer than it used to to scan a "relic" site and retrieve the goods). minigames in toher places would only make the game tedious and boring as ****.


No, the problem is definetly with you. You even don't think about relic/data hunting as about thrilling adventure chasing, you just view it like an easy source of isks you can farm, probably for something more of interest to you. You would probably be totally satisfied with a golden dialog window with a singe huge button GET ISKS NOW without really playing this part of game. But many in fact find fun in exploration and challenges it 's bringing about. Like the thrill, the exitment, the joy of overcoming the challenge and finding something of real value. And this is why I hate new scanning system - its so casual that doesn't even offer a room for excelling, there is no means for mastering it. And I would strongly object any proposals for simplifying/removing the 'hacking minigame', it should become even more complex and random, but with far more rewarding outcome if succeded. And I like topicstarter's way of thinking, though I haven't got enough expirience in this part of the game and don't want to jump to conclusions, there are people more involved than I. And with your way of thinking you probably shoud resort to "plex donations", thats exactly what you want - you press a couple of buttons and soon get a valubale item in your cargo you can sell for lump sum on market. No need for some 'boring games' at all.
Nariya Kentaya
Ministry of War
Amarr Empire
#9 - 2013-08-06 22:38:21 UTC
Kyon Rheyne wrote:
Nariya Kentaya wrote:

the hacking minigame is annoying enough when im trying to get in and out of hostile systems (thankfully they changed scanning so you can pretty much instantly scan down verything, really evens out the time sink to only take SOMEWHAT longer than it used to to scan a "relic" site and retrieve the goods). minigames in toher places would only make the game tedious and boring as ****.


No, the problem is definetly with you. You even don't think about relic/data hunting as about thrilling adventure chasing, you just view it like an easy source of isks you can farm, probably for something more of interest to you. You would probably be totally satisfied with a golden dialog window with a singe huge button GET ISKS NOW without really playing this part of game. But many in fact find fun in exploration and challenges it 's bringing about. Like the thrill, the exitment, the joy of overcoming the challenge and finding something of real value. And this is why I hate new scanning system - its so casual that doesn't even offer a room for excelling, there is no means for mastering it. And I would strongly object any proposals for simplifying/removing the 'hacking minigame', it should become even more complex and random, but with far more rewarding outcome if succeded. And I like topicstarter's way of thinking, though I haven't got enough expirience in this part of the game and don't want to jump to conclusions, there are people more involved than I. And with your way of thinking you probably shoud resort to "plex donations", thats exactly what you want - you press a couple of buttons and soon get a valubale item in your cargo you can sell for lump sum on market. No need for some 'boring games' at all.

The part of "exploration" i always enjoyed, was going into a hostile system, doding the locals as i scanned down the sites, then getting in, grabbing the loot, bouncing between celestials, and coming back onto grid fo a bubbled gate with 3 guys landing behind me and barely escaping with the 200+ mil i may ro may not have been able to score off the cans.

now its, enter local, if theres reds, ******* forget scanning because by the time i can even finish the hacking minigame theya re on-grid killing me. you cant BE in dangerous sapce post-odyssey, because it forces you to be vulnerable for far too long, not saying on some higher-level sights i havent tried for it anyway and still gotten out, but thats only because the other guys had horrible scanning skills and so couldnt get the sight, anything common gets probed down so quick i might aswell be AFK next to their station.

i like exploration, basically, for the interaction with other players, now with post-odyssey, that interaction becomes something to avoid because of how long the site takes.
Kyon Rheyne
Sebiestor Tribe
Minmatar Republic
#10 - 2013-08-06 23:11:21 UTC  |  Edited by: Kyon Rheyne
Nariya Kentaya wrote:


i like exploration, basically, for the interaction with other players, now with post-odyssey, that interaction becomes something to avoid because of how long the site takes.


You are just mixing absolutely different things together. The problem not in exploration mechanics, the problem is that you can't stand taking risks and making some efforts to mitigate them, what life in nullsecs is all about. And I know people playing eve for 2-3 month who successfully explore and gain substentional profit from relics/data in nulls. They do it on trash ships like heron. They die often but still they manage to lift enormous sum of money for newbie. You are for some reason believe that exploring mechanics SHOULD help you to overcome them in hursh environment of nulls, while thats YOU who have to overcome all these additional challenges. You can do it the hard way, like you are doing it currently and live with the consequences and risks associated(and many are enjoying it this way), or you can probably think how to become not red/neutral for those who are shooting at you. The point of view that SOMEBODY should just help you to gain lucrative summs of money in nulls contradicts with its[nulls] basic principle: "Additional risks are rewarded with additional profit". This is not the game which will babysit the player, and definitely not in nullsecs, and this is exactly the reason why most of these people play it.
Nariya Kentaya
Ministry of War
Amarr Empire
#11 - 2013-08-07 15:14:48 UTC
Kyon Rheyne wrote:
Nariya Kentaya wrote:


i like exploration, basically, for the interaction with other players, now with post-odyssey, that interaction becomes something to avoid because of how long the site takes.


You are just mixing absolutely different things together. The problem not in exploration mechanics, the problem is that you can't stand taking risks and making some efforts to mitigate them, what life in nullsecs is all about. And I know people playing eve for 2-3 month who successfully explore and gain substentional profit from relics/data in nulls. They do it on trash ships like heron. They die often but still they manage to lift enormous sum of money for newbie. You are for some reason believe that exploring mechanics SHOULD help you to overcome them in hursh environment of nulls, while thats YOU who have to overcome all these additional challenges. You can do it the hard way, like you are doing it currently and live with the consequences and risks associated(and many are enjoying it this way), or you can probably think how to become not red/neutral for those who are shooting at you. The point of view that SOMEBODY should just help you to gain lucrative summs of money in nulls contradicts with its[nulls] basic principle: "Additional risks are rewarded with additional profit". This is not the game which will babysit the player, and definitely not in nullsecs, and this is exactly the reason why most of these people play it.

my arguement is tehir is a difference between "mitigating risks" and "oops, someone decided to start scanning your site down, guess you have to drop hacking and let the wreck blow up with all the loot in it"

my problem is with the loot spew and hacking minigame, it takes forever, and has absolute consequences if you are interupted for any reason.

as for living with risks, i spent a year in high-end wormholes, i dont have a problem with dodging locals and ninja-looting things, its when the mere appearance of a threat causes me to permanently lose any chance of actually getting the loot because it BLOWS UP that pisses me off.
Kray Mercer
Doomheim
#12 - 2013-08-17 10:22:18 UTC
I'm a carebear and I don't like mini-games or whack-a-mole style stuff. Exploration used to be a serious pita. They reduced the 'skill' factor of it, which was essentially just whack-a-mole, and it is now fairly fun.

If you want more suspense in you're mining activities try fitting out a low-sec mining vessel or mine in an occupied WH. The whack-a-mole game becomes the constant eyes glued to local and/or directional scanner Big smile