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A Message Regarding "Hyperdunking"

First post First post First post
Author
Hiasa Kite
Brutor Tribe
Minmatar Republic
#1241 - 2015-02-14 02:35:57 UTC
Valterra Craven wrote:
Hiasa Kite wrote:

You have the tools to defend yourself. Failure to do so is no one's fault but your own.


And attacking other players is no ones fault but the attacker.

Implying that PvPing in a PvP game is a fault.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Valterra Craven
#1242 - 2015-02-14 02:40:37 UTC
Kaarous Aldurald wrote:

That's not how this works.


Oh, I'm sorry. I wasn't aware that the "meta-game" had such strict "rules".

Kaarous Aldurald wrote:

Are you at least going to try and figure out how webbing a freighter can be countered?


Why would I do that? You guys claim that education is the answer and that everyone else whose a carebear doesn't know what they are talking about. So please, by all means, educate!

Kaarous Aldurald wrote:

Or just complain?


Complain? What would I have to complain about?
Valterra Craven
#1243 - 2015-02-14 02:41:35 UTC
Hiasa Kite wrote:

Implying that PvPing in a PvP game is a fault.


Implying that a Playstyle in a game is valid/invalid is a fault.
Valterra Craven
#1244 - 2015-02-14 02:46:37 UTC
Ned Thomas wrote:


No you aren't.


I think even CCP Devs would disagree with this.

Ned Thomas wrote:

Purely speaking, the enjoyment of the contestant has nothing to do with the design of the game. The game is created, and then those that find the challenge enjoyable seek it out.


Purely speaking, the enjoyment of the contestant has everything to do with the design of the game. The game is created, and those that find it enjoyable play it. Think of it this way, why do so many MMO's fail and others succeed? Because either enough people find them enjoyable, or not enough do.


Ned Thomas wrote:

Also, purely speaking words are just placeholders for concepts. It is simplistic to run to a standardized definition for a word than may have broad meanings when taken in different contexts. That's one of my favorite aspects of language, so don't get me started on it because I WILL write out essays on that arguement Big smile


You can write all the essay's you want, and while some of they may be interesting to read, thats not really the point of the discussion.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#1245 - 2015-02-14 02:54:32 UTC
Valterra Craven wrote:
Ned Thomas wrote:


No you aren't.


I think even CCP Devs would disagree with this.

Ned Thomas wrote:

Purely speaking, the enjoyment of the contestant has nothing to do with the design of the game. The game is created, and then those that find the challenge enjoyable seek it out.


Purely speaking, the enjoyment of the contestant has everything to do with the design of the game. The game is created, and those that find it enjoyable play it. Think of it this way, why do so many MMO's fail and others succeed? Because either enough people find them enjoyable, or not enough do.


If CCP Devs did disagree with it, it would be on the basis of comercial success for a game, which we are not discussing. You're second point was a restatement of what I said, with an additional statement related to commercial success.

Enjoyment is not part of game design. It's a by-product.
Valterra Craven
#1246 - 2015-02-14 03:01:23 UTC
Ned Thomas wrote:


If CCP Devs did disagree with it, it would be on the basis of comercial success for a game, which we are not discussing.


Except that statement is completely backwards. Commercial success is driven by how much people enjoy a game. How much people enjoy a game is completely dependent on how well the game's mechanics were crafted to make that happen.


Ned Thomas wrote:

Enjoyment is not part of game design. It's a by-product.


I disagree.

But as you guys like to argue, are you a "game designer"? If so what credits do you have to your name? Were they successes or failures?
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#1247 - 2015-02-14 03:19:24 UTC
Valterra Craven wrote:
Ned Thomas wrote:


If CCP Devs did disagree with it, it would be on the basis of comercial success for a game, which we are not discussing.


Except that statement is completely backwards. Commercial success is driven by how much people enjoy a game. How much people enjoy a game is completely dependent on how well the game's mechanics were crafted to make that happen.


Ned Thomas wrote:

Enjoyment is not part of game design. It's a by-product.


I disagree.

But as you guys like to argue, are you a "game designer"? If so what credits do you have to your name? Were they successes or failures?


Commercial success is dependent on broad enjoyment. Enjoyment is dependent on the way a specific game works. These two concepts are separate.

And yes, I design games as a hobby (was a college major before I switched to linguistics and then dropped out and then went for CAD). Mostly board and card games, never tried my hand at video games. Had a few minor successes financially, but nothing that ever broke the bank. But it's not like I'm trying to quit my day job for it.
Valterra Craven
#1248 - 2015-02-14 03:24:41 UTC
Ned Thomas wrote:

Commercial success is dependent on broad enjoyment. Enjoyment is dependent on the way a specific game works. These two concepts are separate.


So if enjoyment is dependent on the way a specific games works, then it follows that the way a specific game would be designed is around people's enjoyment.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#1249 - 2015-02-14 03:53:38 UTC
Valterra Craven wrote:
Ned Thomas wrote:

Commercial success is dependent on broad enjoyment. Enjoyment is dependent on the way a specific game works. These two concepts are separate.


