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Team Avatar and the future of our prototype

First post First post First post
Author
J3ssica Alba
Federal Navy Academy
Gallente Federation
#2981 - 2013-11-28 15:40:33 UTC
I used to really wish CCP did something about avatars but since they can't even release clothing items they have ready for the last 2 years I just give up. They can do what they want, the fire I had for Eve is gone. There will be 2 other games out there that will give me what i'm looking for, SC and Elite. And no, you can't have my stuff Rhes ;)
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
#2982 - 2013-11-28 16:21:15 UTC  |  Edited by: Sura Sadiva
Thetabetalpha wrote:
You and Rhes (it made me think you are his alt, since he completely disappeared from this thread once you started posting your tirades about spaceships and how bad avatars are for Eve) are the ones that love to troll this thread with so much of your own nonsense


it's always the same guy, with multiple female alts and some insane obsession for barbies. Is mediocre as troll too, only a waste of time. just ignore.
Ashlar Vellum
Esquire Armaments
#2983 - 2013-11-28 16:42:27 UTC
Arduemont wrote:

CCP Unifex wrote:
It has been fantastic to see the Avatar team show everyone that there is meaningful gameplay using more than just your ship as your agent in the EVE Universe. The prototyping work they have done in Unity has allowed them to rapidly explore different themes and make a game which is challenging, fun and in the true spirit of EVE.


Second post in the thread.

And this game/meaningful gameplay is?

If he means WiS exploration then yes, that was interesting, but pretty much everything CCP show on their events are interesting and cool looking. For example you might remember when they showed bloodline blending at fanfest 2012 it was awesome and what we got was this, which is meh.

Little Dragon Khamez
Guardians of the Underworld
#2984 - 2013-11-28 17:04:01 UTC
Trii Seo wrote:
Chinwe Rhei wrote:

That big step is multiplayer WiS. Right now the avatar gameplay we have is centered around the character creator work that is at it's core and that they worked on independently anyway. That's where most the existing WiS code lies. In addition to that you have a rendered enviroement that the character navigates around and plays a few animations in and you have a few surfaces for playing video and acting as shortcuts to station functions but that's it. Most of that is the work of artists rather than new systems.


That's well put but I bet it'll just get lost in the drivel about how CCP is bad for not developing WiS and working on spaceships instead. Gamedev is kind of like pimpin' - it ain' easy.


Nobody has said that FIS is drivel...

Dumbing down of Eve Online will result in it's destruction...

Souxie Alduin
Anarchy in the Eve
#2985 - 2013-11-28 17:16:47 UTC
A question for all the "Oh God! Avatars and dancing and emotes and Barbie and RARAARAAAAAAHHHH!!"-people:

Let's say you're flying around in your pretty spaceship, see a juicy target and:

1) Blow him up.

2) Harvest tears in local.


Wouldn't it be way more fun if you could dock up at the same station as your victim, go to the public area and find the dude, do a little victory dance and say "Yeah, that's right! It's me. Whatcha gonna do about it?", and then do an obscene emote?
Arduemont
Rotten Legion
#2986 - 2013-11-28 17:39:33 UTC  |  Edited by: Arduemont
Souxie Alduin wrote:
A question for all the "Oh God! Avatars and dancing and emotes and Barbie and RARAARAAAAAAHHHH!!"-people:

Let's say you're flying around in your pretty spaceship, see a juicy target and:

1) Blow him up.

2) Harvest tears in local.


Wouldn't it be way more fun if you could dock up at the same station as your victim, go to the public area and find the dude, do a little victory dance and say "Yeah, that's right! It's me. Whatcha gonna do about it?", and then do an obscene emote?


No. But I might like to shoot them in the face in the wreckage of a radioactive station.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Inir Ishtori
Perkone
Caldari State
#2987 - 2013-11-28 17:57:24 UTC  |  Edited by: Inir Ishtori
I resubscribed recently and promptly checked out the new mobile depot for it's "immersion factor", so to say. Sadly, there was hardly one, in my opinion.

Looking at the depot, i thought: wouldn't it be cool to have you own little home with a spectacular view at all the pretty nebulas - from the viewpoint of an avatar/person and not of a ship-entity? Literally through a window into space.

