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Dev Blog: Exploring The Character Bazaar & Skill Trading

First post First post First post
Author
Dror
Center for Advanced Studies
Gallente Federation
#5121 - 2015-10-28 22:04:26 UTC
Tyberius Franklin wrote:
I'm pulling it right out of the report you cited, which never spoke of not having character development as a positive. The only thing it did was point to a system like eve's as preferential. If the creators of the report intended to convey the idea that progression-less systems were preferential, which is the basis of your claim, you'd think they would actually state that.

So we still have a document that only states EvE's approach is preferential to the other contrasted approach and a no progression system is not even considered. That's not cherry picking. That's literally comparing your point with the whole context of the paper and seeing that it effectively and explicitly endorses skill-point based character progression and doesn't advocate 0 progression.

And yes, lock in is the cost of switching games, including lost progress. Nothing stated was inaccurate, just you again fishing for technicalities and ignoring and downplaying obviously promoted ideas in the paper that don't fit your narrative.

Black and white fallacy (for multiple points). "Not citing the idea of XP/SP-less gameplay" is no determiner of validity for that idea at all (it's just unmentioned). Furthermore, claiming that SP provides equal opportunity for a win (including from reshipping to appropriate tools) is ludicrous. A low-SP frigate character (experience irrelevant) vs. an up-shipped.. T3C or whatever is no contest.

Opportunity at low SP vs. low XP levels is irrelevant. The XP characters can be maxed before SP characters (again, skill disregarded) can be competitive in the diversity of the sandbox. "Skill progression", though, can actually suggest no stat advantage, because those points could be just more options instead of more powerful options. Undermining SP even further -- "In addition [to equal opportunity to win], developers should provide equal incentives for players to engage in one-on-one combat, a large-scale siege of a castle, or large-scale battles for territory." That's explicitly saying, translated through this game's design, that challenging sov and whatever else should be, per character, equally convenient. Therefore, a group of newbies should have the toolset on par of an equal group of veterans. It's science.

"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.

Amanda Orion
Royal Amarr Institute
Amarr Empire
#5122 - 2015-10-28 22:58:43 UTC
Tiberius Heth wrote:



CCP seems to require continued explaining that killing the golden goose will get them a juicy dinner for one night but is, on the whole, a moronically dumb thing to do. Some times they need to be told to wear their dunce hat and be put in the corner of the room for a bit, this is one of those times.


QFT
Amanda Orion
Royal Amarr Institute
Amarr Empire
#5123 - 2015-10-28 23:01:45 UTC
ISD Decoy wrote:
I have removed a couple off-topic posts and those quoting them.



Good for you.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5124 - 2015-10-29 00:22:20 UTC
Dror wrote:
Black and white fallacy (for multiple points). "Not citing the idea of XP/SP-less gameplay" is no determiner of validity for that idea at all (it's just unmentioned). Furthermore, claiming that SP provides equal opportunity for a win (including from reshipping to appropriate tools) is ludicrous. A low-SP frigate character (experience irrelevant) vs. an up-shipped.. T3C or whatever is no contest.
There was no need to claim SP provided equal chance for victory. There was no statement that there should be equal chance for victory between differing tenures of player. Only between classes, which a skill based system effectively eliminates as a concept at the character level. Hence the advocacy of a skill-point based system.

And we're not dealing with a black and white fallacy, but a black and white fact. They either did or didn't address and advocate for a progression-less system. They chose not to. Thus, whether they think it has merit or not is not something that can be specifically inferred. As such, it's NOT evidence of your point. Similarly they either did or didn't advocate a skill-point based system, the range of such systems aside, and concluded it superior. We can infer things from either omission or lack thereof, but either way the fact of NOT advocating a flat system is just that, fact.

It makes your claim of advocacy and evidence for such a system also false, as they literally linked one system to the idea of control and ownership over another.

Dror wrote:
Opportunity at low SP vs. low XP levels is irrelevant. The XP characters can be maxed before SP characters (again, skill disregarded) can be competitive in the diversity of the sandbox. "Skill progression", though, can actually suggest no stat advantage, because those points could be just more options instead of more powerful options. Undermining SP even further -- "In addition [to equal opportunity to win], developers should provide equal incentives for players to engage in one-on-one combat, a large-scale siege of a castle, or large-scale battles for territory." That's explicitly saying, translated through this game's design, that challenging sov and whatever else should be, per character, equally convenient. Therefore, a group of newbies should have the toolset on par of an equal group of veterans. It's science.
You're interpretation doesn't match the statement at all. Equal incentive != equal capability. Incentive drives the desire to participate, but does not define the means of doing so and thus in no way mandates or even suggests equal access.

