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Player Features and Ideas Discussion

 
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What would you do to improve EVE Online?

Author
Serendipity Lost
Repo Industries
#41 - 2015-10-13 15:47:36 UTC
Grant the forum moderators the courage, authority and insight to just flat out delete bad forum posts. Somehow transfer this power to bad ideas put on Reddit.

and, do whatever Baltec1 says (unless he's on about nerfing t3s again).
Valacus
Streets of Fire
#42 - 2015-10-13 16:53:20 UTC  |  Edited by: Valacus
Nerf T3s, starting with the Proteus and Svipul. Those are definitely the top dogs out of all EVE subcaps. T3Ds wrecked the frigate balance and made AFs obsolete. Strat cruiser gangs are just way too tanky.

Ditch the current attribute system. It's archaic and outdated. Flat attributes is just fine with me. Ditch attribute implants too, obviously.

Buff battleship warp speed. It's pathetic right now, and half the reason why people choose T3 gangs over BS gangs. Battleships in general need to be rebalanced. Don't forget to nerf the Mach(still king of the faction BS, surprise surprise).

Buff shield caps. Archons are getting really, really boring to see. People would rather you show up in an interceptor and tackle than bring a Chimera.
May Arethusa
Junction Systems
#43 - 2015-10-13 16:55:56 UTC
Make an FPS.
Support VR.
Buy White Wolf and do nothing with it.
Faxat
#44 - 2015-10-13 18:16:30 UTC
Let's see now;

#1: Remove scan resolution and use sensor strenght instead, and create some complexity around sensor types targeting different aspects of ships, while getting interferance from the same aspects from the scanning ship.
#2: Use the same mechanics to limit both d-scan funtionality aswell as quicken probe mechanics.
#3: Slightly tweak warp speed mechanics so that ship mass vs subwarp speed gives the ratio for max warp speed.
#4: Give jumpdrives the ability to lock onto systems without using a cyno, appearing at random positions, but creating a warpable effect for 30s after jump.
#5: Adjust amounts of free statistics available on the map/datamining, create gameplay elements out of this, give explorers the ability to sell digital sensor logs of a constellation for isk, and/or give sov structures a certain range to gather the intel.
#6: Remove wardec capability both offensive and defensive depending on wether corp has any anchorable structures in space.
#7: Create freeport citadels, creating a neutral upgradeable mission hub constellation wide links boosts.
#8: Link asset safety to these freeport citadels, and make player owned citadels full loot.
#9: Remove offgrid links...
#10: Make grids larger, and since we have mjd's now make minimum warp distance closer to 700-1000km.

In general, tweaks to existing game mechanics either reducing bad complexity or adding complexity to systems that are often the way they are because of legacy limitations.

More in depth explanations to some of these features are available if wanted.. =D

Faxat out! o/

Jade Runner
Bozac's Buzzards
#45 - 2015-10-17 19:18:42 UTC
The power projection nerfs added a lot of cap ships to the market, mine included. Logistics have become a nightmare with a 5 ly range and basically negated the reasons to be trained to level 5. The nerfs have basically removed the thrill and challenges of living in 0.0. I would like to see a roll back to 10 to 15 lys.
Zimmer Jones
Aliastra
Gallente Federation
#46 - 2015-10-17 21:41:26 UTC  |  Edited by: Zimmer Jones
A few from my bad idea pile, fleshed out:

(skippable part begins)

IIRC, and I'm too lazy to re-fact check, in ancient china regional governments had different standards of cart wheel widths and axle lengths, and many of the roads for commerce had ruts to enforce that regional cart usage. Whether this was intentional or not, it meant that merchants had to move all their goods from one type of wagon/cart to another in order to ship goods further. The other option would to be to sell lower at transfer point. So...
(End muzzy history recollection)

#1):
Bring in more gates, dozens at least, but have mass limits on them to let smaller ships traverse space faster not just through warp, but have more options for gate access, bypassing idea #2.

#2):
Highsec routes connecting highsec empires without going through low sec systems have Mass limitations keeping freighters/orcas from taking only the highsec route. This will limit the movement of bulky freight, or inflate the cost of shipping to megahubs like jita by using jump freighters to minimize the dangers. Regular freighters become racial-empire movers, jump freighters are for crossing borders. freighters can still get through, but have to take appropriate risks. This opens up a more level hauling for lower SP characters.

3): smaller haulers will be able to get through the highsec routes, so some bulk cargo can still be moved, but not in as great quantity.

4): Extra hauling contract options and rewards for speed, distance, and partial completion( not my idea, but i like it). Time limits for speedy delivery bonuses, Distance Limits for paying per jump closer to destination, the ability to abort a contract and still receive partial payment based on % of total contract mass moved and light year displacement (not distance, hauler could just jump around in circles to get a longer "distance" partial payment if a contract is aborted.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Mixu Paatelainen
Eve Refinery
#47 - 2015-10-17 22:15:09 UTC
Remove local, add a temperamental friend-or-foe functionality to d-scan that could be improved with scan modules. Eve needs more intrinsic uncertainty in pvp.
Frank Armour
The Scope
Gallente Federation
#48 - 2015-10-18 00:46:50 UTC
Mixu Paatelainen wrote:
Remove local, add a temperamental friend-or-foe functionality to d-scan that could be improved with scan modules. Eve needs more intrinsic uncertainty in pvp.


I don't know if It's the solution to add the element of surprise but a small gang showing up in low-sec are kinda obvious in local. As soon as you jump in, that's it, they know you're there. It's a good point at the very least.
Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#49 - 2015-10-18 06:59:13 UTC
Joe Risalo wrote:
1) provide an actual NPE and training and quit expecting people to just figure everything out. Sure, leave the advanced stuff for players to figure out, but not even explaining to them something as basic as weapon types is just ridiculous.

2) the whole sandbox thing is nice and all, but some control needs to be taken from the players. There's too much corruption in HS when there's no actual controlling entity. People are dead set on ruining your game, as opposed to playing theirs.

3) just go back to the drawings by board on SOV. As it sits, there's no conflict drivers, leading to complacency.
It's too easy to maintain vast amounts of numbers and SOV, which leads to it being too difficult to start a new SOV.
These are backwards. It should be more difficult to hold large amounts of SOV, and easier to start SOV.

4) the game punishes new.
New player, new corp, new alliance, new SOV, new structure, new WH, whatever the case - if you include new with whatever you're about to say, it might as well come with a swift kick in the nuts. Even something as simple as moving to a new station in HS is taxing.
This is one of Eve's biggest failures.
There's little incentive to be a new player in Eve because they make it uneccessary difficult, and there's no incentive to do anything new in Eve because there's almost no benefit I doing so. This is especially true if you don't already have the skills for what you're wanting to do.
Example.. I run level 4 missions.. Why run lvl 5's when I'm just going to spend all my time trying not to get blown up by other players? Why do exploration when the chance at payout is extremely random and it again leads me out to where everyone tries to blow me up? Why run combat sites when they're again just going to lead me out where everyone wants to blow me up?
Hell, why even bother going outside HS to blow people up, when you're just going to get blown up all the time? Example being CODE. Why should I want SOV, WH, or LS system control when the only thing different is people wanting to blow me up all the time?

Someone is probably going to harass me for Number 4, but it's the truth.
Why would anyone is Eve want to do anything outside of HS when you just end up spending all your time trying not to get blown up??
And if you're not spending all your time getting blown up, it's because you are part of a large entity with vast control.
And no, joining a large entity in order to do something should never be the solution, otherwise you end up with a game that has no choice but to fail. There's a reason why governments try to stop monopolies from happening, as no one else can exist with a large entity holding all the cards.
As of right now, Eve is like a game of poker.. The larger your stack of chips, the better, but eventually the game will be over.
However, due to the players having so much control, we are at a point where people are rarely putting chips on the table because there's no reason to.
The only reason to compete in Eve is literally just because you want to destroy what other people have. You don't gain much, if anything, from their destruction, so you literally just do it because you can and are callous enough to treat others as lulz.
This sheer disrespect for others bleeds into the forums where players are douches because they came be.
They come in saying no just because the word exists and bash ideas with statements like we don't need this, or what role does this fill, or some other comment that ignores the fact that this is a freaking video game and nothing in it would exist had CCP used their logic when creating the game.

Which brings me to number
5) Eve needs a community that isn't full of a bunch of a$$holes just because the game allows them to be, and actually makes being so easier than being kind, caring, or even oblivious of the welfare of others.
See, I'm addicted to Eve's method of progression. However, it is the player base and the fact that being a douche is the easiest way to play Eve, that hinders its growth the most.

I mean, even wardecs are best used to be a douche as opposed to being a method to conflict resolution.
Not to mention, you can start a war and then just log off and onto an alt toon to do something else, until a situation arises that is heavily in your favor, while the defender is best suited to just not log in...
I mean seriously.. How good of a strategy is it that both sides of a war are best played by not playing at all?
And how good of a marketing strategy is it that the goal of many players is to actually make people quit playing Eve, and this tactic is not only allowed, but basically smiled soon by CCP.
I mean, how many games I you think will survive if their whole intent is to be the biggest douche possible and be the last person to quit?
Eve can be won. Someone like NC/PL or some other massive entity could literally smash through Eve and force everyone to quit and go play hello kitty, in a year, and no amount of resetting would ever fix that, as no one would come back.

What I'm basically getting at with this wall of text is, CCP needs to stop treating the players as content and instead provide content that becomes a conflict driver. This is because in treating the players as if they're the content, you're taking away any incentive to fight other than to be a douche, where the only goal is to get the most kills. That's basically that worlds largest and longest call of duty match, as opposed to an ever lasting MMO world.