And then it hit me - all the small fragments and pieces of "proper", "meaningful" WiS are already there. We have the mobile depot to store your stuff and refit your ship while you are away from a station or a starbase and maybe somewhere deep into Nullsec. We already have a somewhat working prototype for walking in a room and interaction with objects in 3rd person view. We have got a new ship with some serious firepower to allow players sneaking into low and null for ratting, exploration or pvp more easily. There is also some general focus on exploration lately, with various new loots.
And there is constant demand for some vanity items and avatar decorations.

Putting these fragments together creates a logical(from my standpoint, at least) evolution of the WiS concept - one that serves a game purpose involving direct interaction with FiS content.


Therefore my suggestion:

Restart WiS in a smaller, more controllable environment, that does not carry the burden of a gigantic vision about hundreds of wildly emoting players on your screen at once - or even the horrors at Jitat 4-4 - and gigantic, varying station environments.

Start with a personal outpost - not unlike a mobile depot - with a room, similar to the current WiS one and a big window into space to remind you of what game you are playing Blink.
Allow players to dock to it and store 2 ships there, limiting it to the cruiser size. Allow players to decorate their home - look at Mass Effect captain's quarters for a very simple way. It would be already enough for a start.
Create some useful holoscreens with some interesting information for the 3rd view: for example display of PI reactor time, production etc.
And now allow players to invite one(1) another person into their home, if they keep one of the two hangar slots free to dock to.


From here it's easy to slowly go up in size:

A 10 people outpost for small corporation, stores 20 ships, may be decorated. Several rooms(where you are able to encounter all other inhabitants inside at the same time) and at it's heart the war room where you can use a map tool to mark places and discuss ship movements etc in a graphical way.
This outpost would be hard to locate and, compared to a moon tower, would be ideal for groups that do not like to see their installation being scouted and hotdropped by 100 capitals on their first day in nullsec.


Next would be a 30-40 people trading outpost/casino/amusement park involving some sabotage, wild 3rd person shooting, FiS pewpewing and bank robbing - and all sorts of profitable ingame buisiness opportunities.

I would like to write more as i have a couple of ideas on fairly easy money for CCP, but this post is already a bit too big and i just wanted to see if there is general interest in the ideas above. If you liked what you've read and found that interesting, just comment here or like this post and i will add more details on hows and whys later.
Jara Blackwind
Native Freshfood
Minmatar Republic
#2988 - 2013-11-28 20:09:52 UTC  |  Edited by: Jara Blackwind
Lipbite wrote:
Even $3.5 millions worth Elite: Dangerous is going to implement avatar gameplay at some point yet for CCP it's "costly" with their $66mil/year budget ($12-16 millions on R&D alone). Greed is good!


By the way. About Flying in Spaceships.

http://www.youtube.com/watch?feature=player_detailpage&v=s6WmsnwNq98#t=72
Ishtanchuk Fazmarai
#2989 - 2013-11-28 20:10:27 UTC
Inir Ishtori wrote:
I resubscribed recently and promptly checked out the new mobile depot for it's "immersion factor", so to say. Sadly, there was hardly one, in my opinion.

Looking at the depot, i thought: wouldn't it be cool to have you own little home with a spectacular view at all the pretty nebulas - from the viewpoint of an avatar/person and not of a ship-entity? Literally through a window into space.

And then it hit me - all the small fragments and pieces of "proper", "meaningful" WiS are already there. We have the mobile depot to store your stuff and refit your ship while you are away from a station or a starbase and maybe somewhere deep into Nullsec. We already have a somewhat working prototype for walking in a room and interaction with objects in 3rd person view. We have got a new ship with some serious firepower to allow players sneaking into low and null for ratting, exploration or pvp more easily. There is also some general focus on exploration lately, with various new loots.
And there is constant demand for some vanity items and avatar decorations.

Putting these fragments together creates a logical(from my standpoint, at least) evolution of the WiS concept - one that serves a game purpose involving direct interaction with FiS content.