Nothing there says it should be "equally convenient." It's not science; it's again you providing selective interpretation.
Daniela Doran
Doomheim
#5125 - 2015-10-29 02:12:20 UTC
Leonardo Adami wrote:
Levi Belvar wrote:
These people speaking that they want all in EvE now why dont you ask CCP seagull to give you EvE Offline - single player and use the Tilde command /Giveall

There's a reason no such thing comes in online games, the shelf life after you blitz'd through it in 90 mins is Zero.


After you clean yourself up from all the vomit you've spewed please elaborate on this.


Reported for trolling!
Daniela Doran
Doomheim
#5126 - 2015-10-29 02:17:02 UTC
Mag's wrote:
Tiberius Heth wrote:
Suede wrote:
Tiberius Heth wrote:
So CCP, you had more than a week to think it all over. I'm sure that by now a decision is made or a least a consensus is reached, what is it going to be? Stay true to a core concept of EVE or sell out.


if it is more Money for CCP I am sure they will go head and do it, CCP making money come before there player base, as someone as to buy the milk


They did well before, so not an excuse.
This thread was merely a PR exercise, to make the players feel involved and to fulfil their promise to the CSM.
While there may be a few changes here and there, (which is normal anyway) it was actually already a done deal.


If that's true , then it's going to be sad to see this game reduce to such a low level.
Dror
Center for Advanced Studies
Gallente Federation
#5127 - 2015-10-29 02:38:16 UTC
Tyberius Franklin wrote:
Dror wrote:
Black and white fallacy (for multiple points). "Not citing the idea of XP/SP-less gameplay" is no determiner of validity for that idea at all (it's just unmentioned). Furthermore, claiming that SP provides equal opportunity for a win (including from reshipping to appropriate tools) is ludicrous. A low-SP frigate character (experience irrelevant) vs. an up-shipped.. T3C or whatever is no contest.
There was no need to claim SP provided equal chance for victory. There was no statement that there should be equal chance for victory between differing tenures of player. Only between classes, which a skill based system effectively eliminates as a concept at the character level. Hence the advocacy of a skill-point based system.

And we're not dealing with a black and white fallacy, but a black and white fact. They either did or didn't address and advocate for a progression-less system. They chose not to. Thus, whether they think it has merit or not is not something that can be specifically inferred. As such, it's NOT evidence of your point. Similarly they either did or didn't advocate a skill-point based system, the range of such systems aside, and concluded it superior. We can infer things from either omission or lack thereof, but either way the fact of NOT advocating a flat system is just that, fact.

It makes your claim of advocacy and evidence for such a system also false, as they literally linked one system to the idea of control and ownership over another.

Dror wrote:
Opportunity at low SP vs. low XP levels is irrelevant. The XP characters can be maxed before SP characters (again, skill disregarded) can be competitive in the diversity of the sandbox. "Skill progression", though, can actually suggest no stat advantage, because those points could be just more options instead of more powerful options. Undermining SP even further -- "In addition [to equal opportunity to win], developers should provide equal incentives for players to engage in one-on-one combat, a large-scale siege of a castle, or large-scale battles for territory." That's explicitly saying, translated through this game's design, that challenging sov and whatever else should be, per character, equally convenient. Therefore, a group of newbies should have the toolset on par of an equal group of veterans. It's science.
You're interpretation doesn't match the statement at all. Equal incentive != equal capability. Incentive drives the desire to participate, but does not define the means of doing so and thus in no way mandates or even suggests equal access.

Nothing there says it should be "equally convenient." It's not science; it's again you providing selective interpretation.

Why would they say to give equal opportunity for any class to win!? What plays a character class? The player -- so, the player should be able to win. (For a deep game, that can imply switching out toolsets, because there are inherent counters in games.) Why? Because, as the study specifiies, feeling competitive ("learning to control their character effectively") should lead to strong psychological ownership of the character. Furthermore, it states that as the primary control -- "affecting the environment to their wishes". That lines up perfectly with the standard intrinsic motivation definition.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5128 - 2015-10-29 03:11:43 UTC
Dror wrote:
Why would they say to give equal opportunity for any class to win!? What plays a character class? The player -- so, the player should be able to win. (For a deep game, that can imply switching out toolsets, because there are inherent counters in games.) Why? Because, as the study specifiies, feeling competitive ("learning to control their character effectively") should lead to strong psychological ownership of the character. Furthermore, it states that as the primary control -- "affecting the environment to their wishes". That lines up perfectly with the standard intrinsic motivation definition.
Why would they say it? Maybe because they are contrasting a class/level system to a skill-point system and how the former creates potential disadvantages in general balance intrinsic to the character where the latter tends to avoid the issue.