The first case that this presents is the question, "Why do anything at all?" Second case that this presents is what could be a content provider in this situation, I would like EVE's conflict to be more OVER something than just random fighting so what would change that?
Grorious Reader
Mongorian Horde
#50 - 2015-10-18 07:22:19 UTC  |  Edited by: Grorious Reader

    The Tackling Mechanics.
  • Change scrams and disruptors to work on a percentage chance per cycle, similar to ECM jammers. This would generally decrease the risk of death in any given PvP engagement (especially solo and small gang), which would increase the number of people willing to engage, which would result in more PvP engagements. EVE, unlike virtually all other PvP games, leaves very little room for retreat as a tactical option, especially for larger ship classes. This is a failing that greatly increases the risk of any PvP engagement and therefore deters players from engaging in PvP.
  • Remove the disruptor module and make it a built in ability for all non industrial ships.
  • Change bubbles to work on the same percentage chance, with each bubble you're in applying its disruption chance as though it were a disruptor module targeting every ship in range. Doing this means bubbles aren't the be-all-end-all of solo ganking, but they still disrupt fleet operations as any fleet warp would end up with some percentage of the fleet warping while the other portion remained trapped.
  • Change warp stabilizers to be a cap intensive active module that doesn't cripple your ship's combat capability. Make them work against scrams and disruptors the way ECCM works against ECM.
  • Change d-scan so that narrowing the field increases maximum range significantly. This not only facilitates scouting, but also makes it easier to chase a ship that escapes tackle. Chases are fun. That's why every action movie has chase scenes.
  • Streamline the probe scanning interface and make it usable directly in space, again with the idea of facilitating chases.


    Other Stuff

  • Allow players to right-click a gate in space and get a list of objects (basically a d-scan) on grid at the exit gate. This allows people to scout without having to basically sacrifice an alt character for 1 chance to not die to a hell camp. It also means you need more tactics to do a good camp than just "sit a bunch of ships with bubbles on a gate and wait". The report could be delayed by some amount of time, thus retaining some measure of uncertainty about the jump but still giving diligent players a chance to scout without forcing them to run 2 accounts.
  • Two words. Collapsible overview.
  • Make local chat in nullsec systems depend on the presence of a player built structure.
  • Improve NPC AI and capabilities to make PvE combat more like PvP combat. Doing this, especially for missions, will facilitate moving new players into more PvP oriented parts of the game.
  • Create a random anomaly/mission generator so not every detail can be looked up on a website.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#51 - 2015-10-18 08:40:20 UTC
Azazel The Misanthrope wrote:
The first case that this presents is the question, "Why do anything at all?" Second case that this presents is what could be a content provider in this situation, I would like EVE's conflict to be more OVER something than just random fighting so what would change that?

Why do anything? Because doing something is your duty in this kind of game. And fighting over something? Like moons, stations, systems, regions, belt control, Ihubs, citadels, observatory arrays, some pseudo-religious rubbish? Many fights are already over something. And if you want to have fights over something in Vlillirier, then maybe provide something that people want to fight over. My ever recurring example: Mining fleets in your system. They mine and are your bait, you protect them and lure lots of people in who want to kill your miners.

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.

DrysonBennington
Eagle's Talon's
#52 - 2015-10-18 12:30:42 UTC
1. Allow Corporations to build Jump Bridges in High Sector- A corporation could build one Jump Bridge totaling 5ly to another system. Having more corporations in an alliance would allow for a single Jump Bridge Network to have more Jump Nodes into the systems that the single Jump Bridge Network Jumps through. For every corporation in an alliance that has over 25 members the Alliance itself would be able to deploy one Jump Node into a systems between Jump Bridge POS A and Jump Bridge POS B with a 5ly distance from POS A or POS B. The Jump Node would function similar to a Wormhole that when the total mass of the Node creating the jump into the main Jump Bridge Network has exceeded a set value the Node would shut down for a certain period of time to cool down. For every alliance that has at least five corporate members in the alliance the alliance could create a secondary Jump Bridge Network from any of the Jump Nodes within the network.

2.Turn the Gunjack into a Mining Barge that would have the ability to defend itself with ORE specific weapons modules that only ORE produces. Any other weapons modules that are considered hybrid, missile, laser or projectile would not be allowed. I'm thinking Gnosis but in barge form.

3.Small Sentry Drones - Develop Small Sentry Drones that would use 10 mb of band width and could be used by mining barges. The Small Sentry Combat Drones would have fewer EHP than a normal Sentry Drone but would have better tracking and slightly more DPS than Medium II Combat Drones.

4.Warp Bubble Proximity Alert - The proximity alert for a warp bubble would send a message to pilot who deployed the bubble that someone had entered it. This would allow bubbles to be left up and the pilot to return to what they were doing. Similar to dropping a turtle line with bells on it so you can back fishing for the Big One.

5.Develop a new type of space that has never been explored before anyone where alliances have to establish Stargates into and out of each system that can then be sold NPC corporations.
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