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Player Features and Ideas Discussion

 
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Smart and futuristic interface improving gameplay

Author
FR8 Actor
Deep Core Mining Inc.
Caldari State
#1 - 2014-09-22 23:28:41 UTC  |  Edited by: FR8 Actor
The requested breakdown as to compensate for my lack of grammar, and coherent communication.

Character market platform other than forums. I'd say there're +100 chars for sale daily.

Increased usage of graphics, animations, videos, wikis instead of text.

Missions should brief on resists with minimal roleplaying while leaving extra details prefferable in forms of announcements or graphical animations, with relevant BMs below navigation dashboard.

Introduce total war (rome/shogun) and CIV style wikis within game for quality control, streamlined gameplay, and better idea of what purpose of things are including player

Refinement of compare tool through filtering out uncessery information, and allowing modules to be registered for compar tool through button alongside minimize/close.

Reducing the learning curve by making starting guide harness videos, sound cues/instructions/lectures and animations of where to place cursor for example rather than pictures and at large text.

Make fundamental information more readily availabe besides wikis rather than hoping that players consider repetitive inquiries fun (WHs, Incursions, Sites)

Isk making guide in order to attract masses

Integrated evewho, KB features, and capacity to share API information within game.

Market style platform for contracts and services. Contracts need extra filters as to avoid having to look through content. Immidiate appraisal of said items, and wholesale attribute to get **** moving. Courier jobs should be offered on demand that increase isk/hr efficiency.

Market browser needs a filter for what you could actually use, capacity to purchase fits.

Rehauled navigation through introduction of risk factor, and jump drive utility including medbays and fuel. Scout intel, BMs, onscreen information relay. Information trade/contracting (you'll have to make default names for what BMs/Scout intel is for).

Voice communications with contacts or corp roles.

EFT integration, and char market integration into ISIS.

Make more convinient depiction of what certain char is in order to make recruitment and char trade more streamlined.

Do leave comments below and like.
FR8 Actor
Deep Core Mining Inc.
Caldari State
#2 - 2014-09-23 00:02:16 UTC  |  Edited by: FR8 Actor
When doing missions, how about actually displaying useful information like resists in play and recommended ships like on some of 3rd party websites. To not part away with role playing aspect of the game you could hint at say caldari be discreet and manipluative, or amar being zealous without whole lot of depth to their thinking, while having resists and maybe enemy count and behaviour be part of briefing or intelligence type thing. Like you see this smart interfaces in future with pop up windows and transitions, maybe those would be helpful as popups during triggers. Another thing to avoid having to open journal for destinations maybe link them under navigation thing in top left corner along with other things.

Another thing that would encourage people to play or make your marketing campaigns more effective is to maybe to link wikis as in CIV or Shogun witch would really guide decisions. Another thing on the topic would be more graphic info on modules or something smarter that would help people compare, besides actually making a compare button alongside minimize/close that would put the thing onto a list. Your compare tool also needs some filtering of things that are trivial or match across the board. In those terms listing things that differ would be optimal and are likely to be of interest when say comparing two items highlighting superior attributes apposed by red attributes of inferior item would be helpful in recognizing possibly different roles like say t2 and faction ammo. You'd probably have to open wiki department for tickets indicating whats missing for descision making translating into more meaningful gameplay not requiring frustration.

Natural Selection has video guides integrated into the game, so that would be an improvement to your noobie introduction. Like guiding shadowy cursor appearing during directions along with background voice explaining mechanics (like where you have to double click for the ship to move).

Some of other items and concepts would probably require extra information or even introductions like wormholes (maybe actually indicate WH destination once you've decided to tip at it with graphics). ISK making would probably do you a lot of good in terms of keeping newbs engagned who don't quite feel tempted to pay for what they don't understand. Incursions could probably introduced by concord officer or something going over general difficulty, etc.