That's a concept of comparative balance which leads to being able to invest in single character development to work towards a variety of roles and avoid inherent and permanent poor match-ups with no outs at the whims of class limits and their balance.

Neither system creates a system of direct and consistent equality or lack of progression.

And still no, it does not imply every player is at equal odds of winning, merely that the class alone is not a strong determinant. That's all. That still doesn't exclude other factors of a character from making encounters uneven. The report doesn't even attempt to do that. Thus the players are at no obligation to be made totally equal by any reasoning presented. That argument simply isn't made.

And learning to control their character effectively mandates no access to any specific tool, but rather competence with the tools you have. Competitiveness comes from competence, not universal access. And control of the environment, so far as it actually exists and further with all other cooperative structures that may be working against you, extends from competence and cooperation, neither of which mandate specific tool sets for any specific player (but socially benefits from differing skill sets, something you would eliminate).

Everything lines up as is, you just keep erroneously conflating the idea of piloting cap ships day 1 with being the sole measure of character control.
Dror
Center for Advanced Studies
Gallente Federation
#5129 - 2015-10-29 03:20:21 UTC
Tyberius Franklin wrote:
Dror wrote:
Why would they say to give equal opportunity for any class to win!? What plays a character class? The player -- so, the player should be able to win. (For a deep game, that can imply switching out toolsets, because there are inherent counters in games.) Why? Because, as the study specifiies, feeling competitive ("learning to control their character effectively") should lead to strong psychological ownership of the character. Furthermore, it states that as the primary control -- "affecting the environment to their wishes". That lines up perfectly with the standard intrinsic motivation definition.
Why would they say it? Maybe because they are contrasting a class/level system to a skill-point system and how the former creates potential disadvantages in general balance intrinsic to the character where the latter tends to avoid the issue.

That's a concept of comparative balance which leads to being able to invest in single character development to work towards a variety of roles and avoid inherent and permanent poor match-ups with no outs at the whims of class limits and their balance.

Neither system creates a system of direct and consistent equality or lack of progression.

And still no, it does not imply every player is at equal odds of winning, merely that the class alone is not a strong determinant. That's all. That still doesn't exclude other factors of a character from making encounters uneven. The report doesn't even attempt to do that. Thus the players are at no obligation to be made totally equal by any reasoning presented. That argument simply isn't made.

And learning to control their character effectively mandates no access to any specific tool, but rather competence with the tools you have. Competitiveness comes from competence, not universal access. And control of the environment, so far as it actually exists and further with all other cooperative structures that may be working against you, extends from competence and cooperation, neither of which mandate specific tool sets for any specific player (but socially benefits from differing skill sets, something you would eliminate).

Everything lines up as is, you just keep erroneously conflating the idea of piloting cap ships day 1 with being the sole measure of character control.

That whole post is purely an inability to correlate multiple points in the study cohesively. It's a complete non-reply -- "nuh uh!"

There's no evidence that the skill point system they're discussing has anything to do with the SP mechanic. It's on the claim to prove there is.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5130 - 2015-10-29 03:42:17 UTC
Dror wrote:
That whole post is purely an inability to correlate multiple points in the study cohesively. It's a complete non-reply -- "nuh uh!"

There's no evidence that the skill point system they're discussing has anything to do with the SP mechanic. It's on the claim to prove there is.
I just related all the points for you in a coherent manner. All you gave was this.

You just did the very thing you accused me of doing when what I did was directly address the issues with concepts you presented and the problems with what you tried to use as evidence.

Tempted as I am to reciprocate such a lazy response, regarding comparing skill systems, you haven't defined how EvE's might differ in any meaningful way for the argument save suggesting one that there be no lockouts, only added efficiencies, which still falls against the concept of "equal opportunity for a win" between all players.

So lets say that we do go that route and a new player decides to just in a carrier with reduced cap, fitting, damage output, repair capacity, hit points, agility, jump capacity, module effectiveness and game knowledge to top it all off. This helps them how? Their ability to affect their environment from the frigate was better due to the lack of compounding differences between the tools in use over the multiple ship size increases alongside specialized functions.

So what form of an actual skill system maintains the advantages of skills while not compounding the differences between having them ant not having them when you get into deeper mechanics?
Dror
Center for Advanced Studies
Gallente Federation
#5131 - 2015-10-29 03:56:21 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
Dror wrote:
That whole post is purely an inability to correlate multiple points in the study cohesively. It's a complete non-reply -- "nuh uh!"

There's no evidence that the skill point system they're discussing has anything to do with the SP mechanic. It's on the claim to prove there is.
I just related all the points for you in a coherent manner. All you gave was this.

You just did the very thing you accused me of doing when what I did was directly address the issues with concepts you presented and the problems with what you tried to use as evidence.

Tempted as I am to reciprocate such a lazy response, regarding comparing skill systems, you haven't defined how EvE's might differ in any meaningful way for the argument save suggesting one that there be no lockouts, only added efficiencies, which still falls against the concept of "equal opportunity for a win" between all players.

So lets say that we do go that route and a new player decides to just in a carrier with reduced cap, fitting, damage output, repair capacity, hit points, agility, jump capacity, module effectiveness and game knowledge to top it all off. This helps them how? Their ability to affect their environment from the frigate was better due to the lack of compounding differences between the tools in use over the multiple ship size increases alongside specialized functions.

So what form of an actual skill system maintains the advantages of skills while not compounding the differences between having them ant not having them when you get into deeper mechanics?

The point is that its non-coherent.

It's trying to claim "skill points" as equal opportunity to win (by contrasting that a "class" system undermines skillfulness with counters) and simultaneously trying to claim that locking all of the options behind SP promotes winning.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5132 - 2015-10-29 04:06:37 UTC
Dror wrote:
The point is that its non-coherent.

It's trying to claim skill points as equal opportunity to win (by contrasting that a "class" system undermines skillfulness with counters) and simultaneously trying to claim that locking all of the options behind SP promotes winning.
No, that wasn't the claim. The claim was "it does not imply every player is at equal odds of winning, merely that the class alone is not a strong determinant. That's all. That still doesn't exclude other factors of a character from making encounters uneven."

How you managed to turn "it does not imply every player is at equal odds of winning" into "It's trying to claim skill points as equal opportunity to win" is something I cannot explain.

You keep conflating the issue of avoiding class based dominance through imbalance with endorsement of a 0 advantage landscape and claiming a statement that said the former does the latter.
Dror
Center for Advanced Studies
Gallente Federation
#5133 - 2015-10-29 04:25:02 UTC
Tyberius Franklin wrote:
Dror wrote:
The point is that its non-coherent.

It's trying to claim skill points as equal opportunity to win (by contrasting that a "class" system undermines skillfulness with counters) and simultaneously trying to claim that locking all of the options behind SP promotes winning.
No, that wasn't the claim. The claim was "it does not imply every player is at equal odds of winning, merely that the class alone is not a strong determinant. That's all. That still doesn't exclude other factors of a character from making encounters uneven."

How you managed to turn "it does not imply every player is at equal odds of winning" into "It's trying to claim skill points as equal opportunity to win" is something I cannot explain.

You keep conflating the issue of avoiding class based dominance through imbalance with endorsement of a 0 advantage landscape and claiming a statement that said the former does the latter.

How does the study set up "character control" as loss avoidance and the implication here become that its OK to lose (conversely to the whole discussion being about a win)?

It's a baseless claim because of the implication that winning is about character-class plausibility but none so for individual characters. The very study says, "Yee argued that MMORPG players usually play characters that are able to alter the game environment and control the flow of a fight so that their character becomes the winner."

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5134 - 2015-10-29 04:46:08 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
How does the study set up "character control" as loss avoidance and the implication here become that its OK to lose (conversely to the whole discussion being about a win)?

It's a baseless claim because of the implication that winning is about character-class plausibility but none so for individual characters. The very study says, "Yee argued that MMORPG players usually play characters that are able to alter the game environment and control the flow of a fight so that their character becomes the winner."
Where is character control set up as loss avoidance, also how does that not conflict with the definition of "secondary control" in the paper as effectively coping with loss and/or the environment and choosing goals according to ones capabilities (which is a form of control advocated by the report as well)?

Also you've turned Yee's words into a paradox. Somehow each player is supposed to be the determinant of an encounter? This includes the impossibility created when characters desire conflict? Everyone can't be a winner when players compete. Everyone can't have their influence on a limited environment.

Edit: And actually one of EvE's fundaments goes beyond simply saying it's ok to lose, it says you WILL sometimes lose and advises to be prepared for it (secondary control again).
Dror
Center for Advanced Studies
Gallente Federation
#5135 - 2015-10-29 05:00:18 UTC
Tyberius Franklin wrote:
Dror wrote:
How does the study set up "character control" as loss avoidance and the implication here become that its OK to lose (conversely to the whole discussion being about a win)?

It's a baseless claim because of the implication that winning is about character-class plausibility but none so for individual characters. The very study says, "Yee argued that MMORPG players usually play characters that are able to alter the game environment and control the flow of a fight so that their character becomes the winner."
Where is character control set up as loss avoidance, also how does that not conflict with the definition of "secondary control" in the paper as effectively coping with loss and/or the environment and choosing goals according to ones capabilities (which is a form of control advocated by the report as well)?

Also you've turned Yee's words into a paradox. Somehow each player is supposed to be the determinant of an encounter? This includes the impossibility created when characters desire conflict? Everyone can't be a winner when players compete. Everyone can't have their influence on a limited environment.

Edit: And actually one of EvE's fundaments goes beyond simply saying it's ok to lose, it says you WILL sometimes lose and advises to be prepared for it (secondary control again).

Players can only avoid loss if they have the tools.

"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.

Levi Belvar
Republic Military School
Minmatar Republic
#5136 - 2015-10-29 08:46:56 UTC  |  Edited by: Levi Belvar
Dror wrote:
Why would they say to give equal opportunity for any class to win!? What plays a character class? The player -- so, the player should be able to win. (For a deep game, that can imply switching out toolsets, because there are inherent counters in games.) Why? Because, as the study specifiies, feeling competitive ("learning to control their character effectively") should lead to strong psychological ownership of the character. Furthermore, it states that as the primary control -- "affecting the environment to their wishes". That lines up perfectly with the standard intrinsic motivation definition.

That is the most blantent misrepresentation of a statement you've pulled yet:

Why would they say to give equal opportunity for any class to win!? What plays a character class? The player

Equal opportunity meaning that there is no game mechanic favouring one class specialization over another e.g. Warlock being overpowered by its current patch / expansion to any other class in game, Has no golden spell or golden ammo.

When individuals experience a reduction in primary control, they may either withdraw (abandon the MMORPG and identify alternative goals) or they may invest in secondary control. To ensure a fair gaming environment, MMORPGs run in real time with a low level of live control [79], and players may therefore seek greater interpretive (secondary) control. Because secondary control is characterized by persistent behavior [69], by definition MMORPG players display secondary control behavior

2. Secondary Control over the Character
Scon1: I have invested a great deal of time in managing my character.
Scon2: I spend a great deal of time as my character.
Scon3: I frequently visit the game to manage my character.

“Stupidity and wisdom meet in the same centre of sentiment and resolution, in the suffering of human accidents.”

Dror
Center for Advanced Studies
Gallente Federation
#5137 - 2015-10-29 12:30:22 UTC
Levi Belvar wrote:
Equal opportunity meaning that there is no game mechanic favouring one class specialization over another e.g. Warlock being overpowered by its current patch / expansion to any other class in game, Has no golden spell or golden ammo.

Seems pretty accurate. What's the problem?

"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.

General Lootit
The Scope
Gallente Federation
#5138 - 2015-10-29 12:38:00 UTC
I'm so mad at you CCP! Evil They just canceled out. All of you, are you happy&!
Mhari Dson
Lazy Brothers Inc
#5139 - 2015-10-29 12:40:10 UTC
What I see happening with a system like is described in the blog is a sudden blast of 100's of 3.3m SP gank pilots that go to -10 sec status then get biomassed.

Counterproposal: Instead of an instant reward of SP, make it a 2x training speed til you use up the purchased bonus.
Levi Belvar
Republic Military School
Minmatar Republic
#5140 - 2015-10-29 12:53:19 UTC
Dror wrote:
Levi Belvar wrote:
Equal opportunity meaning that there is no game mechanic favouring one class specialization over another e.g. Warlock being overpowered by its current patch / expansion to any other class in game, Has no golden spell or golden ammo.

Seems pretty accurate. What's the problem?

Yes my statement is, you put :

Dror wrote:
Why would they say to give equal opportunity for any class to win!? What plays a character class? The player -- so, the player should be able to win

Thats not the place when the class is unbalanced, you'll always find in a class based games that one will be better than the rest between expansions and patches. When a game offers only one class you don't have that problem. Which leads to me your next proclamation you stated how are newbies to challenge sov ? Is this someone new to the game. ??

“Stupidity and wisdom meet in the same centre of sentiment and resolution, in the suffering of human accidents.”