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Dev Blog: Exploring The Character Bazaar & Skill Trading

First post First post First post
Author
Lady Rift
His Majesty's Privateers
#4301 - 2015-10-21 17:07:31 UTC
Dror wrote:
Levi Belvar wrote:
Dror wrote:

So, you're evidence for the success of SP is that the game has had subscriptions? So has WoW -- is that great game design/


A game model like WoW is hardly a fail Dror, 12 mill active subs in its heyday of wrath grossing 300mill per annum even now a paltry 5.6 mill active subs. Im sure EvE would like even 33% percent of those active accounts running.

It's not the same argument.. is the problem with this. Nothing's saying that WoW is a failure -- but it has a lot for criticism, and it is losing its status quo very effectively.

To reiterate the point, then, what about MOBAs? The best design philosophy is still very based in motivation, so for a contrast: are MOBAs, replaying the same map and farming the same creeps as the gameplay experience, the crux of gaming? Yet, they have some of the best PCUs on the market. So, what of this discussion remains? ..Having something to do? ..Being competitive without paying lots of money?

If there's the idea that SP is helpful, that's mostly about it being rewarding? How ludicrous -- any benefit from gaining something through SP is negated by its original limitations. No accurate description of that feeling ascribes SP to why it's great getting ships and relevance in an MMO. Nothing features SP for an advertisement -- subs come to play the game. Even more, it's validity as a game mechanic is obviously being challenged with the idea of a redesign. The best option is cutting losses for a system that provides much less than it limits, if depth of gameplay and freedom are of any benefit (protip: with motivation and decision theory, they are key).



30 mins and your done a moba. win or lose. In a moba I don't care if I go 2-33-2 in a game it doesn't cost me anything. Losing that mean ships cost me isk and the time to get another ship moba (at high level) i just go get a snack and come back almost re spawned.
General Lootit
The Scope
Gallente Federation
#4302 - 2015-10-21 17:18:44 UTC
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.
afkalt
Republic Military School
Minmatar Republic
#4303 - 2015-10-21 17:20:25 UTC
General Lootit wrote:
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.



You can do better than that, come on.
General Lootit
The Scope
Gallente Federation
#4304 - 2015-10-21 17:21:48 UTC
afkalt wrote:
General Lootit wrote:
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.



You can do better than that, come on.

Only after you.
Dror
Center for Advanced Studies
Gallente Federation
#4305 - 2015-10-21 17:24:13 UTC  |  Edited by: Dror
Jared Khanar wrote:
Dror wrote:

Why have a progression mechanic at all? It's a sandbox game! Like, are you literally implying that keeping subs from playing the game is helpful?


I know. Wrote i´m out of here, but i can´t help myself :)

Ok, let´s strip sp progression from the game. What´s left then? Eve is a calculation based game. Look at the current way it get´s played. Drop more people / alts, doctrine fits, a.s.o.
If we are able to fly anything with any possible fitting and all players have identical values @ dps, hp, ecm and whatsoever
what does this mean for our gameplay if the mechanics are the same as they are now? There are... some people complaining about the boring mechanics, they won´t change. And eve players try to do the things they do, the most efficient way.

Isn´t it possible that the diversity of activly used ingame activities get´s reduced due to this?For example: If everyone can produce everything like all others. This would be the death for the ingame economy. Whom would you sell your products, how are you going to make isk instead of fw? who would be your customer? At some point - why buy plex with rl money and sell it to the market?

Imo eves ingame economy , the markets, the professions, the specialisations... everything needs to be as fractured as possible. Without the need to specialise, without the pressure to develop into a specific playstyle / isk-grind, without the inaccessibility between the specialisations because of time and / or sp ... the transfer of assets, isk, services will be hit hard - partially it will be less and less necessary.

This leads me to the conclussion that competition in the remaining, profitable areas will increase. Increasing competition - say bye bye to your profits :D

Imo. this is already the case in slighter form right now, but even allowing sp transfers will only strengthen this effect.
We allready have oversupply for years now.

EDIT: I´m not against deleting or changing sp mechanics - but the question is: "does this make sense?"

The example about MOBAs is relevant here. Established motivation science lists competence (mastery), relatedness (competitiveness and socialization), and autonomy (freedom of choice and depth) as principal. A sandbox game supports these really well. Apparently, the level of skillfulness that a game supports is less relevant than the option of being the best -- it's great competing over roles and "top scores". So, it's on SP to prove itself, and there's no obvious way it can. The game relies on very non-PvP methods of making ISK (for countering exploitation), so the idea that PvP should somehow sustain gameplay interest is unfeasible. Thus, limiting the other playstyles (as a design philosophy) is completely counter-productive.

What's neat about "a sandbox" and "emergent gameplay" is that if a niche is saturated, there are plenty more -- if a station is full, there are lots for filling and flipping. More stocked stations is less travel between refitting. There are demographics of interest, so unless it seems plausible that every character would just farm, then there's enough demand from all that are uninterested in industry and the inactive playstyle of mining. Just logging on and getting some action (or exploring) is a trend that's criticized as shallow, but it's great for business (and a lot of demographics enjoy it).

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Niko Lorenzio
United Eve Directorate
#4306 - 2015-10-21 17:27:22 UTC
Said this on slack and would like to post it here for all the people saying this is no different from character bazaar.

Character bazaar is bad for the game. There is a reason why it was removed. It was also brought back because people would still trade characters using illicit means which also resulted in many other security problems like account hacking etc.

Think of it as a bad drug. They decriminalized it because keeping it illegal did not stop people from using it and led to many other problems. What they are proposing is that now we efine the drug into a much more addictive form and push it to the mainstream, advertise it to the public and put up billboards outside our schools for kids to try it.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

afkalt
Republic Military School
Minmatar Republic
#4307 - 2015-10-21 17:27:36 UTC
General Lootit wrote:
afkalt wrote:
General Lootit wrote:
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.



You can do better than that, come on.

Only after you.



People who dont think like you are "pirates, thieves and scums".

Good grief, you'd think this is C&P and I had a CODE affiliation!
General Lootit
The Scope
Gallente Federation
#4308 - 2015-10-21 17:38:25 UTC
afkalt wrote:
General Lootit wrote:
afkalt wrote:
General Lootit wrote:
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.



You can do better than that, come on.

Only after you.



People who dont think like you are "pirates, thieves and scums".

Good grief, you'd think this is C&P and I had a CODE affiliation!

If you want to take away players from griding to PvP field than it must be more profitble than thing what they already do.
afkalt
Republic Military School
Minmatar Republic
#4309 - 2015-10-21 17:41:16 UTC
General Lootit wrote:
afkalt wrote:
General Lootit wrote:
afkalt wrote:
General Lootit wrote:
Who knows why griding is so popular? Because most of the players are thinking that it's most profitable thing and who aren't think that way are called pirates, thieves and scums.



You can do better than that, come on.

Only after you.



People who dont think like you are "pirates, thieves and scums".

Good grief, you'd think this is C&P and I had a CODE affiliation!

If you want to take away players from griding to PvP field than it must be more profitble than thing what they already do.



Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?
Jill Xelitras
Xeltec services
#4310 - 2015-10-21 17:42:22 UTC
Dror wrote:

So, you're evidence for the success of SP is that the game has had subscriptions? So has WoW -- is that great game design?

Why have a progression mechanic at all? It's a sandbox game! Like, are you literally implying that keeping subs from playing the game is helpful?


Have you heard of Counter-Strike, the worst FPS ever. I mean in terms of game-design.

1) You play in rounds of less than 5 minutes, always starting at the same position and roughly doing the same thing over and over again.

2) You can easily die without any chance of fighting back. A headshot and you're dead.

3) When you died, you have nothing left to do for up to 5 minutes. There's no respawning during rounds.

4) The winning team gets more money to get better weapons, helping them to win the next round too.

So, game-design says "mmm bad 'kay".

The market says "decades worth of fun":
Counter-Strike
Counter-Strike: Source
Counter-Strike: Global Offensive

What I'm getting at is that what is punitive to some, is challenging to others. Is the SP system good ? No, it definitely has shortcomings. But you can't just change what has become a staple of the game if you have no clue how it affects gameplay.

The SP system isn't as much a progression system. It's closer to a research tree (tech-tree) as known from strategy games.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Jill Xelitras
Xeltec services
#4311 - 2015-10-21 17:45:44 UTC
Niko Lorenzio wrote:

Think of it as a bad drug. They decriminalized it because keeping it illegal did not stop people from using it and led to many other problems. What they are proposing is that now we efine the drug into a much more addictive form and push it to the mainstream, advertise it to the public and put up billboards outside our schools for kids to try it.


CCP Breaking Bad ? ... we're all gonna die.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Dave Stark
#4312 - 2015-10-21 17:48:07 UTC
afkalt wrote:
Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?


yeah the actual pvp is but jesus christ... how many hoops do you have to jump through to find some?

i mostly pvp in npsi fleets but jeez, 2 hours to form up and find a fight... 2hrs is a large chunk of most people's play time.
afkalt
Republic Military School
Minmatar Republic
#4313 - 2015-10-21 17:51:29 UTC
Dave Stark wrote:
afkalt wrote:
Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?


yeah the actual pvp is but jesus christ... how many hoops do you have to jump through to find some?

i mostly pvp in npsi fleets but jeez, 2 hours to form up and find a fight... 2hrs is a large chunk of most people's play time.



Yeah, you'll get no disagreement from me there. But that's in large part a population density problem.

That said, there are hotzones, it's a case of not being able to handle the heat when the natives wake up for us (most?)
General Lootit
The Scope
Gallente Federation
#4314 - 2015-10-21 17:53:44 UTC  |  Edited by: General Lootit
afkalt wrote:

Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Yes it's fun but you also need to cover the loss and be able to pay for PLEX.
afkalt wrote:

Shouldn't you be off somewhere crying about being ganked?

Something is never changing. Ugh
Jared Khanar
#4315 - 2015-10-21 18:01:31 UTC  |  Edited by: Jared Khanar
Dror wrote:

The example about MOBAs is relevant here. Established motivation science lists competence (mastery), relatedness (competitiveness and socialization), and autonomy (freedom of choice and depth) as principal. A sandbox game supports these really well. Apparently, the level of skillfulness that a game supports is less relevant than the option of being the best -- it's great competing over roles and "top scores". So, it's on SP to prove itself, and there's no obvious way it can. The game relies on very non-PvP methods of making ISK (for countering exploitation), so the idea that PvP should somehow sustain gameplay interest is unfeasible. Thus, limiting the other playstyles (as a design philosophy) is completely counter-productive.

What's neat about "a sandbox" and "emergent gameplay" is that if a niche is saturated, there are plenty more -- if a station is full, there are lots for filling and flipping. More stocked stations is less travel between refitting. There are demographics of interest, so unless it seems plausible that every character would just farm, then there's enough demand from all that are uninterested in industry and the inactive playstyle of mining. Just logging on and getting some action (or exploring) is a trend that's criticized as shallow, but it's great for business (and a lot of demographics enjoy it).


Good point - jump into the ship - have fun. Markets would adapt - supply and demand gets an overhaul. Although eve needs more modification to support this on the long run. Are the pvp mechanics enough to attract them for years to come? Atm they would also rely heavily on plex to fund their assets / or get integrated in a big corp / alliance. Don´t think lots of them would like to grind hours for isks to pay for ships, assets, a.s.o. I play games like this myself... instant action :) Additional costs if the possibility to "work around" the sp system is isk / aurum based. A complete sp system overhaul might then be the better way to go. The connection of the abillity to play in a specific manner to extra income, remains still as problematic in my eyes.

Economic Services

trading spacepixels

Dave Stark
#4316 - 2015-10-21 18:01:37 UTC
afkalt wrote:
Dave Stark wrote:
afkalt wrote:
Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?


yeah the actual pvp is but jesus christ... how many hoops do you have to jump through to find some?

i mostly pvp in npsi fleets but jeez, 2 hours to form up and find a fight... 2hrs is a large chunk of most people's play time.



Yeah, you'll get no disagreement from me there. But that's in large part a population density problem.

That said, there are hotzones, it's a case of not being able to handle the heat when the natives wake up for us (most?)


so we need more people, will this change bring them in?
afkalt
Republic Military School
Minmatar Republic
#4317 - 2015-10-21 18:14:40 UTC
Dave Stark wrote:
afkalt wrote:
Dave Stark wrote:
afkalt wrote:
Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?


yeah the actual pvp is but jesus christ... how many hoops do you have to jump through to find some?

i mostly pvp in npsi fleets but jeez, 2 hours to form up and find a fight... 2hrs is a large chunk of most people's play time.



Yeah, you'll get no disagreement from me there. But that's in large part a population density problem.

That said, there are hotzones, it's a case of not being able to handle the heat when the natives wake up for us (most?)


so we need more people, will this change bring them in?


Realistically? Probably, insofar as it will get them engaged. I doubt, however, it will help retention. I would anticipate the reverse.

Still, I suppose if we throw enough newbies into the grinder, some might stick right, so we could argue it is playing percentages.

But on the other hand you've the reality of the poster a few lines back - already power grinding for isk for ships, for isk for plex. Adding the pressure of grinding for SP on top of that...my gut feel says it is a bad move. Too much pressure (which people already say they feel) to skill up, another substantial cost to support for a player.

It will feel pay to win to a newbro, I think. Can't make enough isk to support all this, have to sell plex. But hey, those games are pretty big now so maybe those players will stay and throw money at it, but it would change the face of the game forever.
Jill Xelitras
Xeltec services
#4318 - 2015-10-21 18:15:27 UTC
General Lootit wrote:
Levi Belvar wrote:
Dror wrote:

So, you're evidence for the success of SP is that the game has had subscriptions? So has WoW -- is that great game design/


A game model like WoW is hardly a fail Dror, 12 mill active subs in its heyday of wrath grossing 300mill per annum even now a paltry 5.6 mill active subs. Im sure EvE would like even 33% percent of those active accounts running.

Maybe it was so successful because players saw that their progress depending from theirs actions in the game but not from subbing time.


... and likewise, EvE allowed equal SP progression to those with limited time to play. A week worth of SP, is a week worth for everyone.

Of course CCP had to make the system vastly convoluted with locked base attributes, learning skills and attribute modifying implants. But apart from that ... it worked.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Moac Tor
Cyber Core
Immediate Destruction
#4319 - 2015-10-21 18:19:44 UTC  |  Edited by: Moac Tor
Ok. Instead of the car crash of an idea being proposed, I suggest this much better idea.

We use cerebral enhancers which can ideally be found in game (or if CCP really need the revenue stream bought for Aurum).

Proposal

Cerebral enhancers come in the 2 variations below:

Standard Enhancer
increases SP gain by 100% for 7 days.
Estimated market price - 1/8 Plex (150m)

Advanced Enhancer
increases SP gain by 150% for 7 days.
Estimated market price - 1/4 Plex (300m)

The effect of the enhancer is modified based upon the SP total of the character it is used upon.

0 – 10 million skillpoints = 100% effect (150% increased training speed - 6750 SP hour max)
10 - 25 million skillpoints = 75% effect (112.5% increased training speed - 5737.5 SP hour max)
25 - 50 million skillpoints = 50% effect (75% increased training speed - 4725 SP hour max)
50 – 80 million skillpoints = 25% effect (37.5% increased training speed - 3712.5 SP hour max)
80 + million skillpoints = 20% effect (30% increased training speed - 3510 SP hour max)

Under the numbers given the standard enhancer (which is the best value for money / ISK) would be equivalent in terms of value to dual character training for a character between 25m - 50m skill points. Over 50m and this benefit is halved, and under 25m and the benefit is up to double to help newer players.

Benefits

  1. Would allow newer players who wish to grind or pay for these enhancers the possibility to do so, without them being completely overpriced due to the diminishing returns. (5x more effective for a character under 10mil SP)

  2. Is heavily weighted in favour of the new player, although still pretty useful for a character of any skill level.

  3. It won't be as powerful a tool as instantly being able to skill up using unallocated SP would have been; this therefore removes a lot of the opportunities for meta gaming and exploits.

  4. Won't lead to the abomination which would be be SP farms, and won't allow highly skilled characters to profiteer by selling their SP to newbies.

  5. Doesn't remove consequences for the skill training path you chose (you chose to be a miner, sorry you can't instantly allocate all the SP into combat, actions have consequences)


I can't really see any negative to this apart from the fact it is introducing a grind for SP particularly for new players, but it seems this might be what they want and will keep them subbed.
Dave Stark
#4320 - 2015-10-21 18:21:30 UTC
afkalt wrote:
Dave Stark wrote:
afkalt wrote:
Dave Stark wrote:
afkalt wrote:
Or, you know, more fun. Which is it.

We don't play the same game, you and I.

Shouldn't you be off somewhere crying about being ganked?


yeah the actual pvp is but jesus christ... how many hoops do you have to jump through to find some?

i mostly pvp in npsi fleets but jeez, 2 hours to form up and find a fight... 2hrs is a large chunk of most people's play time.



Yeah, you'll get no disagreement from me there. But that's in large part a population density problem.

That said, there are hotzones, it's a case of not being able to handle the heat when the natives wake up for us (most?)


so we need more people, will this change bring them in?


Realistically? Probably, insofar as it will get them engaged. I doubt, however, it will help retention. I would anticipate the reverse.

Still, I suppose if we throw enough newbies into the grinder, some might stick right, so we could argue it is playing percentages.

But on the other hand you've the reality of the poster a few lines back - already power grinding for isk for ships, for isk for plex. Adding the pressure of grinding for SP on top of that...my gut feel says it is a bad move. Too much pressure (which people already say they feel) to skill up, another substantial cost to support for a player.

It will feel pay to win to a newbro, I think. Can't make enough isk to support all this, have to sell plex. But hey, those games are pretty big now so maybe those players will stay and throw money at it, but it would change the face of the game forever.


keeping them is the first step. can't get some one engaged if they're not playing.

indeed, churn enough through the grinder and we might get a few stick.

you only have to get them past the "initial" grind. when i first started playing i often logged in, saw i had a few days on a skill left, logged out and played some halo or something. these days? not so much, i barely look at my skill queue. i think once you get past that initial hump of feeling limited by your skills (can't even fill all the slots because you haven't finished training AWU V or something).
i remember grinding for plex, because i felt that if i was "playing for free" that i didn't mind waiting for skills. if we had TSPs i'd have spent my isk on them instead. that's just me though.

indeed, micro transactions are all the rage now. Most things change the face of the game forever. look at jump fatigue - think we'll ever see another asakai or b-r with that in the game? many people don't.