Corp recruitment and "fairly realistic and complicated economic system" accesability and convinience is scandalous for space age game. Including attributes like laid back, hardcore, autocratic, democratic along with any other feature that would make the tool relevant therefore more reliant in terms of what recruiters describe themselves as, whereas atm they entirely go for visibility. Another thing that would help maybe is an intricate, volunteary, standerdised testing with you using same concept suggesting proffesion with the "sandbox". Evewho and killboard type of features would probably stake into capsuleers sense of identity within game along with providing convenience for recruiters and players looking for transitions. Exotic items or contracts with services need a platform instead of forums. Providing such information at a click of a button (relevant to recruitment) instead of APIs would streamline the process further. Services need be suggested on market. Include a ticketbox for what you could actually use upon purchase? Contracts need some help, too, for buying already rigged ship or useful junk as in wholesale is good for everyone. Some reccuring items don't get stacked, when not knowing what to do with your time aside from real life, looking through contracts by filters relating to gameplay (like ship purchasing) while like looking for something new might be helpful. Maybe automatic calculation of worth of items on market would be nice, along with attribute wholesale would make for funner margin trading. Make things easier for haulers by offering taxi mode in a sense that contracts get offered that would make sense.

Another thing for navigation could hopefully include things that capsuleer may wish to take into account ideally like map statistics and system features (repaird/medbay) or cyno fuel availability. Integrating jump drive travel into the EVE would pan out well, like actually setting a destination for a system and it would pinpoint systems taking into account the above features. Works well for roaming fleets, too, as they may be suicidal or looking for farming/mining pilots.

Something a bit more expensive and consuming would be the ability to dialing up to leadership or contacts through in-game voice doing away with having to alt-tab into communications client after which looking for the said person. or even say the ability to relay relevant information like scout intel or screen output to different player (along with bookmarks {like with actual information facilitating trade of intel without 3rd parties}, as much as they serve some higher purpose, actually doing stuff thats more meaningfull would probably be a bit less degrading or demeaning).

It would be nice if EFT could be entirely incorporated into fitting menu leaving people to better means of entertainment other than rotating the ship and counting number of cycles. Also not leaving noobs and experimentalists discouraged after buying the wrong stuff and/or discovering that they have done so. Like if you want cash than intergrating character market or having an option to look for characters that could fly your dream ship at a click would probably encourage plex purchasing, and with extra tooltips and smarter interface the bittervets would probably find it difficulter to put down such noobs on terms that don't involve spectacular stories that you're so fond of.

I say this **** will probably make for better game through extra content and interactive play compared to what ever you may be working on now.

Can you hire me?
Celthric Kanerian
Viziam
Amarr Empire
#3 - 2014-09-23 22:11:14 UTC
What a novel o.O
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#4 - 2014-09-24 04:57:58 UTC
BRB, gonna grab my overnight bag before reading the "Wall-O-Text".

You may want a TL:DR version
FR8 Actor
Deep Core Mining Inc.
Caldari State
#5 - 2014-09-24 06:29:44 UTC
point being that if they want good bang per buck development, than interface would be it. like everytime you have to go with 3rd party website or software, is point at which you get accustomed to the idea that eve is worth leaving.
Adrie Atticus
Caldari Provisions
Caldari State
#6 - 2014-09-24 09:07:16 UTC
FR8 Actor wrote:
point being that if they want good bang per buck development, than interface would be it. like everytime you have to go with 3rd party website or software, is point at which you get accustomed to the idea that eve is worth leaving.


What?

3rd party tools were admitttedly born because not all of the info is available in-game, but instead of indicating that the game is flawed to a point of not functioning, it shows that people want those tools to get the info in a separate way. You don't need a website to check what damage type to tank against when fighting faction X unless you're new or have an extremely bad memory.

On corp recruitment: this is an MMO, you are expected to talk to people if you wish to play with them. Having tags tell you that "This is a corp for self-sufficient introverts who only stay here because we have 5% tax and we will reform if anything sneezes towards us" is not really marketing the corp or the game in a positive manner.
FR8 Actor
Deep Core Mining Inc.
Caldari State
#7 - 2014-09-24 10:10:34 UTC  |  Edited by: FR8 Actor
"3rd party tools were admitttedly born because not all of the info is available in-game, but instead of indicating that the game is flawed to a point of not functioning, it shows that people want those tools to get the info in a separate way. You don't need a website to check what damage type to tank against when fighting faction X unless you're new or have an extremely bad memory."