So if enjoyment is dependent on the way a specific games works, then it follows that the way a specific game would be designed is around people's enjoyment.


Not in the slightest. The game is designed to be a challenge in some way. Whether or not people enjoy that challenge is an entirely different consideration.
Valterra Craven
#1250 - 2015-02-14 03:58:44 UTC  |  Edited by: Valterra Craven
Ned Thomas wrote:
The game is designed to be a challenge in some way.


And the challenge is designed to be fun.


Ned Thomas wrote:

Whether or not people enjoy that challenge is an entirely different consideration.


Whether or not people enjoy the challenge is the vast majority of the consideration. Challenges are not made to be challenging based solely on the sake of challenges.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#1251 - 2015-02-14 04:00:47 UTC  |  Edited by: Ned Thomas
Valterra Craven wrote:
Ned Thomas wrote:
The game is designed to be a challenge in some way.


And the challenge is designed to be fun.


Ned Thomas wrote:

Whether or not people enjoy that challenge is an entirely different consideration.


Whether or not people enjoy the challenge is the vast majority of the consideration.


The challenge is not intended to be fun. It is intended to be challenging.

Enjoyment is not a consideration that affects game design. I can't make that any plainer.
Valterra Craven
#1252 - 2015-02-14 04:14:37 UTC
Ned Thomas wrote:


The challenge is not intended to be fun. It is intended to be challenging.


People don't play things solely because they are challenging. Challenges derive no meaning without enjoyment.

Ned Thomas wrote:

Enjoyment is not a consideration that affects game design. I can't make that any plainer.


And I disagree with you. I can't make that any plainer.

And to be honest, I think anyone that's researched Game Design disagrees with you.

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0CDkQFjAC&url=http%3A%2F%2Fwww.researchgate.net%2Fprofile%2FTilo_Hartmann%2Fpublication%2F220851167_Explaining_the_enjoyment_of_playing_video_games_the_role_of_competition%2Flinks%2F0fcfd510037a364d8c000000.pdf&ei=N8neVI3KKIupyQTKuIHICg&usg=AFQjCNFV81uGW81LufeHHDCkivi0uSlcZw&sig2=pMrKyNi7xKzqAH3c7a8ubA

"a result which influences the enjoyment felt by the player and the configuration of the subsequent situation."


http://blog.artillery.com/2014/07/game-design-101.html

"But the goal of a designer is to create fun. "
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#1253 - 2015-02-14 04:23:03 UTC
Everything you just said and linked is not wrong. You've hit rock bottom on your arguments and are desperate. Just give up.

The enjoyment of the contender is a by-product of the challenge created in a game. Period.
Valterra Craven
#1254 - 2015-02-14 04:30:26 UTC
Ned Thomas wrote:
You've hit rock bottom on your arguments and are desperate.


Me thinks you doth protest too much. If I'm the one that's hit rock bottom, why am I still countering your arguments?

Ned Thomas wrote:

Just give up.


This works both ways.

Ned Thomas wrote:

The enjoyment of the contender is a by-product of the challenge created in a game. Period.


You guys sure do like to use the word "period" a lot. I'd like to note that I don't disagree with this sentence. My point is that the challenge is not created for the sake of it. Its created so that the by product of enjoyment happens. Fun is one of the biggest factors that challenges are designed around. If it wasn't fun there'd be no point.
Kaarous Aldurald
Black Hydra Consortium.
#1255 - 2015-02-14 04:32:28 UTC
Valterra Craven wrote:
Its created so that the by product of enjoyment happens.


Nope. They were created to pass the time, originally.

"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.

Valterra Craven
#1256 - 2015-02-14 04:34:34 UTC  |  Edited by: Valterra Craven
Kaarous Aldurald wrote:


Nope. They were created to pass the time, originally.


And what is the most efficient way to pass the time: fun.


Also just so we are clear on why this a point I'm debating so fiercely and to tie everything back together: (from my first post in this thread)

Valterra Craven wrote:

The second problem I have with your premise is that transporting in Eve already isn't "fun". (I'm not sure who would make the argument that moving anything around in a freighter is fun, but I'm sure someone is going to try anyway) So again if "realism" should have no part of an internet spaceship game, then why shouldn't fun enter the equation? (Unless we also need to look up what the point/definition of a "game" is). Anyway, does it make any sense that the game mechanics should necessitate group play to do some of the most basic and tedious tasks that should all rights be confined to a single player/character? Because based off your reasoning, needing an escort just to move things around in space is going to make the game pretty boring for more people than it should, and if that's the case, then what is the point of it? This is especially true since the whole point of an escort is to AVOID fights.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#1257 - 2015-02-14 11:29:15 UTC
"The second problem I have with your premise is that transporting in Eve already isn't "fun"."

What dev-implemented goal in EVE Online can be considered fun? Mission running has a novelty value while a player learns the ropes, but the become quite repetetive. Exploration has a nice mini-game which holds entertainment value for a while but it's a mini-game, a small amount of entertainment offered as part of a larger package. Mining? Heh, yeah, like anyone has fun mining.

