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

First post
Author
Indahmawar Fazmarai
#101 - 2012-01-01 20:10:23 UTC  |  Edited by: Indahmawar Fazmarai
Personally I find a bit puzzling how EVE pretends both that people hang out together for everything and yet allows anyone to backstab any other (even hundreds or thousands of people) with zero consequences.

"Play alone or risk being fukked, then be fukked for playing alone" is one of the weirdest metaconcepts in EVE. Question
Atticus Fynch
#102 - 2012-01-01 21:06:43 UTC
Indahmawar Fazmarai wrote:
Personally I find a bit puzzling how EVE pretends both that people hang out together for everything and yet allows anyone to backstab any other (even hundreds or thousands of people) with zero consequences.

"Play alone or risk being fukked, then be fukked for playing alone" is one of the weirdest metaconcepts in EVE. Question


right to the point..

[b]★★★Cargo Pilots Unite!!!★★★ https://forums.eveonline.com/default.aspx?g=posts&m=668132&#post668132[/b]

Trdina Rasputin
Man-dingo
#103 - 2012-01-02 00:19:14 UTC
Indahmawar Fazmarai wrote:
Personally I find a bit puzzling how EVE pretends both that people hang out together for everything and yet allows anyone to backstab any other (even hundreds or thousands of people) with zero consequences.

"Play alone or risk being fukked, then be fukked for playing alone" is one of the weirdest metaconcepts in EVE. Question




I don't see weird in that. It is like in real life.
Mediocrity
State War Academy
Caldari State
#104 - 2012-01-02 02:14:43 UTC
As a solo player (for a variety of reasons that are probably beside the point of this thread), there are a lot of things I don't expect to be able to do.

For example, I don't realistically expect to own space, hold sov, attack or defend a POS, farm billions in passive income from moons or PI, win fights against gangs, carry out large-scale industrial or logistics operations, fly around in supercaps, and probably many more things.

One thing that would be nice, though, would be more tools to enable solo players with enough training to move ships and personal-scale assets in and out of 0.0 space with greater reliability.

I think gate camps as they currently exist are a bad gameplay mechanic--every bit as bad in EVE as in FPSs that excessively reward camping--and changes to shift action away from gates and onto objectives within systems would probably encourage many more solo and small-group players to dip their toes into 0.0 space. Getting more people into 0.0 seems to be a common theme here, and that's probably one of the major obstacles right now. Many players psychologically are willing to tolerate risk and loss in the course of trying to accomplish an objective (say, getting ganked ratting in a belt or running a mission because you were careless), but not when they prevent you from even reaching your objective to begin with.

Personally, dealing with bubble camps on 0.0 access routes under the current game mechanics as a routine feature of moving from A to B is just more frustration than I'm willing to tolerate in the gaming time available to me. If there were a more reliable way that I could at least get myself and a small amount of possessions in and out of 0.0, that would probably be enough for me to accept the other risks of being there. Right now, there really seems to be no point for the solo player given the disproportionate risk involved in travel alone.
Atticus Fynch
#105 - 2012-01-02 03:23:56 UTC  |  Edited by: Atticus Fynch
-

[b]★★★Cargo Pilots Unite!!!★★★ https://forums.eveonline.com/default.aspx?g=posts&m=668132&#post668132[/b]

Merovee
Gorthaur Legion
Imperium Mordor
#106 - 2012-01-02 06:03:28 UTC  |  Edited by: Merovee
MeestaPenni wrote:
A complete reconstruction of the bounty system would dramatically improve the "lone wolf" type play style.


This! log in for a few minutes and track your prey when when you get a fix on him, you get some other bounty hunters and set up an ambush. Bounty hunters are solo players lone wolf, when blood is in the air they will temporally form the pack that will bring down the prey in question. This would give a risk to the game for pirates and grievers that is not in the game now. A niche play for solo players to become a important bit player in the game, besides mining.Blink

Empire, the next new world order.

Indahmawar Fazmarai
#107 - 2012-01-02 07:47:28 UTC
Trdina Rasputin wrote:
Indahmawar Fazmarai wrote:
Personally I find a bit puzzling how EVE pretends both that people hang out together for everything and yet allows anyone to backstab any other (even hundreds or thousands of people) with zero consequences.

"Play alone or risk being fukked, then be fukked for playing alone" is one of the weirdest metaconcepts in EVE. Question




I don't see weird in that. It is like in real life.


There's two issues with that:

- EVE is about evading reality, so maybe it would be nice to get rid of that pesky bit
- In real life there are those other pesky bits about police, justice and good old personal revenge

In EVE, crime is painless and unconsequential. You can steal 3,000 dollars from someone and nothing happens -you're the hero of the day, actually. That's another weird metaconcept in the game.
Bob Jan
Aimbob
#108 - 2012-01-02 08:02:30 UTC
"A complete reconstruction of the bounty system would dramatically improve the "lone wolf" type play style."

This
Trdina Rasputin
Man-dingo
#109 - 2012-01-02 09:45:29 UTC
Indahmawar Fazmarai wrote:
Trdina Rasputin wrote:
Indahmawar Fazmarai wrote:
Personally I find a bit puzzling how EVE pretends both that people hang out together for everything and yet allows anyone to backstab any other (even hundreds or thousands of people) with zero consequences.

"Play alone or risk being fukked, then be fukked for playing alone" is one of the weirdest metaconcepts in EVE. Question




I don't see weird in that. It is like in real life.


There's two issues with that:

- EVE is about evading reality, so maybe it would be nice to get rid of that pesky bit
- In real life there are those other pesky bits about police, justice and good old personal revenge

In EVE, crime is painless and unconsequential. You can steal 3,000 dollars from someone and nothing happens -you're the hero of the day, actually. That's another weird metaconcept in the game.



Many people who steal in real life are not cought. If you have good connections, you can do many bad **** and nothing will happen to you.

If you are careful nobody will steal from you in EVE.

About avoiding reality. Go play some other game, but you will se, it is not funn if you don't have risk. You can get bored very quick if things are to much easy.

Sorry for bad english..
Iria Ahrens
Space Perverts and Forum Pirates
#110 - 2012-01-02 10:12:15 UTC
Hainnz wrote:
Of all the MMOs I've played EVE probably does the most to encourage solo play, while doing the least to support it.

A couple of things that I think would help solo players some is a 100k km phase in point on the far side of a gate, to help thwart gate-camps and promote spreading out from hi-sec, and some way to tell if another ship is warping to your current grid.



This is complaining that the game didn't do the work for you, not that the option is not available.

You want a safe spot on the far side of gate. Fly out there and bookmark it. I've made many such bookmarks in 0.0 so I can check out of there is a bubble around a gate before I fly in.

You want to know if there is another ship warping to grid, it's called the scan tool. Directional scan, angle 360, and fill range with 99999s to get 2147483647 which is much harder to remember. click it about every 30 seconds in any space you feel vulnerable.

There are no limitations to solo play at all, except that it is rather difficult for a solo player to take on a gang. And it should be, if you want to play solo, you need to find solo targets. I think the problem here is not solo unfriendly but lazy players wanting the game client to do all the work.

Learn to play. Really.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Tore Vest
#111 - 2012-01-02 10:34:37 UTC
I must say that things are easyer with an alt or two..... Bear

CCP knows that... Blink

No troll.

Cryten Jones
Advantage Inc
#112 - 2012-01-02 10:51:51 UTC
hawlin ass wrote:
Would be nice for Indy characters to be able to hire a cargo ship to haul their ore for them. This would end the need to open a second account. The positive is this would make the game more accessible to more people.

I understand that more active accounts is good for ccp but I would like to think the active accounts would stablize with the new people able to afford the game. It wont happen but would be nice for newer players.



It's a multiplayer game FFS, hire a player!

The real issue is that there are almost zero mechanics to protect you against ass-hat behaviour in EvE which means that the majority of people seem to think that means they HAVE to be ass holes to everyone.

It's got to the point now where people expect to be screwed over by every other pilot they see and that is the VERY sad thing about EvE today.

What needs to be implemented are, in no particular order:-

1. A bounty system that WORKS
2. Transport contracts that are enforced by mechanics so every contract does not need 1bill collateral.
3. some sort of 'pilots for hire' market. Where if I need an Orca pilot for a night I can go hire one.

-CJ

Tippia
Sunshine and Lollipops
#113 - 2012-01-02 11:56:42 UTC  |  Edited by: Tippia
Mediocrity wrote:
One thing that would be nice, though, would be more tools to enable solo players with enough training to move ships and personal-scale assets in and out of 0.0 space with greater reliability.
Wahoo! I think we've finally found an actual example! But to my eyes, it's not quite the one you'd expect… Big smile

First of all, I don't think they're going to make camps easier to evade if you fly into them — there are plenty of ways to do so as it is, and there still needs to be some way of protecting the borders of your empire. Instead, the main theme here seems to be about intel and scouting, on both sides of the fence. It's something that largely requires an on-scene presence right now, which means you can't do it offensively without at least an alt, or that you can't do it defensively without camping. This could probably be solved by a proper intel revamp, and by the looks of things, one is in the works. What's needed is a way where you can actually use your brain to interpret a number of data points to detect (with increasing inaccuracy over increasing range) what's around you rather than sit on grid and read the overview, spamming the scanner, or just watching local. However, this kind of feeds into the point made earlier that, really, this isn't a solo-player feature — it's something that would benefit everyone. That said, camps at choke points won't go away; it's the whole point of choke points,

What is there, though, if you scratch the surface, is the problem of moving stuff solo — especially ships. While there are certainly ways around it, they are cumbersome, and while a solution could possibly be more general than just for soloists, non-solo players already have far easier access to those solutions so improving matters would help solo players a lot more.

In essence, some of that could be solved in four(ish) simple words: contract-like packaging without contracts. If it was possible to bubble-wrap items the way it's done for contracts and then simply toss the stuff in your freighter, but without going through the hassle of creating the contract and juggling it back and forth between alts or corps or whathaveyou, the solo player can suddenly move a whole lot more stuff a whole lot easier. This won't help you get your stuff in and out of null any easier though, since you're now flying an oversized space-brick filled with battleships… it's not going to evade anything. P
Cryten Jones wrote:
What needs to be implemented are, in no particular order:-

1. A bounty system that WORKS
2. Transport contracts that are enforced by mechanics so every contract does not need 1bill collateral.
3. some sort of 'pilots for hire' market. Where if I need an Orca pilot for a night I can go hire one.
…and those are further examples of why defining “solo” matters. The reason those things would help a solo player is that they would help everyone. That's the source of my scepticism: do solo players really need any special concessions, or is it more a case of “improve the game — solo players will reap the same benefits”?
svetlana
Constellation Guard
#114 - 2012-01-02 12:04:43 UTC
main thing I'd like as a "solo" player, is a discount on any additional accounts so I can have a wingman or a salvager/hauler to follow me around etc.
not a buddy account discount, a discount on existing accounts I already own but have to put to sleep when i am strapped for money :(.



Mokokan
Transtar Services
#115 - 2012-01-02 15:46:39 UTC
OK, to actually address the OP question.........A probe that can be launched thru a gate to send intel back thru the gate to the launching player. Limited lifespan, and limited mobility. easily killed.

Is it a great idea? I'm not at all sure, but it doesn't break the game like 100km phase-in points, and other weird ideas. On the other hand it just might. what a lag fest it would be for a fleet to spam a couple hundred probes thru a gate to confound the camp on the other side. Oh well, at least I tried. Roll
Erick Odin
Ministry of War
Amarr Empire
#116 - 2012-01-02 16:16:40 UTC
Mediocrity wrote:
As a solo player (for a variety of reasons that are probably beside the point of this thread), there are a lot of things I don't expect to be able to do.

For example, I don't realistically expect to own space, hold sov, attack or defend a POS, farm billions in passive income from moons or PI, win fights against gangs, carry out large-scale industrial or logistics operations, fly around in supercaps, and probably many more things.

One thing that would be nice, though, would be more tools to enable solo players with enough training to move ships and personal-scale assets in and out of 0.0 space with greater reliability.

I think gate camps as they currently exist are a bad gameplay mechanic--every bit as bad in EVE as in FPSs that excessively reward camping--and changes to shift action away from gates and onto objectives within systems would probably encourage many more solo and small-group players to dip their toes into 0.0 space. Getting more people into 0.0 seems to be a common theme here, and that's probably one of the major obstacles right now. Many players psychologically are willing to tolerate risk and loss in the course of trying to accomplish an objective (say, getting ganked ratting in a belt or running a mission because you were careless), but not when they prevent you from even reaching your objective to begin with.

Personally, dealing with bubble camps on 0.0 access routes under the current game mechanics as a routine feature of moving from A to B is just more frustration than I'm willing to tolerate in the gaming time available to me. If there were a more reliable way that I could at least get myself and a small amount of possessions in and out of 0.0, that would probably be enough for me to accept the other risks of being there. Right now, there really seems to be no point for the solo player given the disproportionate risk involved in travel alone.


Get some blueprints and put them in a small fast ship.
Fly to 0.0
Buy something local.
Build the other stuff you need.
Profit.

No need to be flying big ships loaded with goodies out to 0.0 unscouted. You think you need to change the game but there are other ways to get established in nullsec. I've seen newbs trying to fly battle cruisers to Stain when there is one for sale two jumps away. They cry because it's a few million more than the Jita price. Meanwhile I'm popping Sansha's while they are docked! Collect the loot. Keep what you can use, reprocess what you can't. Keep an eye out for good deals on the market. Remember, time is money. Sometimes it's better to pay a premium for local goods. Look for wormholes back to highsec if you insist on buying from the hubs.

I've gone through the hard work of getting my 0.0 base setup and now you want it to be handed to you on a silver platter. No risk, no reward. You wrote a wall of text but all you really said was "lower my risk, I want the rewards. I'm Lazy."
Mediocrity
State War Academy
Caldari State
#117 - 2012-01-02 17:49:05 UTC
Erick Odin wrote:

Get some blueprints and put them in a small fast ship.
Fly to 0.0
Buy something local.
Build the other stuff you need.
Profit.

No need to be flying big ships loaded with goodies out to 0.0 unscouted. You think you need to change the game but there are other ways to get established in nullsec. I've seen newbs trying to fly battle cruisers to Stain when there is one for sale two jumps away. They cry because it's a few million more than the Jita price. Meanwhile I'm popping Sansha's while they are docked! Collect the loot. Keep what you can use, reprocess what you can't. Keep an eye out for good deals on the market. Remember, time is money. Sometimes it's better to pay a premium for local goods. Look for wormholes back to highsec if you insist on buying from the hubs.

I've gone through the hard work of getting my 0.0 base setup and now you want it to be handed to you on a silver platter. No risk, no reward. You wrote a wall of text but all you really said was "lower my risk, I want the rewards. I'm Lazy."


Those are good suggestions, and it's interesting to hear how you made it work. I can understand your perspective, given the amount of effort you've put into it.

If you want to use the word laziness, I guess I won't argue about that. Whatever you want to call it, the bottom line is that there's simply a limit to the tedium and frustration that I'm willing to tolerate in a video game that I play for fun. It's less about the level of risk than about the type of risk. I don't expect the game to be changed to suit me--I've played it this long, after all--but that doesn't mean there aren't bad mechanics that people have learned to tolerate and work around which could nevertheless be improved.

In my opinion, gate camping is a bad mechanic, which people only do because it works, not because it's fun. It's the EVE equivalent of ice fishing, a miserable, mind-numbing activity that only exists because, it you're dead-set on fishing in January in the northern latitudes, it's the only game in town. I can't help thinking that loosening up travel in such a way that fighting occurred more over assets and objectives than over access points might liven things up for everyone, and would encourage a more dynamic flow of people throughout space that would benefit both treasure-seekers and the people who hunt them (neither of which are a threat to the operations of space-holding alliances).
Cearain
Plus 10 NV
#118 - 2012-01-02 18:18:09 UTC
I would like something that brings about frequent quality small scale pvp.

Having to warp around for hours to find any sort pvp severely limits eve.

FW is likely the best place for this here is an example of a proposal that would bring it about without instanced pvp or arenas:

https://forums.eveonline.com/default.aspx?g=posts&m=53815&

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Hainnz
Imperial Academy
Amarr Empire
#119 - 2012-01-02 22:11:29 UTC
Iria Ahrens wrote:

This is complaining that the game didn't do the work for you, not that the option is not available.

You want a safe spot on the far side of gate. Fly out there and bookmark it. I've made many such bookmarks in 0.0 so I can check out of there is a bubble around a gate before I fly in.

You want to know if there is another ship warping to grid, it's called the scan tool. Directional scan, angle 360, and fill range with 99999s to get 2147483647 which is much harder to remember. click it about every 30 seconds in any space you feel vulnerable.


Oh come on. I all but live in (a rather busy part of) low sec these days and outside of gang and fleet ops the last time I lost a ship flying solo was in 2007. And even then I checked the map and scouted out the far side of the gate in a shuttle, but by the time I got back to my ship and jumped there was a gang of triumvirate dudes waiting on me.

An alt would have got me through perfectly safe.

As for mashing d-scan, that's a huge pain in the arse, as are most other solo player "solutions", and not particularly useful tbh.


Quote:
There are no limitations to solo play at all, except that it is rather difficult for a solo player to take on a gang. And it should be, if you want to play solo, you need to find solo targets. I think the problem here is not solo unfriendly but lazy players wanting the game client to do all the work.

Learn to play. Really.


I have no idea what you are referencing here.
Nova Fox
Novafox Shipyards
#120 - 2012-01-31 07:41:51 UTC
Herzog Wolfhammer wrote:
Asking for any "love" for solo players from CCP is like asking for world peace.

But that's what makes things interesting for solo players.

In fact, bucking the game system is the goal of many a griefer and metagamer, and so to play solo in this game is probably the most benign way to stick your thumb in the eye of this game. The former is always saying "this is a sandbox" but the goal never changes: hit the other kids over the head with the pale and shovel and then point and laugh, until "mommy" (CCP) ends up having to take the pale and shovel away (nerfs, buffs, etc).

But the solo player is truly trying to buck this game system and laugh at all of those people singing "this is an MMO".

Yes, it's an MMO. But to play with others just because it's an MMO is the same logic that has everybody stuck in the same traffic in the same place almost every day at the same time. Backroads? Side streets? Nope. It's "rush hour" and you are supposed to be stuck in traffic.

Crap logic. Yeah it's an MMO and I like that too, but play solo, because server-driver NPCs and AI are only a little bit dumber than most of the other players - but I don't try to interact with NPCs except to blow them up or run away from them. With other players, it's the same thing, only a little more challenging.

"A Little" is key here. My drones have more creativity than an average gate camper.

As for giving some lovin' to solo players, if CCP had been visited by three ghosts this Christmas and are inclined to change their ways, they could start by creating a ship that is intended for the most popular form of solo play: an exploration ship. Gankers have ships, miners have ships, haulers have ships. Even salvagers got ships. But explorers? Nothing. We still have to outfit a BC or at best a covops or SB for exploration.

Funny thing is, EVERYBODY likes exploration. There are miners who will never gank. There are gankers who will never mine. There are mission runners who never PVP, and PVP'ers who will never (again) run missions. But across the board, everybody will throw on a probe launcher and roll the dice and see what space has to offer. The PVP crowd has their slow days, and find themselves alone - they go exploring. Same for mission runners and those who belong to mining/industrial corps.

So you would think that CCP would figure that an exploration ship would be a good idea.

In the meantime, Nova Fox has pitched some very good ideas for factions Exploration Ships, the faction being Sisters of Eve. I recommend that everybody find them and support those concepts at every chance in the hope that we get exploration ships someday.





Dug around and found myself mentoned, thanks Wolf. Though if you havent been by lately I expanded it to two more factions for the salvager and hackers.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.