These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

My Sandbox is Becoming a Themepark

First post
Author
Lugia3
Federal Navy Academy
Gallente Federation
#41 - 2014-02-28 06:12:54 UTC  |  Edited by: Lugia3
hellokittyonline wrote:
Hasikan Miallok wrote:
hellokittyonline wrote:
^Typical carebear response. Completely uninformed posting in defense of their mindless play with the assumption that they should be able to play in a 100% safe environment, by themselves (themepark), at the expense of the fun of others who would prefer a risky and exciting game environment (sandbox).



Harassing CCP to change the game to suit your needs does not constitute "content creation".

Harassing CCP to nerf my content creation ruins my sandbox.


I almost liked your original post. Almost. Then I realized you didn't know what you were talking about and decided not to.

This is coming from a hard pirate.

"CCP Dolan is full of shit." - CCP Bettik

baltec1
Bat Country
Pandemic Horde
#42 - 2014-02-28 06:14:25 UTC
Em arr Roids wrote:
Sigh another nerf high sec thread hey ? I knew one was due!

What the op says will never happen. If you look at the map and statics you will see that most of the active playerbase is currently in high sec. Always was and always will be the most active areas of space.

That is a lot of custom to loose by fcking their game and content up and driving them out.


This is a myth.

A huge chunk are null sec alts who are only in high sec for the isk and there will be no mass unsub, high sec bears always threaten to leave but never do. CCP should fix game imbalances and ignore the people who defend said game imbalances.
hellokittyonline
Hellokitty's Online Adventure
The Conference
#43 - 2014-02-28 06:19:29 UTC
The problem is that you can also do it wrong and never lose your ship.
Jennifer Maxwell
Crimson Serpent Syndicate
#44 - 2014-02-28 06:20:05 UTC
Eve IS a sandbox. You just don't like how other people play in their part of the sandbox.

If someone doesn't want to socialize with other players, let them decide to not socialize with other players. If they enjoy ratting in highsec or running missions, they've got the right. The fact that you don't like it doesn't mean a damn thing as to whether it should continue or not when it's their preferred play style and their money funding their play style.

I will agree that NPCs should be much harder, and that there should be more incentive to venture into other parts of space, but I don't agree with nerfing Highsec to oblivion, nor removing ways to make money that don't involve PvP.

Infact, I'll go so far as to say that removing the ability to make money without interacting with a player is ******* dumb, and so is the person who believes that's a good idea.
Sentamon
Imperial Academy
Amarr Empire
#45 - 2014-02-28 06:20:12 UTC
baltec1 wrote:
Em arr Roids wrote:
Sigh another nerf high sec thread hey ? I knew one was due!

What the op says will never happen. If you look at the map and statics you will see that most of the active playerbase is currently in high sec. Always was and always will be the most active areas of space.

That is a lot of custom to loose by fcking their game and content up and driving them out.


This is a myth.

A huge chunk are null sec alts who are only in high sec for the isk and there will be no mass unsub, high sec bears always threaten to leave but never do. CCP should fix game imbalances and ignore the people who defend said game imbalances.


Bears fill up games like WoW to the tune of millions. Wonder what CCP wants, more paying subs or more ISK for nullsec to RMT away. Big smile

~ Professional Forum Alt  ~

Kaarous Aldurald
Black Hydra Consortium.
#46 - 2014-02-28 06:31:02 UTC
Sentamon wrote:
baltec1 wrote:
Em arr Roids wrote:
Sigh another nerf high sec thread hey ? I knew one was due!

What the op says will never happen. If you look at the map and statics you will see that most of the active playerbase is currently in high sec. Always was and always will be the most active areas of space.

That is a lot of custom to loose by fcking their game and content up and driving them out.


This is a myth.

A huge chunk are null sec alts who are only in high sec for the isk and there will be no mass unsub, high sec bears always threaten to leave but never do. CCP should fix game imbalances and ignore the people who defend said game imbalances.


Bears fill up games like WoW to the tune of millions. Wonder what CCP wants, more paying subs or more ISK for nullsec to RMT away. Big smile


And dozens of other games have died trying precisely that.

Blizzard is the exception, not the rule. They're hanging on by their fingernails, poisoning their once beloved IPs by catering to the casuals, what's more.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

baltec1
Bat Country
Pandemic Horde
#47 - 2014-02-28 06:34:14 UTC
Sentamon wrote:
baltec1 wrote:
Em arr Roids wrote:
Sigh another nerf high sec thread hey ? I knew one was due!

What the op says will never happen. If you look at the map and statics you will see that most of the active playerbase is currently in high sec. Always was and always will be the most active areas of space.

That is a lot of custom to loose by fcking their game and content up and driving them out.


This is a myth.

A huge chunk are null sec alts who are only in high sec for the isk and there will be no mass unsub, high sec bears always threaten to leave but never do. CCP should fix game imbalances and ignore the people who defend said game imbalances.


Bears fill up games like WoW to the tune of millions. Wonder what CCP wants, more paying subs or more ISK for nullsec to RMT away. Big smile


WoW has lost millions of subs in the last two years and every MMO that copies it crashes in less than a month. EVE is the only MMO to do nothing but grow.

Chopper Rollins
Republic Military School
Minmatar Republic
#48 - 2014-02-28 06:41:52 UTC
hellokittyonline wrote:
...

SKILLS MY PROFESSION REQUIRES THAT PVE DOESN'T:

1. People Skills - the socio-path-like ability to talk someone into doing something completely stupid
....


Wanna-be sociopath tears are quite simply the platinum standard of tears, don't you know?


Goggles. Making me look good. Making you look good.

Erotica 1
Krypteia Operations
#49 - 2014-02-28 06:43:49 UTC
Chopper Rollins wrote:
hellokittyonline wrote:
...

SKILLS MY PROFESSION REQUIRES THAT PVE DOESN'T:

1. People Skills - the socio-path-like ability to talk someone into doing something completely stupid
....


Wanna-be sociopath tears are quite simply the platinum standard of tears, don't you know?




2003 player tears are pretty good, or so I hear.

See Bio for isk doubling rules. If you didn't read bio, chances are you funded those who did.

Sara Navorski
Sebiestor Tribe
Minmatar Republic
#50 - 2014-02-28 06:43:51 UTC
hydraSlav wrote:
[quote=hellokittyonline]
[...] "pvping" in high-sec, you'd know that this already exists. It's called Sleeper AI, and does everything you've listed above.


And where are sleepers to be found? Absolutely nowhere near hisec, and far far from a safe place to do things solo.

What bothers me most is the people who like to say that their chunk of the sandbox is mission running or mining. You are not part of the sandbox when all of the options to interact with you have been hammered shut.

Mission runners especially face almost 0 risk aside from getting blapped by nados or being extremely stupid and aggressing flashies in particular situations. The fact that there is only one way to directly interact with a mission runner without having him shoot first is in my opinion, contrary to the ethos of eve.

OP isn't saying hisec needs a nerf, he is more saying that the options available should be more inclusive of other players, and be more difficult to stay in line with the amount of isk people are making.

These missions were designed long before people perfected methods of running them. They now need to be changed to be in line with the income they provide, and have the walls separating the runners from other players toned down.
James Amril-Kesh
Viziam
Amarr Empire
#51 - 2014-02-28 06:43:57 UTC
If you're going to sockpuppet you should make it a bit less obvious.

Enjoying the rain today? ;)

Erotica 1
Krypteia Operations
#52 - 2014-02-28 06:49:17 UTC
I only see independent parties here, who is engaging is sockpuppetry?

See Bio for isk doubling rules. If you didn't read bio, chances are you funded those who did.

Sara Navorski
Sebiestor Tribe
Minmatar Republic
#53 - 2014-02-28 06:51:29 UTC
Erotica 1 wrote:
I only see independent parties here, who is engaging is sockpuppetry?


If you share somebody's sentiments you must be an alt!
Caitlyn Tufy
Perkone
Caldari State
#54 - 2014-02-28 06:52:00 UTC
Ok, I'll bite. I mostly agree with the OP in the form of questions, however, some solutions are slightly problematic:

hellokittyonline1 wrote:
NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.


I absolutely and 100% agree with this one. However, building an AI for this would be a royal pain in the ass.

Quote:
2. Remove bounties. Rewards should 100% be in the form of a tangible item in the game that one can trade to another player for that players isk (or even, god-forbid, STEAL). Bounties inflate currency and line the lazy-mans pocket as no processing is required to get the value out of their time.


Where would isk come from then? While it's true that bounties (and plex) bring money into the game, it's also true that pvp removes it. None of the other activities produce any form of isk, they just make it trade hands.

Quote:
3. Incentivise risk-taking. Whether it be a risky market endevour or a trip to low-sec for those "o so juicy ores" there needs to be incentives that involve risking an engagement with another player for our lovely sandbox to remain as such. Furthermore, the rewards for said endevours need to fall in line with the risk involved.


Absolutely agree. The problem is, some people are so risk-averse that they would never take an additional risk, no matter the cost. For instance, there were ideas of removing L4 missions from high sec. I honestly believe that there are those who would choose to run L3 missions or even mine instead of moving to low/null/WH space. As long as they believe that they'll be instantly vaporized the moment they get out of the "safety" of high sec, they'll never take the first step. All the talk of pirates and gangs doesn't help, people need to see the shinnies too.

Quote:
4. Remove safety nets. The green safety, gate guns in low sec, warp core stabs on ships already small enough to escape almost anything, all need to go. The idea should be to incentivise knowledge of game mechanics, and player interaction, not solo-farming.


Which should be part of missions in the first place. But again, without seeing a shiny, the risk-averse players will never be conviced to take that needed step.
Erotica 1
Krypteia Operations
#55 - 2014-02-28 06:57:54 UTC
Sara Navorski wrote:
Erotica 1 wrote:
I only see independent parties here, who is engaging is sockpuppetry?


If you share somebody's sentiments you must be an alt!


One of these days I'm just going to list all my alts (and have them confirm) so everyone can see what wonderful names I picked out for them. Hint, a good number of them are in my corp.

See Bio for isk doubling rules. If you didn't read bio, chances are you funded those who did.

Bertrand Butler
Cras es Noster
#56 - 2014-02-28 07:03:54 UTC
hellokittyonline wrote:
1. NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.


Agreed. A good chunk of PvE content right now is an industrial farming activity with no challenge or connection to the rest of the sandbox. Its predictable, mundane and detached from other activities. An overhaul of content and mechanics that turns the activity to a potential ladder between PvE and PvP would be very desirable, as well as beneficial for carebears and PvPers alike.

hellokittyonline wrote:
2. Remove bounties. Rewards should 100% be in the form of a tangible item in the game that one can trade to another player for that players isk (or even, god-forbid, STEAL). Bounties inflate currency and line the lazy-mans pocket as no processing is required to get the value out of their time.


I really think that the bounty system can work with an overhaul. The concept is good, and the possibilities for new professions and player interaction is great, but right now everything is borked due to the mechanics at hand. Bounty hunting is not a viable profession, neither is putting a bounty on someone you want dead.

hellokittyonline wrote:
3. Incentivise risk-taking. Whether it be a risky market endevour or a trip to low-sec for those "o so juicy ores" there needs to be incentives that involve risking an engagement with another player for our lovely sandbox to remain as such. Furthermore, the rewards for said endevours need to fall in line with the risk involved.


The problem here is a little bigger. It is very difficult to stop risk aversion just by putting more value to risk, simply because a good chunk of the population does not care about value in the first place. Its a mentality problem really, stemming from the fact that the empire space in itself forms a cocoon of gameplay that a priori limits player interaction and chains players to slow suffocation via boredom. To alleviate that, you have to incorporate systemic (not player driven) risk at the source (empire) while marshaling the playerbase to interact.

hellokittyonline wrote:
4. Remove safety nets. The green safety, gate guns in low sec, warp core stabs on ships already small enough to escape almost anything, all need to go. The idea should be to incentivise knowledge of game mechanics, and player interaction, not solo-farming.


I don't think that any of the mechanics or features you listed are bad. For example, the crime-watch system is admittedly a welcome addition simply because before that a good chunk of game mechanics were obfuscated behind a massive wall of close-the-client-and-read mindfuck. That was really bad, especially for new players.
Erotica 1
Krypteia Operations
#57 - 2014-02-28 07:12:06 UTC
Some good points. Let's start by having NPC's gank miners and freighters in highsec.

Speaking of, why doesn't Concord shoot the rats who open fire on players in belts? It seems, inconsistent...

See Bio for isk doubling rules. If you didn't read bio, chances are you funded those who did.

Xia Kairui
Perkone
Caldari State
#58 - 2014-02-28 07:31:40 UTC
OP TL;DR: ganking is too hard nowadays, everybody who disagrees with me is a carebear.

0/10, would not read again.
Helia Tranquilis
Confused Bunnies Inc
#59 - 2014-02-28 08:05:36 UTC  |  Edited by: Helia Tranquilis
hellokittyonline wrote:
Because if you are doing it right, you will never lose your ship.
So essentially you just want to make sure you don't ever have the risk of losing ship by skipping the baiting and go straight in with a pvp T3 and kill the poor mission runner in a hilarious way. There are already plenty of areas to do so. But perhaps those areas are too much risk for you?
March rabbit
Aliastra
Gallente Federation
#60 - 2014-02-28 08:12:25 UTC
hellokittyonline wrote:
Because if you are doing it right, you will never lose your ship.

let me guess: if you are god-like pvp-er and never lose your ship you do "pvp without risk"? Shocked

The Mittani: "the inappropriate drunked joke"