Name any spaceborne money-making profession and you've got a boring game, that is until you consider the element of PvP. That's when they become fun. The knowledge that you're progressing and you're succeeding at stopping those trying to get in your way is quite intoxicating.


"So again if "realism" should have no part of an internet spaceship game, then why shouldn't fun enter the equation?"
As above.

It's not like CCP have said "OK, let's bore our players to death while they try to make money". They rely on us entertaining each other while using the tools they've provided us to do so. Like any MMO, they benefit from players remaining online longer than they would normally play a game to give us a great an oportunity to interact with each other as possible. Creating a sufficient amount of content, particularly when operating at an MMO's tick rate (in EVE's case, it crawls along at 1Hz) compared to most games' 60Hz is, from what I've seen from every MMO to date, an impossibility.

The game's entertainment value is derived from us being online to interact with each other.


"Anyway, does it make any sense that the game mechanics should necessitate group play to do some of the most basic and tedious tasks that should all rights be confined to a single player/character?"

I'm not aware of any basic task requiring more than one player. Do you consider flying billions of ISK worth of ship and cargo to be a "basic" task? Flying from system to system is basic (in EVE - hardly a trival real-life activity), but the cargo makes things that much more complicated.


"Because based off your reasoning, needing an escort just to move things around in space is going to make the game pretty boring for more people than it should, and if that's the case, then what is the point of it? This is especially true since the whole point of an escort is to AVOID fights."

Money. It would be nice if flying stuff through space were more interesting an fun, but not at the expense of the core game play. By all means, please suggest ways to make haulage more fun that doesn't excessively impact players' ability to interact with them.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#1258 - 2015-02-14 11:50:49 UTC
Quote:
5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive, and do not contribute to the sense of community that CCP promote.

27. Off-topic posting is prohibited.

Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.

I have removed several posts.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Valterra Craven
#1259 - 2015-02-14 15:12:11 UTC
Hiasa Kite wrote:

What dev-implemented goal in EVE Online can be considered fun? Mission running has a novelty value while a player learns the ropes, but the become quite repetetive. Exploration has a nice mini-game which holds entertainment value for a while but it's a mini-game, a small amount of entertainment offered as part of a larger package. Mining? Heh, yeah, like anyone has fun mining.


If the problem is that no space-born money making activity can be defined fun, then answer is not to make them less fun.

Hiasa Kite wrote:
I'm not aware of any basic task requiring more than one player. Do you consider flying billions of ISK worth of ship and cargo to be a "basic" task? Flying from system to system is basic (in EVE - hardly a trival real-life activity), but the cargo makes things that much more complicated.




Well I guess that depends on who you ask what is and is not required. Because according to gankers the basic task of flying things from point a to point be in mostly safe space is required to have at least 2 characters. As to your point about isk, the relative value of a ship is not something that is a balance point remember? If carebears can't argue that a billion dollar ship should be able to defend against 600mil in cats, then conversely you can't make the argument that flying billions of isk of anything is not basic. (Also hauling things in real life is trivial depending on the destination. Goods from LA to Dallas, trivial. Goods from LA to middle of the Yukon, not so trivial). The only problem with your analogy is that in real life cargo scanners don't exist. So unless pirates are going to infiltrate organizations to learn about cargo values and cargo scanners go away then your point is kinda disingenuous.

Hiasa Kite wrote:

Money. It would be nice if flying stuff through space were more interesting an fun, but not at the expense of the core game play.


I agree.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#1260 - 2015-02-14 16:43:04 UTC
Valterra Craven wrote:
Hiasa Kite wrote:

What dev-implemented goal in EVE Online can be considered fun? Mission running has a novelty value while a player learns the ropes, but the become quite repetetive. Exploration has a nice mini-game which holds entertainment value for a while but it's a mini-game, a small amount of entertainment offered as part of a larger package. Mining? Heh, yeah, like anyone has fun mining.


If the problem is that no space-born money making activity can be defined fun, then answer is not to make them less fun.

I don't understand what you're trying to say. I've never suggested "bearish" game play should be less fun.

Quote:
Well I guess that depends on who you ask what is and is not required. Because according to gankers the basic task of flying things from point a to point be in mostly safe space is required to have at least 2 characters.

Does it? An escort is recommended for a multi billion ISK cargo but for lesser value hauls, a tank fit should suffice.

Quote:
As to your point about isk, the relative value of a ship is not something that is a balance point remember?

The price of a ship doesn't impact balance, it does however reflect what players expect to gain from it. Paying a billion ISK for a ship means you expect to gain more from that ship than say, a 10million ISK ship.

Quote:
If carebears can't argue that a billion dollar ship should be able to defend against 600mil in cats, then conversely you can't make the argument that flying billions of isk of anything is not basic.

Why not? The ship is worth a billion ISK because of its immense cargo hold, not its combat capability.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein