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I'm worried for the future of CODE and EVE online.

First post
Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#1 - 2015-10-11 06:32:42 UTC
All quotations are taken from the /vg/eog thread.

Quote:
I've watched this vid twice in the last two days, initially only because of morbid curiosity about how **** Destiny is as a game and as a product (mostly a product, very little game), but then I started to see the analogues between certain elements being described and the game of EVE and where it is headed.

https://www.youtube.com/watch?v=UZ5BpeHVTWY

One particularly important point gets made about 18 minutes in, and another good point again at 21 minutes. If you too can see the parallels then think about what we are seeing with the PCU and the trajectory of the game design.

THIS IS CALEB BTW, doing more interesting **** than blowing up free ships on sisi


Quote:
>>118686525 (You)

TL;DR for that video 'they're dumbing it down'

I would hardly say EVE is being dumbed down by the way. Making something more intuitive doesn't dumb it down. Dumbing down is designing for dumbies at the expense of non-dumbies.


Quote:
>>118687368
That's an over-simplified (dumbed down) analysis of the video.

Did you miss the part where he said that it could potentially be the company trying to profit greatly off their own incompetence? Leading to things like highsec aggression being overhauled, ganking reviewed over and over again and the jump changes.

I'm not saying those changes are the result of incompetence I'm saying that they're the long overdue response to incompetence. Do expect in time for CODE to get marginalised further and further as CCP wakes up to the fact that having your significant highsec population held to ransom by people exploiting poorly written internal laws of gameplay makes for people closing their wallets and leaving.

It's impossible to incentivise people to leave highsec on its own merits, the curious and courageous will explore other avenues of gameplay and the meek and simple will stay in their low reward, low risk and low responsibility areas of the game because this accurately reflects their real life personalities - these are people who work low paid, low skill jobs and possess very little managerial accountability for their own workplace performance. You'd probably see this in their personal lives as well, playing EVE AFK mining in highsec while they watch netflix and eating sausage rolls because they're too dull and unmotivated to challenge themselves in any aspect of their lives.

And CODE will be a victim of this problem some day, CODE is a symptom of the ennui that has set in across the games aging and bored PVP playerbase as they struggle to deal with having their hands tied through non-stop deployments which they derive little personal gratification and profit from so instead they turn their latent aggression on to foes that have little recourse because much like any modern neighbourhood in western civilisation the lack of community and communication makes them easy to seperate culturally, divide and conquer as they rail on about how they're being victimised by predators and make no attempt whatsoever in most cases to improve their own abilities or form any kind of cohesive defence against attack but through trying to litigate groups like CODE and marmite out of existence.


Per the above I have had this creeping feeling in my guts for months about certain things going on in EVE and the game community at large. I think in EVE specifically we've entered a long cold-war period of the game where you get flashpoints flaring up across small parts of the game but the threats of M.A.D. is long passed and the only thing keeping everyone going is a couple of artificial conflicts over abjectly nothing being instigated to keep people interested enough to not leave.

If the question of why CODE attracted so many players were ever to be asked I would say that yes it's because of the maturity of the game economy and game design and that attitudes towards warfare in EVE simply aren't as polarising as it was historically. There's people I know who don't want to commit to the battlefield because they see it as a chore rather than an opportunity to create some small slice of personal history. Then of course there is also the enduring opinion that 'null is ****** and boring' but only rarely do you see a realistic solution being offered, something that the devs can feasibly actually do with the game that won't break anything.

Personally I think that much of what we are seeing surrounding the stagnation of the PCU (rather than its decline) is coming from the long stability of the game world itself. It has been said before elsewhere that the game needs strong villains to drive it forward - but the point missed by that author is that people like the Kings of europe, the emperors of Rome he romanticises and all the other historical figures that stick in our cultural memory is that they came to prominence during times of reactionary or proactionary crisis and political downfall - which is something we are only now experiencing after about 3 years of stagnation. The collapse of large null groups isn't tragic, it's inevitable as the lack of common goals and the steel curtain of passive-aggression between major alliances and coalitions drives them to get bored and start attacking their own members.

While the CFC doesn't outwardly suffer this problem it does show the signs, goons are strong culturally and they enforce this will on to their client states inside the CFC and as such the client states are only doing what they're told and the resentment from individuals builds, except here in game you just leave and unsub/go somewhere else unlike in real life where constant oppression forces your back to a wall and with death being a very real prospect you either flee as a refugee or you become a 'terrorist' and fight for your self-determination.
Chribba
Otherworld Enterprises
Otherworld Empire
#2 - 2015-10-11 06:43:57 UTC
EVE haven't been that 'hardcore' game in years now, well before CODE arrived.

/c

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Visit my in-game channel 'Holy Veldspar'

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Caleb Seremshur
Commando Guri
Guristas Pirates
#3 - 2015-10-11 07:20:32 UTC
Chribba wrote:
EVE haven't been that 'hardcore' game in years now, well before CODE arrived.

/c


I use CODE as an example because they are like the summary catalogue of issues with EVE.

You're right that this game isn't so hardcore as it used to be, with the definition of hardcore being very open to debate, however I would posit that EVE had more energy and inertia when people were still 'finding their place' in the world compared to today when everything is undergoing a spiral of entropy.

Playermade stargates don't seem like a solution to me, making supers and titans consume fuel to stay active does. No fuel? Ship shuts off, capacitor goes dead and all modules offline. You sit in space and wait to die. Harassment tactics can therefore start interrupting the refueling process and the nature of this inevitable decay of usefulness for the ship itself if it isn't constantly replenished (and therefore, used) forces them in to exposure and risk.

We watched a titan die in YA0 the other week, if we said the refueling can only happen externally from a module on a station (not a POS) then you will definitely see more chances to interdict a super or titan at a point of weakness.
Rain6637
GoonWaffe
Goonswarm Federation
#4 - 2015-10-11 07:45:55 UTC
Black Pedro
Mine.
#5 - 2015-10-11 08:46:12 UTC
Chribba wrote:
EVE haven't been that 'hardcore' game in years now, well before CODE arrived.

/c

This is correct. Development shifted years ago from making a cut-throat, PvP sandbox game about Empire building, to a more gentler sandbox where everyone can just "have fun". Highsec has been continually made much safer and more lucrative, to the point where no one's "fun", except for the most clueless freighter pilot can be actually ruined. Lose something? Just go grind enough in highsec with near perfect safety to replace it.

The current state of the game is a predictable consequence of those decisions. With easy, and safe, resources available to everyone, there is no reason to go spend the effort to carve out a space and establish an ecosystem of miners, industrialists and so forth that are vulnerable (and thus content) to others. It is much easier to just grind enough for a ship in highsec and go on a roam elsewhere, than to truly live outside of highec.

So we have entered a spiral of less and less targets outside of highsec, and the ones that are there are just the ones looking for a fight. Activity will continue to decline and nullsec stagnate, but Eve won't die. It will just continue to move to a less "hardcore" consensual spaceship PvP game, and away from the single universe PvP sandbox it was originally conceived as. Gone are the days of big player-driven wars and real battles for dominance, and we will get more small, meaningless fights just for bragging rights rather than resources.

Highsec will be a place where those that spend any effort will continue to be 100% safe, and thus only AFKers, new players, and the completely clueless will explode. But as all the former targets continue to migrate back to highsec to enjoy this safety, so will the hunters whose content and targets have been decimated by this development direction. Therefore ganking will continue to increase as it will be the only real from of non-consensual PvP left.

I am not sure CCP is able or even willing to turn things around at this point. Certainly player-built star gates is not going to be a magic bullet to get people back to nullsec. This will only happen with new space and a land rush and/or a complete rebalancing of the risk vs. reward balance of most of the PvE in the game. Otherwise, people will continue to stay where the rewards are earned most efficiently, which in the current state of the game, is highsec by a large margin.
Herzog Wolfhammer
Sigma Special Tactics Group
#6 - 2015-10-11 09:03:38 UTC
Chribba wrote:
EVE haven't been that 'hardcore' game in years now, well before CODE arrived.

/c




Indeed.

CODE. is a sign that the game is lacking hardcore. The very people hunting in highsec are in highsec for the same reason their prey is in highsec.

Once upon a time highsec was just a place for noobs and people lacking time to be in a corp. Everybody worth their salt moved on.

Bring back DEEEEP Space!

Kaarous Aldurald
Black Hydra Consortium.
#7 - 2015-10-11 10:26:03 UTC
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.

"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.

Thorn en Distel
Federal Navy Academy
Gallente Federation
#8 - 2015-10-11 10:48:50 UTC
Lol. I'm just staggered by the pseudo-sociology/psychology in that third quote. People who stay in highsec are low-pay drones in RL, people without initiative (and presumably without intelligence)? My oh my...

/popcorn



Caleb Seremshur
Commando Guri
Guristas Pirates
#9 - 2015-10-11 10:52:17 UTC
Kaarous Aldurald wrote:
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.


Or make PVE more deadly so that L4's can't be farmed endlessly by 2slot tanks.
baltec1
Bat Country
Pandemic Horde
#10 - 2015-10-11 11:23:38 UTC
Caleb Seremshur wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.


Or make PVE more deadly so that L4's can't be farmed endlessly by 2slot tanks.


No such thing as unfarmable pve but they sure can fix the only needing a two slot tank bit.
Caleb Seremshur
Commando Guri
Guristas Pirates
#11 - 2015-10-11 11:41:20 UTC
baltec1 wrote:
Caleb Seremshur wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.


Or make PVE more deadly so that L4's can't be farmed endlessly by 2slot tanks.


No such thing as unfarmable pve but they sure can fix the only needing a two slot tank bit.


The idea I would have is L4's accurately reflect the difficulty you're supposed to get from them. Angel extravanganza should be HARD not a meatgrinder.
baltec1
Bat Country
Pandemic Horde
#12 - 2015-10-11 11:53:53 UTC
Caleb Seremshur wrote:


The idea I would have is L4's accurately reflect the difficulty you're supposed to get from them. Angel extravanganza should be HARD not a meatgrinder.


I would like to see CCP expand the burner missions to include BC, and BS. They should then remove the old missions or replace the ships that spawn in them with randomized burners, same goes for belt rats, anom rats and so on.
Lloyd Roses
Artificial Memories
#13 - 2015-10-11 11:54:20 UTC
Caleb Seremshur wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.


Or make PVE more deadly so that L4's can't be farmed endlessly by 2slot tanks.


Rather than making PVE more deadly, please rework that crap.

*SAVE US, CHOSEN ONE* becomes lame really quickly. I'd give mouthhugs to the dev that leads away on missions where I have to rep 2 NPC CBCs through an onslaught of frigates, or am paid to jam out enemy logistics. Or be labeled the bait for a top sekret operation mainly involving preparing my ship for 2k incoming dps for a few minutes before my NPC navy bros show up and save me instead of the other way round.

Make me feel less special and more like an expendable capsuleer and I reconsider not touching missions ever again.
Valerie Valate
Church of The Crimson Saviour
#14 - 2015-10-11 11:55:23 UTC
Caleb Seremshur wrote:
baltec1 wrote:
Caleb Seremshur wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:

I am not sure CCP is able or even willing to turn things around at this point.


Able? Very possibly. Willing? I highly doubt it.

They'd have to find the courage to slay the sacred cows of highsec and Concord, something which they have proven unable to do in the whole history of the game.

We'll see.


Or make PVE more deadly so that L4's can't be farmed endlessly by 2slot tanks.


No such thing as unfarmable pve but they sure can fix the only needing a two slot tank bit.


The idea I would have is L4's accurately reflect the difficulty you're supposed to get from them. Angel extravanganza should be HARD not a meatgrinder.



The problem with L4 missions is this:

They are, for the most part, doable in a t1 fitted t1 battleship with skills at III or IV.

So when they're done with a t2 fitted t1 battleship with skills at V, then the isk/hour goes up quite a bit.

And when people do them in faction fit ships, with relevant implants and maybe even boosters, the isk/hour ratio goes up even further.

Making the missions tougher would have little effect on the people doing them in faction ships, and major effect on the newer players attempting them in t1 fits.



As another example, burner missions are supposed to be hard. Recently, I saw a video, in which someone did a burner mission, in which they took 0 damage. Not a tank that would withstand the NPCs, but actual zero damage. The npcs were not able to harm them, or their drones, at all. That player found the trick to the puzzle that burner missions are. If you don't know the trick, you'll lose ships, If you do know the trick, then for 15 minutes of effort, you'd get 6M in cash, and 14k in LP. In highsec.

Doctor V. Valate, Professor of Archaeology at Kaztropolis Imperial University.

Salvos Rhoska
#15 - 2015-10-11 12:12:11 UTC  |  Edited by: Salvos Rhoska
CODE-like non -wardec illegal aggressors in HS, are the greatest beneficiaries of HS security.

Thry can fly around, looking for targets in HS with impugnity, while protected by CONCORD from aggression.
Fair enough. Everyone else flies around under that protection too.

The problem is in the repercussions of illegal aggression in HS, of which CONCORD is merely a reactionary element.
When they engage a target illegally, the cost/reward is easy to anticipate.
Its only substantial mitigator, is the random roll on how much loot survives.
This is largely arbitrary, since its universal throughout EVE anyways.
Everywhere in Eve, cargo and module destruction % is rhe same.
So that too, is tabled, and not an issue.

The missing factor, is a greater security standing penalty for illegal acts in HS, so as to more proportionately reduce them to -5.0, so that they themselves have to respond to overt player aggression, as they themselves enact on others.

Laterally, this does not reduce, remove or impair HS illegal meta.
It just means:
A) You have to, sooner, recoup sec standing inorder to continue it without red status.
B) Have to deal with player aggression if you dont, and fly red.
C) If you do go red, recoup standing in sectors where you yourself are a target.

This reintroduces an actual risk/reward element to the activity, aside from PvE of CONCORD, and back into player moderation.

I think the current modifier is 2.5%x various secondary variables.
Id move for doubling that to 5.0%.
baltec1
Bat Country
Pandemic Horde
#16 - 2015-10-11 12:16:53 UTC
Salvos Rhoska wrote:


The missing factor, is a greater security standing penalty for illegal acts in HS, so as to more proportionately reduce them to -5.0, so that they themselves have to respond to overt player aggression, as they themselves enact on others.



I say CCP rolls back the nerfs to what we had in 2008 so you can see just how good highsec has it these days.
Salvos Rhoska
#17 - 2015-10-11 12:18:09 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
Salvos Rhoska wrote:


The missing factor, is a greater security standing penalty for illegal acts in HS, so as to more proportionately reduce them to -5.0, so that they themselves have to respond to overt player aggression, as they themselves enact on others.



I say CCP rolls back the nerfs to what we had in 2008 so you can see just how good highsec has it these days.


I wasnt around in 2008.
Which nerfs are you referring to exactly?

Would you have a problem with increasing sec standing loss for HS illegal actions?
Tisiphone Dira
Garoun Investment Bank
Gallente Federation
#18 - 2015-10-11 12:28:44 UTC
Wait, so you think CODE agents run around with positve sec status (or at least above -5) on a regular basis?

Ok, so we can safely disregard everything else you've said then as it all flows from that godawful misconception that couldn't be more wrong if it came from mayor wrong of wrongtown. All you're doing is hurting the for-profit gankers that for the most part aren't CODE with this 'proposal'. Oh and the newbie gankers, they'd be hurt to, you'd make it harder for them to learn the ropes of it before their sec status drops. I'm afraid I can't support any proposal that will harm newbies and thus decrease player retention rates.

Back to the actual topic of the thread, have no fear my friends. There has been a few recent developments that bear very good tidings for CODE., keep an eye out on the blog over the next few days to see what I mean. It's clear skies ahead for us, mwuhoohahahaha.

There once was a ganker named tisi

A stunningly beautiful missy

To gank a gross miner

There is nothing finer, cept when they get all pissy

baltec1
Bat Country
Pandemic Horde
#19 - 2015-10-11 12:28:45 UTC
Salvos Rhoska wrote:

I wasnt around in 2008.
Which nerfs are you referring to exactly?



Slower concord response times, ships had less HP, we used battleships to gank stuff, we got insurance payouts on our gank ships, concord didn't stop you from warping the second you open fire, you couldn't sell killrights. There is more I am missing from that list but you should get the idea.
Salvos Rhoska
#20 - 2015-10-11 12:43:16 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
Salvos Rhoska wrote:

I wasnt around in 2008.
Which nerfs are you referring to exactly?



Slower concord response times, ships had less HP, we used battleships to gank stuff, we got insurance payouts on our gank ships, concord didn't stop you from warping the second you open fire, you couldn't sell killrights. There is more I am missing from that list but you should get the idea.


Ok, that list is comprehensive enough.

1) CONCORD reaction timers. What actually this boils down to, is ship balance complications. Such as in what ships, with what fits, at what cost, can destroy another, in what matter of time. I cant speak to 2008 (especialy in ship EHP was also lower), but I think its problematic to redact the reaction time. The result is very difficult to predict, especially because of many ship balance changes in the interim.

2) Insurance payout for ship loss in an illegal act... Not exactly rational, is it.

3) CONCORD scrambling. Makes sense to me that CONCORD should scramble.

4) Selling killrights. Why not? Opens more meta and player content.

I understand your comparison to a date when HS was even less safe than now. But I dont see how these countermand my proposal.

HS illegal aggression, at this time, is a simple mathematical quotient of what you can kill, with what ship, before CONCORD arrivesm and still make a profit. That was the case in 2008 too.

Im merely proposing an increase to the sec standing penalty, so that players perpetually involved in HS illegal aggression, also have to themselves become targets of HS aggression by those around them, unless they recoup that sec standing loss first.

This doesnt make HS safer. The risk remains the same to both aggressor and victim in an illegl act.
Just means HS illegal aggressors cant systemically farm in HS, without themselves becoming targets for other players (meaning more PvP), as well as making them targets themselves when they have to recoup that sec standing (more PvP).



Would you have a problem with increasing sec standing loss for HS illegal actions? If so, why/how?
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