Don't convince yourself that you're playing dignified game. There's a battery of 3rd party info provided that seems to be relevant, a newbie in self sufficient introvert with 0% tax corp may never get around to realizing how factions make distinctions in resists, and presume that game is shallow as apposed to convincing himself what you've said.


"On corp recruitment: this is an MMO, you are expected to talk to people if you wish to play with them. Having tags tell you that "This is a corp for self-sufficient introverts who only stay here because we have 5% tax and we will reform if anything sneezes towards us" is not really marketing the corp or the game in a positive manner."

What I was saying is that this same corps would would totally appear in 10 corp list of corp finder tool even if you were to go with minimalistic approach in attempt to rule them out. Even than there's no appropriate channel for advicing players who'd rather not read news or forums on where to be. As much as standerdised testing may seem narrow minded, through questions you could probably extrapulate what your options are, besides actually getting what you want. The idea that designers made dysfunctional tool as to make application process a week long one that involves waiting on recruiters from various corps that you don't necesserly match your desires that has nothing to do corp finder despite corps being to certain extend integral part of the game is a rather ingenious and displays good awareness of what the game is.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#8 - 2014-09-24 10:35:19 UTC
Adrie Atticus wrote:
On corp recruitment: this is an MMO, you are expected to talk to people if you wish to play with them. Having tags tell you that "This is a corp for self-sufficient introverts who only stay here because we have 5% tax and we will reform if anything sneezes towards us" is not really marketing the corp or the game in a positive manner.


Wasting my time on people who, despite their advertisement, are not doing what they say and what I want to do, is also not exactly "marketing the corp or the game in a positive manner". I have my doubts that more info, which can be shown, will be beneficial in that regard, as the players would still advertise in the good old ad deceiving fashion everything that attracts people regardless whether it's true or not, but it could at least sift out some of them.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Schmata Bastanold
In Boobiez We Trust
#9 - 2014-09-24 10:56:19 UTC
Adrie Atticus wrote:
3rd party tools were admitttedly born because not all of the info is available in-game, but instead of indicating that the game is flawed to a point of not functioning, it shows that people want those tools to get the info in a separate way. You don't need a website to check what damage type to tank against when fighting faction X unless you're new or have an extremely bad memory.


Please show me on in-game map your plan of jumping caps for deployment. You know that plan that shows you how many jumps you need to make from point A to point B and how much fuel you need for it.

Please show me in in-game fitting window which skills affect what and how much you will gain if you would train some skills higher.
When we at it show me how to try different fits to find exact combinations of modules and skills you would like to achieve.

Speaking of skills show me where in game I could clearly see relations between them and how much it will take to train them to levels I want, you know that thing called skill training plan.

Oh, and when I see somebody in space and need to do some background checks can I see all his previous kills/losses. Nope, I have to go to zKillboard or other external source.

You can say all those things allowed CCP to build thriving community of dedicated players and 3rd party developers but what it really means game client is not enough to play Eve. You need to go outside for intel, for skill planning, for maps, for fittings because I dare you to play without all those things on daily basis.

Of course now somebody will say "do you really want devs to waste time and money to copy solutions that players came up with long time ago?". Well, if you call providing better user experience a waste of time and money...

Invalid signature format

Adrie Atticus
Caldari Provisions
Caldari State
#10 - 2014-09-24 11:36:06 UTC  |  Edited by: Adrie Atticus
Schmata Bastanold wrote:
Adrie Atticus wrote:
3rd party tools were admitttedly born because not all of the info is available in-game, but instead of indicating that the game is flawed to a point of not functioning, it shows that people want those tools to get the info in a separate way. You don't need a website to check what damage type to tank against when fighting faction X unless you're new or have an extremely bad memory.


1. Please show me on in-game map your plan of jumping caps for deployment. You know that plan that shows you how many jumps you need to make from point A to point B and how much fuel you need for it.

2. Please show me in in-game fitting window which skills affect what and how much you will gain if you would train some skills higher.
When we at it show me how to try different fits to find exact combinations of modules and skills you would like to achieve.

3. Speaking of skills show me where in game I could clearly see relations between them and how much it will take to train them to levels I want, you know that thing called skill training plan.

4. Oh, and when I see somebody in space and need to do some background checks can I see all his previous kills/losses. Nope, I have to go to zKillboard or other external source.

5. You can say all those things allowed CCP to build thriving community of dedicated players and 3rd party developers but what it really means game client is not enough to play Eve. You need to go outside for intel, for skill planning, for maps, for fittings because I dare you to play without all those things on daily basis.

Of course now somebody will say "do you really want devs to waste time and money to copy solutions that players came up with long time ago?". Well, if you call providing better user experience a waste of time and money...


Added numbers for easier replying:

1. Capital nav window and manual labor (3rd party tools automate this)

2. Show info gives exactly the same information as 3rd party tools, but it's not conveniently presented so once again, manual labor

3. Training multiplier tells exactly how long it takes to train and you can do the math from the SP/hour formula, maybe making a nice spreadsheet, manual labor

4. Run an API, that's in-game CCP provided tool which is usable OOG, manual labor. If you don't have the API, there's no way of gaining information on the player, you actually ahve an advantage because you can get actual intel form someone posting their API to a KB. Are you going to say no for easy and convenient intel which is not available outside of them willing to give it out on their own accord?

5. It is good enough for intel but it's more convenient to have the information in a format you want to, manual labor required once again

Here's the thing:

Every single service CCP offers (client, tickets, API) is 100% good enough to play the game, but people prefer to get only the relevant information out of a system in a way which is the easiest to understand and use. A random player doesn't do anything with the knowledge of how to run an API to get industry jobs for your corp but an industrial manager at a corp does. This info is also available in-game, but it's more convenient to actually have an external tool lo cherry-pick the things you need from the sea of information.

Just because you think that 3rd party tools are a required thing to play Eve does not mean they aren't built purely for their EASY OF ACCESS and CONVENIENCE. The programs are there to automate things humans can't be arsed to do manually, just like when computers and pocket calculators were first invented.

tl;dr: client has all the info you need but it's easier to gather that info into a single tool which automates menial tasks of calculating stuff like skill training and cherry-picks the info you want to play with instead of having to figure that out yourself.
Donnachadh
United Allegiance of Undesirables
#11 - 2014-09-24 14:45:39 UTC  |  Edited by: Donnachadh
Adrie Atticus wrote:
Every single service CCP offers (client, tickets, API) is 100% good enough to play the game, but people prefer to get only the relevant information out of a system in a way which is the easiest to understand and use.


I have to disagree with this statement.
In game how do you try a dozen or more fits to see which one gives you the balance you want in a specific ship? True you can just buy the pieces and destroy who knows how much ISK in rigs and just try them all but...

You need to figure how to configure a POS to give the balance of uses/benefits and defensive capabilities that you desire, where are the tools in game to accomplish this?

I can go on but I hope the point is made. There are no tools in the client that allow players to explore these what if situations, perhaps CCP intends it to be that way, perhaps they simply do not have the dev budget to make them a reality only CCP know why for sure.

And simply saying that the information is available in the game just do the math is not realistic. Examples of this
Where in game do you get the formula that the client/server uses to calculate damage done to a target by a missile?
Where do you find the information in game on the stacking penalties?
Where in game do you find the order in which ship bonuses, skills, fitting pieces and rigs are applied to anything?
Schmata Bastanold
In Boobiez We Trust
#12 - 2014-09-24 15:03:00 UTC
Well, that's kind of the whole point: game client has all those information but it doesn't present it in convenient way. I didn't say information is not there because it is but it is not accessible in easy and flexible way.

I don't believe nobody voiced their concerns about planning training toward ship or module at the beginning of Eve. I know, back then CCP was just a bunch of bastards and they didn't listen at all. That doesn't mean they couldn't listen now when they are all about hugs and kisses. Contrary to what elitists would like us to believe Eve is a game and as a game it should provide maximum amount of fun within itself. Notice amount of times when you classified activities as 'manual labor', not exactly words you would like to hear about your game as its developer, right?

But of course it's easier to dump all static info to database and give it to community, they will make tools for free and call it content.

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Franklin Rhetoric
New Urengoi
#13 - 2014-09-24 22:34:12 UTC  |  Edited by: Franklin Rhetoric
this is fr8 actor, so far people support this, and i'm happy.

"Wasting my time on people who, despite their advertisement, are not doing what they say and what I want to do, is also not exactly "marketing the corp or the game in a positive manner". I have my doubts that more info, which can be shown, will be beneficial in that regard, as the players would still advertise in the good old ad deceiving fashion everything that attracts people regardless whether it's true or not, but it could at least sift out some of them."

I've been told to get back about recruitment over concerns of turn over rate, and some recruiters get annoyed with not getting a guranteed recruitment (judging) by their approach. If they knew that people could at least look through more than 10 corps in corp finder than they probably would try to save their time. Although some things like corps advertising for pvp or things they entirely try to be for sake of popularism will still be there. Hypothetically point at which their adverts come into play, whereby all corps are on more equal ground because corp finder doesn't discriminate unlike forums or reddit and general knowledge, they would probably have to avoid cliched popularism. About standerdised testing, corps would have to provide the kind of recruits they would want by that criteria (of what test tests for), so that kind of makes them think and would possibly reassure them in recruitment enough that they would not have to go under pretenses.

If i hear from CCP maybe we could elaborate on details.
FR8 Actor
Deep Core Mining Inc.
Caldari State
#14 - 2014-09-25 00:20:11 UTC  |  Edited by: FR8 Actor
because i'm bored. if op of "killboard links are gr8" meaning that it would discourage pvp, it's not exactly that. with some kind of waypointing for extra pvp, like say campers or something, people are just more likely to literally think that it's my destiny rather than despite that i've been at it for 20 jumps, its more so of a random thing, which will get me someday, and this exact instance isn't great. another factor would be that carebears knowing that their kills are their exposed dicks sort of thing, would be more encouraged into growing that other than their wallet or the kinds of ship they undock in. edit, having percentage of survival in that particular combat scenario on KB would probably make things more honor orientated and story driven.

now the two ****** things that are making smart navigation routing that is it will effectively work against itself when you make it for both pvp or pve, but the reason why smart navigation should be is that looking at star map just doesn't really give you much in way of fullfilling those two functions. statistics kind of help in that aspect, but it does not at all translate into your sense of what will be on your route unless you've set destination and now are down to blacklisting systems which doesn't work great meaning most people don't bother if they have to be there. I say make like a percentage of survival, make a filter for acceptable survival rate. the idea that there's a constant risk with traveling somewhere that doesn't have anything to do with known gate camps would probably encourage escorts making pvp less of a random, meaningless, and lonely endeavor. saying on comms who wants to have a go at 40% survival rate journey with a bait (also, makes logi a bit more perspective of a thing for people who like to help out, but not be like unsung heroes) sounds better than can someone babysit me . would probably mess with the risk algorithm if the "defending" party actually succeeds, but than again they're not exactly that. to actually not make it more of a anti-gate camp thing. here's like the idea make it more of a area sort of thing that looks at player vs player damage in terms of hull ehp along the percentages of where he's going to go extrapulated from gate usage and maybe direction, meaning that if there were a large battle 3 heavily used systems away from your route than you get a higher chance of being encountered. sure enough that would make things unfair by giving away position of stationary pvpers, but than again your update allowing siphoning of moon ore was trying to make it up to solo players or small gangs rather than just FW in low sec. There's probably a better way of formulating it that makes it semi accurate which makes it dat more unpredictable yet reliable while not taking too much away from your servers running single threaded game :p.
Valaera Arianne
Royal Amarr Institute
Amarr Empire
#15 - 2014-09-25 00:33:23 UTC
you really need to use paragraphs more often Blink
FR8 Actor
Deep Core Mining Inc.
Caldari State
#16 - 2014-09-25 00:37:34 UTC  |  Edited by: FR8 Actor
Valaera Arianne wrote:
you really need to use paragraphs more often Blink


Ill make introductary bulletpoints sort of thing, so that they meet my demand that i forget, edit: i've reached the text limit on my first post :P