Therefore my suggestion:

Restart WiS in a smaller, more controllable environment, that does not carry the burden of a gigantic vision about hundreds of wildly emoting players on your screen at once - or even the horrors at Jitat 4-4 - and gigantic, varying station environments.

Start with a personal outpost - not unlike a mobile depot - with a room, similar to the current WiS one and a big window into space to remind you of what game you are playing Blink.
Allow players to dock to it and store 2 ships there, limiting it to the cruiser size. Allow players to decorate their home - look at Mass Effect captain's quarters for a very simple way. It would be already enough for a start.
Create some useful holoscreens with some interesting information for the 3rd view: for example display of PI reactor time, production etc.
And now allow players to invite one(1) another person into their home, if they keep one of the two hangar slots free to dock to.


From here it's easy to slowly go up in size:

A 10 people outpost for small corporation, stores 20 ships, may be decorated. Several rooms(where you are able to encounter all other inhabitants inside at the same time) and at it's heart the war room where you can use a map tool to mark places and discuss ship movements etc in a graphical way.
This outpost would be hard to locate and, compared to a moon tower, would be ideal for groups that do not like to see their installation being scouted and hotdropped by 100 capitals on their first day in nullsec.


Next would be a 30-40 people trading outpost/casino/amusement park involving some sabotage, wild 3rd person shooting, FiS pewpewing and bank robbing - and all sorts of profitable ingame buisiness opportunities.

I would like to write more as i have a couple of ideas on fairly easy money for CCP, but this post is already a bit too big and i just wanted to see if there is general interest in the ideas above. If you liked what you've read and found that interesting, just comment here or like this post and i will add more details on hows and whys later.


I suggested a similar "baby steps" approach because I was fully aware that otherwise we would end up here: "it's too big, we can't implement it, but only for our games that start with an E". If Valkyrie got any avatar content, my manic laugh would be heard all the way to Reykjavik... Ugh

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

Dersen Lowery
The Scope
#2990 - 2013-11-28 21:50:41 UTC  |  Edited by: Dersen Lowery
Ishtanchuk Fazmarai wrote:
Lipbite wrote:
Even $3.5 millions worth Elite: Dangerous is going to implement avatar gameplay at some point yet for CCP it's "costly" with their $66mil/year budget ($12-16 millions on R&D alone). Greed is good!


Well, CIG is about to hit the 34 million mark -that's 6 months worth of income for CCP. That is, between Odyssey and Rubicon, 34 million $ have been earned and mostly spent by CCP, and in exchange for that we got...


I don't think either is immune to the 80/20 rule[1]. CCP's problem, which Rise mentions, is that when you have a shipping game you're always in the last 20%, because the hard part is the balancing and polishing phase where you make sure that everything works seamlessly together. Furthermore, since it's a sandbox, you're not just rebalancing a boss or adding a new area. You're changing the fundamental laws by which the universe operates... while the universe continues to operate. It's not hard to "just change a value in a database" and cripple the game.

CCP Rise is exactly right about the difficulty of fixing sov. You can't even identify how sov is broken without understanding the entire ecology of null sec, and you can't understand that without understanding the ecology of the rest of the game. To pick an example, it's trivially easy to assert that there must exist a "risk:reward" relationship. It's incredibly hard to determine the exact nature of that relationship--logarithmic? linear? geometric? exponential?--without knowing when and how risk aversion manifests in the player base, and which mechanics enable it in which ways in which parts of space, and how effectively they do.

To see what I mean, go read the Marauder threadnaught. Changing values in a database is easy. Figuring out which to change, and by how much, and how the changes will enable new gameplay without invalidating (too much) existing gameplay? and which gameplay? Suddenly, 400 pages.

Now, consider adding avatar gameplay to a game designed around 1 second ticks, while that game is running, and while it is entertaining people who prefer it precisely because of the way that it buries poor and variable connection latency, and encourages tactical thinking over twitch play, and allows the game to scale up to fights on a scale seen nowhere else in the industry. Impossible? No. Much, much harder than starting an avatar-and-ships game from a clean sheet of paper, assuming modern hardware? Yes.

[1] for non-developers: the rule states that the first 80% of development takes 20% of the time, and the last 20% takes 80% of the time. Wags will note that the rule is so naïve and optimistic that it assumes that the project will be completed on schedule.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Teinyhr
Ourumur
#2991 - 2013-11-28 22:11:14 UTC  |  Edited by: Teinyhr
Dersen Lowery wrote:
Now, consider adding avatar gameplay to a game designed around 1 second ticks, while that game is running,


RTFT already. The CQ does not work on 1 second tics, it is an instance of sorts inside the server, meaning it does not work straight through Tranquility which is why having a realtime vista to the station undock is hard if not impossible to implement at this time. This has been explained before. A lot of stuff that people who say WiS is too hard to implement and too time consuming has been refuted time and over again in this thread, usually at maximum ten pages back. This thread just keeps going in circles and it is tiresome.
Ishtanchuk Fazmarai
#2992 - 2013-11-29 07:49:18 UTC  |  Edited by: Ishtanchuk Fazmarai
Dersen Lowery wrote:
Ishtanchuk Fazmarai wrote:
Lipbite wrote:
Even $3.5 millions worth Elite: Dangerous is going to implement avatar gameplay at some point yet for CCP it's "costly" with their $66mil/year budget ($12-16 millions on R&D alone). Greed is good!


Well, CIG is about to hit the 34 million mark -that's 6 months worth of income for CCP. That is, between Odyssey and Rubicon, 34 million $ have been earned and mostly spent by CCP, and in exchange for that we got...


I don't think either is immune to the 80/20 rule[1]. CCP's problem, which Rise mentions, is that when you have a shipping game you're always in the last 20%, because the hard part is the balancing and polishing phase where you make sure that everything works seamlessly together. Furthermore, since it's a sandbox, you're not just rebalancing a boss or adding a new area. You're changing the fundamental laws by which the universe operates... while the universe continues to operate. It's not hard to "just change a value in a database" and cripple the game.

CCP Rise is exactly right about the difficulty of fixing sov. You can't even identify how sov is broken without understanding the entire ecology of null sec, and you can't understand that without understanding the ecology of the rest of the game. To pick an example, it's trivially easy to assert that there must exist a "risk:reward" relationship. It's incredibly hard to determine the exact nature of that relationship--logarithmic? linear? geometric? exponential?--without knowing when and how risk aversion manifests in the player base, and which mechanics enable it in which ways in which parts of space, and how effectively they do.

To see what I mean, go read the Marauder threadnaught. Changing values in a database is easy. Figuring out which to change, and by how much, and how the changes will enable new gameplay without invalidating (too much) existing gameplay? and which gameplay? Suddenly, 400 pages.

Now, consider adding avatar gameplay to a game designed around 1 second ticks, while that game is running, and while it is entertaining people who prefer it precisely because of the way that it buries poor and variable connection latency, and encourages tactical thinking over twitch play, and allows the game to scale up to fights on a scale seen nowhere else in the industry. Impossible? No. Much, much harder than starting an avatar-and-ships game from a clean sheet of paper, assuming modern hardware? Yes.

[1] for non-developers: the rule states that the first 80% of development takes 20% of the time, and the last 20% takes 80% of the time. Wags will note that the rule is so naïve and optimistic that it assumes that the project will be completed on schedule.


Point 1: station content doesn't needs to run on 1 sec ticks as long as it is completely detached from space.
Point 2: the whole point of running WiS, is to bypass the increasing complexity of FiS content. If the juggler on Ring 1 is too busy keeping everything in the air, just add a second ring to the show and run something else on it.

"Oh, but that's not meaningful enough to Ring 1!", will cry some. But that doesn't bloody matters as long as people buy tickets and they're happy with the show they're enjoying.

Meaningfulness is killing DUST 514; the pretense that it had to matter to the FiS universe stole too many developer resources to make a competent FPS in the first place. So they have a half-assed FPS with the amazing feature of allowing the players press F1 on a PC each now and then and rain death on their foes. Was it worth? How much avatar content could had bought for EVE that kind of effort?

