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What kind of features would you like to help out the solo player?

First post
Author
Inir Ishtori
Perkone
Caldari State
#81 - 2012-01-01 01:07:36 UTC  |  Edited by: Inir Ishtori
Tippia wrote:
Inir Ishtori wrote:
Velicitia wrote:
yup, they can travel through normal gates just like the other freighters.
nice troll.
…yet completely accurate and fulfils the condition: a jump-capable ship that doesn't need anyone else to get to its destination. Blink

it's pretty obvious that i meant a ship using its jump drive to travel around without having to use gates or rely on a another character to light up a cyno at the destination point.

to add to the topic: some additions to PI would be quite nice imo. slightly better graphics, a bit more complexity for colony management - maybe inspired by old round-based strategy games. work force striking or natural phenomena etc might be pretty interesting to deal with Bear
Xorv
Questionable Acquisitions
#82 - 2012-01-01 01:42:16 UTC
Velicitia wrote:
Xorv wrote:

* Make Warp Scrams/Disruptors jam Cynos


They do. Or do you mean make them jam the beacon?


Yes, Jamming the ability to lite the Cyno Beacon.
Ira Theos
#83 - 2012-01-01 03:33:19 UTC  |  Edited by: Ira Theos
Tippia wrote:
Indahmawar Fazmarai wrote:
No, the real question is: when will solo players get stuff that allows them to play EVE?
…so… what is it solo players can't do now?
Quote:
It is not about changing gameplay, it is about adding gameplay.
…and that's nice and all, but doesn't really have anything to do with solo players. Adding gameplay is nice and all, but the question still comes back to the above: what is it they can't do? Adding more gameplay just increases the list of things that we have to pose that question to.

Adding more things to do doesn't solve anything if there's nothing to solve, and that's the question here: what is the problem? What is it solo players can't do?



Six years of Eve and 100+ million SPs, and I had to post to say that I agree totally with Atticus Fynch's comments and Indahmawar.

As for Tippia's comments, well, totally worthless tripe is just what it is.
I've read many of your posts Tippia and you really bore me.
DarkAegix
Center for Advanced Studies
Gallente Federation
#84 - 2012-01-01 03:40:46 UTC
There needs to be a module which destroys all supercapital ships on grid as long as:
1. There are 20+ supercaps
2. It was a hotdrop
3. The user of the module is completely solo
4. The amount of tears will flood at least 14 coastal cities

If, for any reason, the number of tears is not sufficient then all assets will slowly, but completely, begin transferring from each hotdrop blobber to the solo player.

The skill 'Winning at EVE' is required to operate the module. If you have Winning at EVE V, then 20% of each of the hotdrop blobbers' SPs will be transferred to you.
Ira Theos
#85 - 2012-01-01 03:44:08 UTC
Mars Theran wrote:
I hate to say it, but MMO only means there is a massive multitude of people playing it; it doesn't dictate any specific form of playstyle. In fact, to fully support sandbox-style play, EVE has to support solo play. Eradicating is just not the answer, and will do more harm than good.

To truly be a sandbox, you have to make room for Assassins, Bounty Hunters, Spies, and various other professions that are more often done solo in the real world, than as any form of group. There are more than simply those who follow and those who lead out there, and the whole of humanity is not simply limited to an ants mentality.

Fact is, I've even seen ants who prefer to go it alone and seperate themselves from the hive while they wave their antennae about in fascination of the world around them. Perhaps that's just confusion, but anyway...

I'd go for anything that opened up the solo playstyle and made it friendlier to players who like that sort of thing. Everybody has to work with others at some point, but it doesn't mean they should be forced to at all times.


Mars understands the true meaning of "MMO". All these other ignorant peons who keep bleating their nonsense about MMOs somehow requiring cooperative play are doing just that, bleating. BAAHHH ... BAAHHH ..BAAAAAA!

Friggin Sheep, Meh.
Schalac
Apocalypse Reign
#86 - 2012-01-01 11:50:52 UTC  |  Edited by: CCP Phantom
Atticus Fynch wrote:
Lors Dornick wrote:
Atticus Fynch wrote:
EVE is not geared towards solo play. I would like to see more support for the solo player.

ie. purchase concord escort service for example.

For the solo and one man corps players out there, what kind of features would you like implemented?


Erh? Why?

It's an MMO, why should it support solo players?




LOL!!!

I was waiting for the "it's an MMO...duh" reply.

MMOs allow you to play with real thinking players, not hard coded repetitive responses like single player games. MMO does not mean you have to play with others...it's not a requirment. Especially with numb nuts that live by the tired old "HTFU" philosophy becuase they dont know anything else or are afraid to work alone.

As for why CCP would want to look into this? It would attract a different kind of player that isnt hung up on the "duh...weez a gang" mentality.

And that type of player is the same type of player we already have. You know them well, they Edit: Inappropriate part removed, CCP Phantom make a forum post each and every time their hulk gets ganked. Every time they try to transport from Rens to Jita. Every time they are doing a mission and god forbid they lose their mission ship because they shot at that flashy destroyer. No we don't need more solo friendly activities in EVE.

SCHALAC HAS SPOKEN!! http://eveboard.com/pilot/Schalac

MeestaPenni
Mercantile and Stuff
#87 - 2012-01-01 14:33:39 UTC
Schalac wrote:
As much as I think Tippia is a douche... he is right.


Only insofar as he has chosen to rephrase the original question and intent of the thread. The entire point of the author seemed to me to be an attempt to generate ideas that might add some depth to the solo player's experience.

The concept that somehow popular gang activities should be considered for change because they can't be performed solo was introduced by......Tippia.

However, we have not defined "solo player" to Tippia's satisfaction, so any comment or idea related to "solo player" made by Tippia must be taken with a grain of salt. He does not know what a solo player is within the context of the thread.

I am not Prencleeve Grothsmore.

Tippia
Sunshine and Lollipops
#88 - 2012-01-01 14:52:03 UTC
MeestaPenni wrote:
Only insofar as he has chosen to rephrase the original question and intent of the thread.
Not really. I have chosen to question the necessity of the intent of the thread.
Quote:
The entire point of the author seemed to me to be an attempt to generate ideas that might add some depth to the solo player's experience.
…and the question is: why is that needed? Is there anything solo players miss out on right now? Why do solo players, specifically, need more things or more depth rather than… well… everyone?

The thread has yielded a few suggestions so far — none of them have anything to do with solo players (which again raises the question of what the solo playstyle really entails). This isn't surprising since the actual problem to be solved hasn't even been defined, nor has the scope of the issue been given any useful boundaries.
Quote:
The concept that somehow popular gang activities should be considered for change because they can't be performed solo was introduced by......Tippia.
Nope. I've never discussed any such thing. I've asked a follow-up question, should anyone come up with something that solo players can't do (and we're running very low on examples of this) of whether or not missing out on whatever it is really is a bad thing.
Quote:
However, we have not defined "solo player" to Tippia's satisfaction, so any comment or idea related to "solo player" made by Tippia must be taken with a grain of salt.
You haven't defined solo player at all, which just causes further problems with the aforementioned questions: if we don't say what kind of player and what kinds of activities we're talking about, we can't really determine what (if anything) is lacking and what (if anything) needs to be added.
Quote:
He does not know what a solo player is within the context of the thread.
Quite incorrect. You don't know. That's the only conceivable reason why you're having such problems answering such a simple question. The problem is that “solo” comes in many shapes and forms in EVE, and you haven't been able to decide which ones (if any) are the relevant to the question at hand. By the looks of it so far, none of them are (again, unsurprisingly, seeing as how no-one can really come up with any good examples of gameplay that solo players can't engage in).
Velicitia
XS Tech
#89 - 2012-01-01 16:24:14 UTC
Xorv wrote:

Yes, Jamming the ability to lite the Cyno Beacon.


ah, personally I'd prefer that to be the domain of the hic bubbles rather than a targeted module, since by the time you can lock/point someone, the caps are likely already in system -- but that would also need some changes to the mechanics to allow hic bubbles in low.


Inir Ishtori wrote:

it's pretty obvious that i meant a ship using its jump drive to travel around without having to use gates or rely on a another character to light up a cyno at the destination point.


You cannot leave a system without jumping to a cyno, or through a JB/gate/wormhole. Thus, there are no ships that fulfil your criteria of "ship that doesn't rely on gates or another player to move around".


edit for failing at quoting...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Alara IonStorm
#90 - 2012-01-01 16:29:04 UTC
Velicitia wrote:
Xorv wrote:

Yes, Jamming the ability to lite the Cyno Beacon.


ah, personally I'd prefer that to be the domain of the hic bubbles rather than a targeted module, since by the time you can lock/point someone, the caps are likely already in system -- but that would also need some changes to the mechanics to allow hic bubbles in low.

One idea CCP has been toying with is to make it so ships have to lock on to a Cynosural Field. Like a Jump Drive Scan Res.
Velicitia
XS Tech
#91 - 2012-01-01 16:50:36 UTC
Alara IonStorm wrote:
Velicitia wrote:
Xorv wrote:

Yes, Jamming the ability to lite the Cyno Beacon.


ah, personally I'd prefer that to be the domain of the hic bubbles rather than a targeted module, since by the time you can lock/point someone, the caps are likely already in system -- but that would also need some changes to the mechanics to allow hic bubbles in low.

One idea CCP has been toying with is to make it so ships have to lock on to a Cynosural Field. Like a Jump Drive Scan Res.


in that case, a targeted solution is fine Smile ... just maybe not a point.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Tippia
Sunshine and Lollipops
#92 - 2012-01-01 18:22:45 UTC  |  Edited by: Tippia
Velicitia wrote:
Alara IonStorm wrote:
[quote=Velicitia]One idea CCP has been toying with is to make it so ships have to lock on to a Cynosural Field. Like a Jump Drive Scan Res.
in that case, a targeted solution is fine Smile ... just maybe not a point.
Sensor damps, obviously, since they are already the general “mess with scan res” modules — more Gallente buffs ftw! P

Also: wtf happened to the post I was actually going to respond to? It was a long and good answer as well. Cry
Velicitia
XS Tech
#93 - 2012-01-01 18:35:21 UTC
Tippia wrote:
Velicitia wrote:
Alara IonStorm wrote:
[quote=Velicitia]One idea CCP has been toying with is to make it so ships have to lock on to a Cynosural Field. Like a Jump Drive Scan Res.
in that case, a targeted solution is fine Smile ... just maybe not a point.
Sensor damps, obviously, since they are already the general “mess with scan res” modules — more Gallente buffs ftw! P

Also: wtf happened to the post I was actually going to respond to? It was a long and good answer as well. Cry


Yeah, but I thought we were talking about the ship lighting the cyno (or the cyno itself), rather than the capship. So "Cynosural Field Destabiliser" that works similar to a point?

Also, I think the thread has been visited by Phantom... again.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Marlona Sky
State War Academy
Caldari State
#94 - 2012-01-01 18:37:19 UTC
There is no such thing as PvP, only PvPPPPPPPPPPPPP.
Tippia
Sunshine and Lollipops
#95 - 2012-01-01 18:40:19 UTC
Velicitia wrote:
Yeah, but I thought we were talking about the ship lighting the cyno (or the cyno itself), rather than the capship. So "Cynosural Field Destabiliser" that works similar to a point?
We are, but I suppose you could make some twisted argument about how damping the cyno (beacon) disrupts the signal it sends to the jumping / gating ships, increasing the time it takes for them to lock on / spool up and jump.

A new module would be one way of doing it, but damps could use a bit of love as it is, and it would let people fit a module that actually has some every-day use and not let them feel like they're “wasting” a slot on a singular-use (and very-special-purpose) module.
Eternum Praetorian
Doomheim
#96 - 2012-01-01 19:01:32 UTC  |  Edited by: Eternum Praetorian
So many morons parroting reasons why solo pvp content should not be added because of the "MMORPG" of the sandbox. Roll




Why people are so stupid and short sighted I will never know. All content can be good content, eve can grow endlessly and that is the formula for on going success. Lots of people want more solo PVP content, the addition would make said people happy. No one cares about how you think the game should be played. Nobody at all. The only reason why CCP has not been adding more content like this is because they lack the creativity and drive to do so.


I am also for far more dynamic and complex missions in empire.
Among other things.

That is all.

[center]The EVE Gateway Blog[/center] [center]One Of EVE Online's Ultimate Resources[/center]

Velicitia
XS Tech
#97 - 2012-01-01 19:03:54 UTC
Tippia wrote:
Velicitia wrote:
Yeah, but I thought we were talking about the ship lighting the cyno (or the cyno itself), rather than the capship. So "Cynosural Field Destabiliser" that works similar to a point?
We are, but I suppose you could make some twisted argument about how damping the cyno (beacon) disrupts the signal it sends to the jumping / gating ships, increasing the time it takes for them to lock on / spool up and jump.

A new module would be one way of doing it, but damps could use a bit of love as it is, and it would let people fit a module that actually has some every-day use and not let them feel like they're “wasting” a slot on a singular-use (and very-special-purpose) module.


OK, guess I'm a bit rusty on the lore then -- always understood the Cyno to be nothing more than a beacon for a capship's jumpdrive to lock on to? In that case, I guess the "warp scrambler" would be the better option ... though I could also see it being a module for 'dictors (hics would get another script for their bubble/infinipoint).

If the capship needs to lock on to the cyno beacon and/or spool the jumpdrive (i.e. not an insta jump as now), then the new module/script is just "added insurance" for your gang to pop whoever lit the cyno before the cap is able to engage the jumpdrive.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Tippia
Sunshine and Lollipops
#98 - 2012-01-01 19:17:43 UTC
Velicitia wrote:
OK, guess I'm a bit rusty on the lore then -- always understood the Cyno to be nothing more than a beacon for a capship's jumpdrive to lock on to? In that case, I guess the "warp scrambler" would be the better option ... though I could also see it being a module for 'dictors (hics would get another script for their bubble/infinipoint).
Well, yeah — I don't think there's anything in the lore or mechanics that would make it the “proper” module. It was just my instinctive idea when thinking about “delaying lock-on to a cyno”, so as mentioned, you'd have to twist the logic a bit to make sense of it working by disrupting the beacon rather than the ship that is trying to lock onto it…

…of course, you could always just go for the obvious alternative: if you can lock onto and blow up the cyno beacon before the jumping ships manage to get a lock, you've dodged the bullet (this time). Now, it becomes a race against time, and on the flip side, the hot drop ships might opt for fitting some new “cyno resolution enhancer” module to get through faster (but run the risk of being less capable in the field).
Velicitia
XS Tech
#99 - 2012-01-01 19:25:12 UTC
Tippia wrote:

…of course, you could always just go for the obvious alternative: if you can lock onto and blow up the cyno beacon before the jumping ships manage to get a lock, you've dodged the bullet (this time). Now, it becomes a race against time, and on the flip side, the hot drop ships might opt for fitting some new “cyno resolution enhancer” module to get through faster (but run the risk of being less capable in the field).


+1

Looks like we could really have this as a three-part thing:

1. Damps make it harder for an escaping capship (e.g. it's in deep structure, but it killed your point ... and is now spooling to GTFO)
2. Scrams (specifically) targeted on the Cyno beacon mess with the cyno, and make it harder to get a "good lock" for incoming caps
3. Blowing up the ship that lights the Cyno dissipates the beacon and no one can jump.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Dunkler Imperator
Imperial Academy
Amarr Empire
#100 - 2012-01-01 19:37:32 UTC
I'd like to have a Ship that would let me do what i want solo in deep null

Kinda like an orca but something i could anchor/cloak/keep safe while i switch out to a ship in the hold to do pvp or pve or whatever.
Cause the only reason solo isn't feasible is u run outta ammo and if ur buffer fit have no way to repair on long treks into deep null.

Only other thing i can think of is the small holdings. They would be a god send