Avatar gameplay means a chance to add depth and novelty to the game without messing too much with the nightmareish complexity of FiS. And this game desperately needs to keep attracting new customers, whcih si way mor eliekly to ahppen with new content than with painstakingly reheated porridge.

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

Trii Seo
Goonswarm Federation
#2993 - 2013-11-29 08:26:11 UTC
Teinyhr wrote:
Dersen Lowery wrote:
Now, consider adding avatar gameplay to a game designed around 1 second ticks, while that game is running,


RTFT already. The CQ does not work on 1 second tics, it is an instance of sorts inside the server, meaning it does not work straight through Tranquility which is why having a realtime vista to the station undock is hard if not impossible to implement at this time. This has been explained before. A lot of stuff that people who say WiS is too hard to implement and too time consuming has been refuted time and over again in this thread, usually at maximum ten pages back. This thread just keeps going in circles and it is tiresome.


~correct~

In a way.

The moment you attempt to transfer the current single player version of CQ into MP environment, you start having problems. Let's take a station env for instance. You have to plan for scaling:

- Deadend low/null system: 0-5 people. Doable with acceptable framerate at the current standard, possible instanced environment.
- Small alliance capital system: 30-100 people. Things get hairy when you have to render 50 rather detailed characters (and that's done by a base mesh being transformed mind you, not a preset model being just dumped in).
- Coalition staging point: 300-700+ people: Escalating the above problem.
- Jita: 1k+ people: You should probably get it by now.

So let's instance it by alliance!

Example:
Goonswarm Federation: 11k people. Even at 10% of that logged in simultaneously you're getting over 1k people to render.

...by corp?
Goonwaffe: 3k people. With optimistic 10% logged in simultaneously you fall to the second case of 300 people to render.

"Ishtanchuk Fazmarai" wrote:

Avatar gameplay means a chance to add depth and novelty to the game without messing too much with the nightmareish complexity of FiS. And this game desperately needs to keep attracting new customers, whcih si way mor eliekly to ahppen with new content than with painstakingly reheated porridge.


Sooner or later the devs will have to face the complex mess and fix parts of it. It's better that instead of new jesus features that end up as another mess anyway they actually took it on and are fixing things.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Arduemont
Rotten Legion
#2994 - 2013-11-29 10:16:58 UTC  |  Edited by: Arduemont
Dersen Lowery wrote:
Stuff


Very eloquent, but as a Web and Software developer myself, I can truthfully say that when your employers/customers say they want something done "It's hard" is not a valid excuse.

"It's hard" hasn't stopped CCP from developing four games and a mobile app (or three) on the income of one game (Eve). Maybe if they weren't over stretching themselves it wouldn't seem so hard.

Trii Seo wrote:

The moment you attempt to transfer the current single player version of CQ into MP environment, you start having problems. Let's take a station env for instance. You have to plan for scaling:


Nobody wants to stand in a square with 100s of people they have nothing to do with. Scale is irrelevant when what people really want from a social environment is to gamble with corp mates or something. The UI mock-ups for the "Corporate Quarters" showed a max players count. So controlling the number of people in the environment would be childs play, the same as they do with Jita when it gets too full. Just set a max.

And that's only if CCP didn't steer towards the more obviously enjoyable station exploration where you would never get "hundreds" of players anyway. They have already been playing working versions with two teams of ten, so we know it's not impossible. 'Scale' is a poor excuse.

There are no stumbling blocks except a lack of development resources. Characters too detailed? Render times too big? Pre render the characters when they load the area then. Have them wait in an elevator to their location whilst their character map/textures are loaded by the other players. Once a player's client has received that information, it can be stored in the client in memory rather than re-retrieving it. Computer can't handle it? Well then turn the graphics down. All the commonly quoted problems have common solutions.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Lipbite
Express Hauler
#2995 - 2013-11-29 10:27:35 UTC  |  Edited by: Lipbite
Trii Seo wrote:
...


Everything is invented long time ago: building floors (i.e. instances) with 50-200 toons limit and ability to switch between them (example: SWTOR). Don't like word "instances"? Make them permanent (Jita = 30 floors x 100 toons, "provincial" stations - 10 floors). Just CCP prefers not to do anything having zero competition on sci-fi sandbox MMO games market.
Mashie Saldana
V0LTA
WE FORM V0LTA
#2996 - 2013-11-29 11:29:03 UTC
Teinyhr wrote:
Dersen Lowery wrote:
Now, consider adding avatar gameplay to a game designed around 1 second ticks, while that game is running,


RTFT already. The CQ does not work on 1 second tics, it is an instance of sorts inside the server, meaning it does not work straight through Tranquility which is why having a realtime vista to the station undock is hard if not impossible to implement at this time. This has been explained before. A lot of stuff that people who say WiS is too hard to implement and too time consuming has been refuted time and over again in this thread, usually at maximum ten pages back. This thread just keeps going in circles and it is tiresome.

Indeed, the current CQ implementation is nothing but an advanced 3D GUI as the only information sent back to the server is if you click on any buttons. The server doesn't even know where in the CQ your character is located.
Sura Sadiva
Entropic Tactical Crew
#2997 - 2013-11-29 12:38:27 UTC
Mashie Saldana wrote:
Indeed, the current CQ implementation is nothing but an advanced 3D GUI as the only information sent back to the server is if you click on any buttons. The server doesn't even know where in the CQ your character is located.



What he said.

The graphic load is all client side. It's embarassing having to explain this stuff in a forum where are supsoed to be gamers (and experienced generally).

Also is not rocket science, I see people talking about avatar based gaming as some new frontier where nobody dared to go before :)

Is actually the most standard, trivial and well consolidated gameplay, mostly on the MMORPG scene.


Trii Seo
Goonswarm Federation
#2998 - 2013-11-29 13:36:03 UTC
It's actually amusing to read people that think they know what they're talking about.

Assume we implement floors as a clever disguise of instancing, and a cap of players per floor/station. Given this is EVE, stationside violence shouldn't be impossible.

So how about a player tactic that involves hopping into a busy instance, abusing the cap to avoid retaliation from another player?

And, while we're at it - what purpose does the whole thing serve? Eye candy that slows down your undocking time? Is it a useless gimmick people will get bored with after 2-3 days and return to ship spinning interface? The answer is, likely, yes - and that means devtime was wasted on said gimmick. Devtime that could've been allocated to more pressing matters.

I'm all for deep, meaningful and amazing WiS where I'll be able to yell at my corpmates in image and voice alike (Full HD too, with surround and preferably in 3D vision) but until issues with actual gameplay are sorted properly focusing on a gimmick is a big mistake.

(Those damn deployables may not be ~immersive~ but they're useful. To many people they expand the possibilities of gameplay. That was a step in good direction, a small one with quite a big impact to be honest.)

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Arduemont
Rotten Legion
#2999 - 2013-11-29 13:44:56 UTC  |  Edited by: Arduemont
Trii Seo wrote:
It's actually amusing to read people that think they know what they're talking about.

Tell us great one, about your experience in software/games design, that renders our views irrelevant.

Trii Seo wrote:
So how about a player tactic that involves hopping into a busy instance, abusing the cap to avoid retaliation from another player?

This already happens in sov warfare. What exactly is your point?

The rest of your post was the usual trivial crap. No points in there not already covered thousands of times before in this thread and others.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Trii Seo
Goonswarm Federation
#3000 - 2013-11-29 14:19:34 UTC
Arduemont wrote:

This already happens in sov warfare. What exactly is your point?


You do realize it doesn't, right? There's this wonderful new thing called TiDi that's been around for, I don't know, two years that prevents just this?

For now CQ is an artsywork SP module that runs, from the looks of it, completely clientside. CCP would likely have to recode the whole thing from scratch and that takes devtime - one that could be put elsewhere.

Flying In Space has many lingering issues - POSes affect us all and are terrible. Sov affects many and discourages many from sov warfare (because it's either being in a 200+ man blob or grinding a structure for hours.) and those things alone are a few good weeks of brainstorming to fix.

And that's not to mention the ships themselves aren't done - many T2's still have problems, capitals and supers are a major bugbear to deal with. Even from a graphics standpoint space needs some shineys, especially as far as lighting is concerned.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph