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First post
Author
Indahmawar Fazmarai
#1381 - 2016-04-13 07:01:14 UTC
Tippia wrote:
(...)

Indahmawar Fazmarai wrote:
He already explained. The issue is the people who stopped login in daily because of the extended skill queue. Weekly rewards would do nothing to sort the issue.

His explanation is nonsensical. The extended skill queue did not stop people from logging in daily, because it never required you to do so to begin with. The extended skill queue meant that people could stuff several weeks or months of skills into the queue, as opposed to maybe 30 days tops. If it had been a daily requirement to update your skill queue, the dip he's talking about should have manifested when the queue was first implemented, not 7 years later.

He can claim otherwise until he's blue in the face, but that's just a fact of how the skill queue worked. He's going to have to come up with something far more clever if he want to argue against reality. His explanation is not a reason not to make it a weekly (or even monthly) tally; it's a pisspoor attempt at hiding the intent of the change: forcing people to log in more often than they've done since 2008.(...)


Well, I've been discussing a lot the steep decline in PCU. My main argument being (and is) that most people pay CCP for the PvE, PvE is a short career with poor quality and that kills population faster than anything else in the game, thus in the last years people who start playing are outnumbered by the continued pressure of quitting PvErs. That drives PCU down despite all of CCP's increasingly desperate efforts to improve PvP, quality of life and anything but PvE as PvErs want it.

In this context, one of the usual counter-arguments is that multiple character training and long skillqueues are to blame for PCU going down.

So when CCP comes and tells us that unlimited skillqueues have taken a toll on server population after Phoebe, I am more or less willing to take their word for it. It goes a bit against my main argument but makes sense.

We may discuss whether it's bullshit or don't, but there's one deeper layer into it: lower PCU (which is real) is toxic to EVE and CCP. Enough toxic to lead CCP into taking a controversial step to bribe players into becoming/providing content by just loggin in and being exposed to the sandbox.

As someone who would profit from this measure (pennies from heaven just for playing my way), I am perfectly OK with it. To me, it's a nice bribe to counter the desperate stupidity of higher NPC taxes in the futile attempts to make Citadels into acceptable trade hubs.
Nevyn Auscent
Broke Sauce
#1382 - 2016-04-13 07:20:32 UTC
Indahmawar Fazmarai wrote:


We may discuss whether it's bullshit or don't, but there's one deeper layer into it: lower PCU (which is real) is toxic to EVE and CCP. Enough toxic to lead CCP into taking a controversial step to bribe players into becoming/providing content by just loggin in and being exposed to the sandbox..

Regardless of if the PCU issue is true, 5 minutes of login is not going to significantly add to the concurrent PCU which is the count that players get to see. It may affect the unique logins per day but that is a hidden statistic that only CCP can see how many Players, and Players is the important statistic not accounts, are logged in per day.
Daily kill one NPC quests do not add content to the game in a significant manner, and they do not add significant engagement for the player. And they go directly against the 'EVE doesn't have an SP grind' selling point, not to mention making fools of everyone who claimed that Sp injectors were not the start of a slippery slope, because this right here is the next part of the slippery slope mere months later.
Lugh Crow-Slave
#1383 - 2016-04-13 07:24:49 UTC  |  Edited by: Lugh Crow-Slave
Nevyn Auscent wrote:
Indahmawar Fazmarai wrote:


We may discuss whether it's bullshit or don't, but there's one deeper layer into it: lower PCU (which is real) is toxic to EVE and CCP. Enough toxic to lead CCP into taking a controversial step to bribe players into becoming/providing content by just loggin in and being exposed to the sandbox..

Regardless of if the PCU issue is true, 5 minutes of login is not going to significantly add to the concurrent PCU which is the count that players get to see. It may affect the unique logins per day but that is a hidden statistic that only CCP can see how many Players, and Players is the important statistic not accounts, are logged in per day.
Daily kill one NPC quests do not add content to the game in a significant manner, and they do not add significant engagement for the player. And they go directly against the 'EVE doesn't have an SP grind' selling point, not to mention making fools of everyone who claimed that Sp injectors were not the start of a slippery slope, because this right here is the next part of the slippery slope mere months later.


Not to mention weer know ccp was blatantly dishonest with us when they said training would be the only way to get sp fir the injector because this was in the works when they posted that

So at the very least we know they don't respect is enough to tell us the truth

Tinfoil hat EDIT
Also this is kinda big yet there is not even a hint that a dev blog will be put out anytime soon. It's almost like ccp doesn't want to be called out for sneaking thus in but they also don't want the majority of eve to know about it yet
Tomika
Doomheim
#1384 - 2016-04-13 08:04:38 UTC  |  Edited by: Tomika
Lugh Crow-Slave wrote:
Tomika wrote:
This thread is full of people essentially complaining that they are hopeless addicts with no willpower to resist operant conditioning.


you understand there is a difference between being addicted and conditioned right?


If you are neither addicted nor particularly susceptible to conditioning there is no reason for you to whine about being 'forced' to do something.

Judging by the number of responses you have made in this thread I can sympathise if you have OCD tendencies and are virtually powerless to withstand the draw of those extra 10K SP.
Raphendyr Nardieu
Avanto
Hole Control
#1385 - 2016-04-13 08:07:50 UTC
I tried to think the goals of CCP and how to get there. So the idea is that player would think "I would like to have more SP, so what would I need to do?", but if one plays the game already with all of hes alts the reward should be more or less automatic.

Second goal is to get more players "active" in the sandbox so they can effect others or at least make it seem there is others in space too. At least personally seeing someone is undocking hauler and probably transporting some goods feels nice even if I'm not there to shoot him.

Idea 1, activity counter:

So, could we just track the activity? Basically if one is in space for 15-60 minutes (I don't take oppinion about the amount) and active. The active is counted from actions coming from the client e.g. warp to, aproach, lockj, shoto etc etc etc... At least for AT there was some technic to count actions per minute, thus if there is at least one aciton per minute for total of 60 minutes I would count that as active for 60 minutes. You could even make it so that specific actions count to it too e.g. killing a rat would count as 5 minutes of activity or selling 100m3 of items in market as 5 minutes too. But basic idea stands, one should be active e.g. 60 minutes per day.

This way it could also be balanced for weekend actives too, so every day system would add 60 minutes to the counter and when ever you get that to 0 you would get the reward for all of the additions (thus being active 7 hours on Saturday would cound for total of 70k SP). Of course with limit of 7 hours and 70k SP, thus being away for 2 weeks wouldn't count.


Idea 2, task pool:

Lets think these as agent missions, but real implementation sohuld count them automaticalle (so no need to click accept mission etc). Let's have more than 7 tasks to do. Few of them would be kill npc in different spaces (so one for wh, ns, hs and ls). So one would do one would kill npc in hisec. That would check that task completed with some reward. At any given time one can have max of 7 done tasks. So if you do 7 tasks today, you could complete any for that day.

When tasks is complete it would start timer of 20-24h to reopen that task. Thus you could repeat to kill npc in hisec daily. If there is one task that has timer running, second completed task would go to queue for refresh, thus if you would do 7 tasks, it would take around a week for you to do another 7 tasks.

So this would allow doing the same task daily for daily reward as same as current proposed system, but it would also make it possible to do 7 tasks in weekend for those that can't be there in weekdays.


conclusion:

So the basic design behind these both ideas is to make it possible to do your acitivity on smaller calendar days, but would require more activity from the player in those., but still keeping the total required activity same per day.

I would prefer the first as that should be easiest to balance in the end. It would also make it possible to just scout the eve to count as activity or being an hauler that just takes stuff from place A to B. If market gets counted well enough it should work for market traders too.

Any case I hope weget some day away from specific action to a lot of more actions.

Also I would create "what to do" page for people that they could look for things to do. Though I would it would be more or less the opportunities system, but maybe a extra tab with "opportunities that you haven't done in a while".

Well.. these are my thoughs I hope they help in some way.
Lugh Crow-Slave
#1386 - 2016-04-13 08:11:56 UTC  |  Edited by: Lugh Crow-Slave
Raphendyr Nardieu wrote:
I tried to think the goals of CCP and how to get there. So the idea is that player would think "I would like to have more SP, so what would I need to do?", but if one plays the game already with all of hes alts the reward should be more or less automatic.

Second goal is to get more players "active" in the sandbox so they can effect others or at least make it seem there is others in space too. At least personally seeing someone is undocking hauler and probably transporting some goods feels nice even if I'm not there to shoot him.

Idea 1, activity counter:

So, could we just track the activity? Basically if one is in space for 15-60 minutes (I don't take oppinion about the amount) and active. The active is counted from actions coming from the client e.g. warp to, aproach, lockj, shoto etc etc etc... At least for AT there was some technic to count actions per minute, thus if there is at least one aciton per minute for total of 60 minutes I would count that as active for 60 minutes. You could even make it so that specific actions count to it too e.g. killing a rat would count as 5 minutes of activity or selling 100m3 of items in market as 5 minutes too. But basic idea stands, one should be active e.g. 60 minutes per day.

This way it could also be balanced for weekend actives too, so every day system would add 60 minutes to the counter and when ever you get that to 0 you would get the reward for all of the additions (thus being active 7 hours on Saturday would cound for total of 70k SP). Of course with limit of 7 hours and 70k SP, thus being away for 2 weeks wouldn't count.


Idea 2, task pool:

Lets think these as agent missions, but real implementation sohuld count them automaticalle (so no need to click accept mission etc). Let's have more than 7 tasks to do. Few of them would be kill npc in different spaces (so one for wh, ns, hs and ls). So one would do one would kill npc in hisec. That would check that task completed with some reward. At any given time one can have max of 7 done tasks. So if you do 7 tasks today, you could complete any for that day.

When tasks is complete it would start timer of 20-24h to reopen that task. Thus you could repeat to kill npc in hisec daily. If there is one task that has timer running, second completed task would go to queue for refresh, thus if you would do 7 tasks, it would take around a week for you to do another 7 tasks.

So this would allow doing the same task daily for daily reward as same as current proposed system, but it would also make it possible to do 7 tasks in weekend for those that can't be there in weekdays.


conclusion:

So the basic design behind these both ideas is to make it possible to do your acitivity on smaller calendar days, but would require more activity from the player in those., but still keeping the total required activity same per day.

I would prefer the first as that should be easiest to balance in the end. It would also make it possible to just scout the eve to count as activity or being an hauler that just takes stuff from place A to B. If market gets counted well enough it should work for market traders too.

Any case I hope weget some day away from specific action to a lot of more actions.

Also I would create "what to do" page for people that they could look for things to do. Though I would it would be more or less the opportunities system, but maybe a extra tab with "opportunities that you haven't done in a while".

Well.. these are my thoughs I hope they help in some way.



So with idea one im still being told how long to play

And with idea two im still being told what to do just with a small amount of choice

No this idea is not better in fact it's worse
Lavayar
Haidamaky
UA Fleets
#1387 - 2016-04-13 08:51:00 UTC
Raphendyr Nardieu wrote:
I tried to think the goals of CCP and how to get there. So the idea is that player would think "I would like to have more SP, so what would I need to do?", but if one plays the game already with all of hes alts the reward should be more or less automatic.
....

So, you have created one mindless "human bot".
Shallanna Yassavi
qwertz corp
#1388 - 2016-04-13 08:55:54 UTC
Raphendyr Nardieu wrote:
I tried to think the goals of CCP and how to get there. So the idea is that player would think "I would like to have more SP, so what would I need to do?", but if one plays the game already with all of hes alts the reward should be more or less automatic.

Second goal is to get more players "active" in the sandbox so they can effect others or at least make it seem there is others in space too. At least personally seeing someone is undocking hauler and probably transporting some goods feels nice even if I'm not there to shoot him.

Idea 1, activity counter:

So, could we just track the activity? Basically if one is in space for 15-60 minutes (I don't take oppinion about the amount) and active. The active is counted from actions coming from the client e.g. warp to, aproach, lockj, shoto etc etc etc... At least for AT there was some technic to count actions per minute, thus if there is at least one aciton per minute for total of 60 minutes I would count that as active for 60 minutes. You could even make it so that specific actions count to it too e.g. killing a rat would count as 5 minutes of activity or selling 100m3 of items in market as 5 minutes too. But basic idea stands, one should be active e.g. 60 minutes per day.

This way it could also be balanced for weekend actives too, so every day system would add 60 minutes to the counter and when ever you get that to 0 you would get the reward for all of the additions (thus being active 7 hours on Saturday would cound for total of 70k SP). Of course with limit of 7 hours and 70k SP, thus being away for 2 weeks wouldn't count.


Idea 2, task pool:

Lets think these as agent missions, but real implementation sohuld count them automaticalle (so no need to click accept mission etc). Let's have more than 7 tasks to do. Few of them would be kill npc in different spaces (so one for wh, ns, hs and ls). So one would do one would kill npc in hisec. That would check that task completed with some reward. At any given time one can have max of 7 done tasks. So if you do 7 tasks today, you could complete any for that day.

When tasks is complete it would start timer of 20-24h to reopen that task. Thus you could repeat to kill npc in hisec daily. If there is one task that has timer running, second completed task would go to queue for refresh, thus if you would do 7 tasks, it would take around a week for you to do another 7 tasks.

So this would allow doing the same task daily for daily reward as same as current proposed system, but it would also make it possible to do 7 tasks in weekend for those that can't be there in weekdays.


conclusion:

So the basic design behind these both ideas is to make it possible to do your acitivity on smaller calendar days, but would require more activity from the player in those., but still keeping the total required activity same per day.

I would prefer the first as that should be easiest to balance in the end. It would also make it possible to just scout the eve to count as activity or being an hauler that just takes stuff from place A to B. If market gets counted well enough it should work for market traders too.

Any case I hope weget some day away from specific action to a lot of more actions.

Also I would create "what to do" page for people that they could look for things to do. Though I would it would be more or less the opportunities system, but maybe a extra tab with "opportunities that you haven't done in a while".

Well.. these are my thoughs I hope they help in some way.

These proposals don't tell us what to do.
They tell us how many things to do and when to do them. That's not an improvement.

A signature :o

Mizhir
Devara Biotech
#1389 - 2016-04-13 09:17:38 UTC
Indahmawar Fazmarai wrote:
Tippia wrote:
(...)

Indahmawar Fazmarai wrote:
He already explained. The issue is the people who stopped login in daily because of the extended skill queue. Weekly rewards would do nothing to sort the issue.

His explanation is nonsensical. The extended skill queue did not stop people from logging in daily, because it never required you to do so to begin with. The extended skill queue meant that people could stuff several weeks or months of skills into the queue, as opposed to maybe 30 days tops. If it had been a daily requirement to update your skill queue, the dip he's talking about should have manifested when the queue was first implemented, not 7 years later.

He can claim otherwise until he's blue in the face, but that's just a fact of how the skill queue worked. He's going to have to come up with something far more clever if he want to argue against reality. His explanation is not a reason not to make it a weekly (or even monthly) tally; it's a pisspoor attempt at hiding the intent of the change: forcing people to log in more often than they've done since 2008.(...)


Well, I've been discussing a lot the steep decline in PCU. My main argument being (and is) that most people pay CCP for the PvE, PvE is a short career with poor quality and that kills population faster than anything else in the game, thus in the last years people who start playing are outnumbered by the continued pressure of quitting PvErs. That drives PCU down despite all of CCP's increasingly desperate efforts to improve PvP, quality of life and anything but PvE as PvErs want it.

In this context, one of the usual counter-arguments is that multiple character training and long skillqueues are to blame for PCU going down.

So when CCP comes and tells us that unlimited skillqueues have taken a toll on server population after Phoebe, I am more or less willing to take their word for it. It goes a bit against my main argument but makes sense.

We may discuss whether it's bullshit or don't, but there's one deeper layer into it: lower PCU (which is real) is toxic to EVE and CCP. Enough toxic to lead CCP into taking a controversial step to bribe players into becoming/providing content by just loggin in and being exposed to the sandbox.

As someone who would profit from this measure (pennies from heaven just for playing my way), I am perfectly OK with it. To me, it's a nice bribe to counter the desperate stupidity of higher NPC taxes in the futile attempts to make Citadels into acceptable trade hubs.


How is Dailies gonna fix this? If PVEers are quitting because of burnout from PVE then dailies wouldn't make PVE any more interesting. Instead they will most lkely just log in a do dailies and then log out afterwards until they burn out of that as well which in the end may extend their activity for 1-2 weeks but still wouldn't make them return to the game. I have been in many games where I slowly drifted into the 'just do dailies and then log out' cycle as I was burning out of the game and it honestly leaves a rather negative experiance of the game.

β€οΈοΈπŸ’›πŸ’šπŸ’™πŸ’œ

Damjan Fox
Fox Industries and Exploration
#1390 - 2016-04-13 10:13:37 UTC
I like free SP just as much, as anyone here. But this is a terrible idea.

CCP Rise wrote:
Now, with before and after data we can see that making it into the client is a huge step towards real activity, even if the reason for logging in in the first place seems artificial. So this leads us to where we are now, attempting to find ways to create more logins that also don't feel like such a punishment as the skill queue limitations did.

Then give out SP for just logging in and scrap the absolutely meaningless "Kill 1 NPC" idea. Roll

CCP Rise wrote:
SP simply has higher demand across more playstyles and player ages and that just makes it a more powerful incentive.

Rise, what about the Skill Trading Dev-Blog, where you said:
"It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training."

CCP Rise wrote:
We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout...

And how is this supposed to lead to "meaningful gameplay", if i'm just logged in for 10 or 15 minutes?

CCP Rise wrote:
...but also want to make sure there's some real gameplay associated with it.

But there is NO real gameplay associated with it. It's turning players into daily grinding bots, doing meaningless stuff.


Very much against it.


Regards,
Damjan
Jeremiah Saken
The Fall of Leviathan
#1391 - 2016-04-13 10:43:04 UTC
Damjan Fox wrote:
CCP Rise wrote:
SP simply has higher demand across more playstyles and player ages and that just makes it a more powerful incentive.
Rise, what about the Skill Trading Dev-Blog, where you said:
"It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training."

Mr. Fox are you serious? Few years ago CCP make a statement that there won't be any options to buy SP. Times go by, people are changing. BOOM skill points trading. I guess changes just gain momentum. Nothing is set in stone - favourite Seagull saying. In terms of making money ofc.

I resubbed after 3 months. Now I don't know why. Bull**** camera change (because of citadels), tax changes (because of citadels), probe window didn't touch since my last loggon at the start of the year (because every resource is redirected to citadels). From the model of patch every 6 weeks we are going back to 2 expansion per year with many little things that could be done easily, forgotten (sorry guys changing DCU icon is not a feature, adding 3 background or extra SKINs also). If I may point out worst management in history of gaming guess who would be my bet.

All they care about is PCU...

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Amak Boma
Dragon Factory
xX SERENITY Xx
#1392 - 2016-04-13 10:45:18 UTC
does daily opportunities will require specific ship and specific system to do the mission? or we can go in any ship and go kill some things in 0.4 systems? i.e i want to go with smartbomb battleship to asteroid belt and blast the rats in dehrokh (0.4)

why not give us also pvp opportunities , so we get certain task to kill another player ship and eventually his capsule thus could include suicide ganking


but i see problem with pvp opportunities you can kill your own alt but here is workaround you wont get the reward for killing own corporation members, for one of your other account/character so to claim reward you have to do valid pvp fight
Shallanna Yassavi
qwertz corp
#1393 - 2016-04-13 10:47:43 UTC  |  Edited by: Shallanna Yassavi
Indahmawar Fazmarai wrote:
Tippia wrote:
(...)

Indahmawar Fazmarai wrote:
He already explained. The issue is the people who stopped login in daily because of the extended skill queue. Weekly rewards would do nothing to sort the issue.

His explanation is nonsensical. The extended skill queue did not stop people from logging in daily, because it never required you to do so to begin with. The extended skill queue meant that people could stuff several weeks or months of skills into the queue, as opposed to maybe 30 days tops. If it had been a daily requirement to update your skill queue, the dip he's talking about should have manifested when the queue was first implemented, not 7 years later.

He can claim otherwise until he's blue in the face, but that's just a fact of how the skill queue worked. He's going to have to come up with something far more clever if he want to argue against reality. His explanation is not a reason not to make it a weekly (or even monthly) tally; it's a pisspoor attempt at hiding the intent of the change: forcing people to log in more often than they've done since 2008.(...)


Well, I've been discussing a lot the steep decline in PCU. My main argument being (and is) that most people pay CCP for the PvE, PvE is a short career with poor quality and that kills population faster than anything else in the game, thus in the last years people who start playing are outnumbered by the continued pressure of quitting PvErs. That drives PCU down despite all of CCP's increasingly desperate efforts to improve PvP, quality of life and anything but PvE as PvErs want it.

In this context, one of the usual counter-arguments is that multiple character training and long skillqueues are to blame for PCU going down.

So when CCP comes and tells us that unlimited skillqueues have taken a toll on server population after Phoebe, I am more or less willing to take their word for it. It goes a bit against my main argument but makes sense.

That wouldn't surprise me. Unfortunately, giving these guys skillpoints for what they already do and find boring isn't going to help.
There's also the problem that PvE content is expensive.

The devs of SWTOR came up with a dirty trick to make PvE content seem like it had more variety than it actually did. The Kuat Drive Yards flashpoint (dungeon) was linear as usual, but it would pick 3 of 5ish trash rooms and 1 of 3 boss fights, which led to a different sequence of fights every time.
Or we could hear a voice-acted Kruul raging at us whenever we plowed through his minions on a similar theory (random selection of first dialog -> random selection of next). They could have a lot of fun making PvE sound alive. Not necessarily equal-random: rare enough that someone will say "Heh, never heard that one before!" on the 100th time, or depending on what kind of ship you throw at the mission, or if you bring friends. Sound and dialog add pure flavor, no ISK, no skillpoints, and, most importantly, is not telling us when we have to rescue another distressed damsel.
Or if we bring a fleet, any mission about The Seven could have them shout some flavor of "You mock us!" or a different version of the mission. There's PvE stuff which can be done with the engine as it exists right now. Which would shoot the moon with development costs because of all the languages...
Or, if we want to really put the sandbox into it, have a mission design contest once in a while. We do the imagination and theorycrafting and surprise each other what we come up with.

But that's not what this thread is about, and it's most definitely not why we've hit page 70.
Quote:
We may discuss whether it's bullshit or don't, but there's one deeper layer into it: lower PCU (which is real) is toxic to EVE and CCP. Enough toxic to lead CCP into taking a controversial step to bribe players into becoming/providing content by just loggin in and being exposed to the sandbox.

As someone who would profit from this measure (pennies from heaven just for playing my way), I am perfectly OK with it. To me, it's a nice bribe to counter the desperate stupidity of higher NPC taxes in the futile attempts to make Citadels into acceptable trade hubs.

Would you be OK if they made you burn ~25M in other-player assets instead of the rat?
It's a threadnaught because the OP says they're going to make a very simple and blunt attempt at telling us how and how often to play the game, and it's a huge no-no in a game where the only real objective is to go places, meet people, and be free to do (almost) anything we want with and to each other and the space around us.

A signature :o

Lugh Crow-Slave
#1394 - 2016-04-13 10:50:37 UTC
Jeremiah Saken wrote:
Nothing is set in stone - favourite Seagull saying.
.


I guess when I heard that I thought core eve ideals were at the least in pen and laminatedWhat?
Damjan Fox
Fox Industries and Exploration
#1395 - 2016-04-13 10:52:17 UTC
Quote:
Few years ago CCP make a statement that there won't be any options to buy SP. Times go by, people are changing. BOOM skill points trading. I guess changes just gain momentum. Nothing is set in stone

The only difference here is, that the Dev blog, i was quoting, was 3 months ago, not years.
The Daily Quests are ready for deployment on Sisi. So, i guess, it took less than 3 months from the first idea to the finished feature?
If not, that would mean CCP Rise lied to us... Ugh
Lugh Crow-Slave
#1396 - 2016-04-13 10:54:39 UTC
Amak Boma wrote:
does daily opportunities will require specific ship and specific system to do the mission? or we can go in any ship and go kill some things in 0.4 systems? i.e i want to go with smartbomb battleship to asteroid belt and blast the rats in dehrokh (0.4)

why not give us also pvp opportunities , so we get certain task to kill another player ship and eventually his capsule thus could include suicide ganking


but i see problem with pvp opportunities you can kill your own alt but here is workaround you wont get the reward for killing own corporation members, for one of your other account/character so to claim reward you have to do valid pvp fight



Making us do more things is worse not better

Also most of my alts are not in the same corp so how does this help?

And even if it didn't let it count for one of my other accounts I have plenty of friends in other chirps/alliances
Lugh Crow-Slave
#1397 - 2016-04-13 10:56:16 UTC
Damjan Fox wrote:
Quote:
Few years ago CCP make a statement that there won't be any options to buy SP. Times go by, people are changing. BOOM skill points trading. I guess changes just gain momentum. Nothing is set in stone

The only difference here is, that the Dev blog, i was quoting, was 3 months ago, not years.
The Daily Quests are ready for deployment on Sisi. So, i guess, it took less than 3 months from the first idea to the finished feature?
If not, that would mean CCP Rise lied to us... Ugh


No he lied dailies were talked about a few years ago just back then it was more along the lines of your first mission of the day had a better lp payout

I doubt they swapped to sp in the last 3 months at the very least they knew it was a possibility
Malcanis
Vanishing Point.
The Initiative.
#1398 - 2016-04-13 10:58:47 UTC
Damjan Fox wrote:
Quote:
Few years ago CCP make a statement that there won't be any options to buy SP. Times go by, people are changing. BOOM skill points trading. I guess changes just gain momentum. Nothing is set in stone

The only difference here is, that the Dev blog, i was quoting, was 3 months ago, not years.
The Daily Quests are ready for deployment on Sisi. So, i guess, it took less than 3 months from the first idea to the finished feature?
If not, that would mean CCP Rise lied to us... Ugh



It's such a crappy low-effort change that I wouldn't be surprised if it was done in 3 days.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Aydan Talvanen
Deep Core Mining Inc.
Caldari State
#1399 - 2016-04-13 11:17:12 UTC  |  Edited by: Aydan Talvanen
CCP, PLEASE RECONSIDER THIS!

[To Matthew Woodward, senior designer at EVE Online developer CCP, ['Sandbox'] is really hard to define, because it's so ingrained in what we do, that we know what it is, but it's hard to put into words," he tells Gamasutra.

But he offers up a pretty good definition anyhow. "Basically it's three things: being social, goal-driven and emergent -- making a game open, giving players control, essentially, and if you're making a multiplayer game, making it as social as possible, because that's why they're playing the game in the first place." ] http://www.gamasutra.com/view/news/179811/EVE_Online_and_the_meaning_of_sandbox.php

What happened to the sandbox? What happened to the player driven universe? Didn't we learn from other MMOs how daily missions are bad? Look at WoW, they make playing the game a daily obligation, it makes you do stupid things like "killing a certain NPC" each 24 hours because if you don't others will have the advantage.

We have two problems here:
1 - CCP desire to make the game more noob friendly and appealing to generic MMO players. This alone would be the worst thing ever done to this game, the moment you **** up the game in order to appeal to a broader market like Sony did with Star Wars Galaxies, you're officially killing EVE.
2 - In doing so, you're implementing ****** dailies where the right thing to do (if you want to improve PvE and narrative) is to implement new lore and modern missions related to the NPC empires.

I understand that you may want to make it possible to new players gain SP in alternative ways like rich people can with money, but this is NOT the right way to do it and we all fu**ing know it.

NUKE IT FROM ORBIT! Evil
Lugh Crow-Slave
#1400 - 2016-04-13 11:35:38 UTC
Aydan Talvanen wrote:
CCP, PLEASE RECONSIDER THIS!

[To Matthew Woodward, senior designer at EVE Online developer CCP, ['Sandbox'] is really hard to define, because it's so ingrained in what we do, that we know what it is, but it's hard to put into words," he tells Gamasutra.

But he offers up a pretty good definition anyhow. "Basically it's three things: being social, goal-driven and emergent -- making a game open, giving players control, essentially, and if you're making a multiplayer game, making it as social as possible, because that's why they're playing the game in the first place." ] http://www.gamasutra.com/view/news/179811/EVE_Online_and_the_meaning_of_sandbox.php

What happened to the sandbox? What happened to the player driven universe? Didn't we learn from other MMOs how daily missions are bad? Look at WoW, they make playing the game a daily obligation, it makes you do stupid things like "killing a certain NPC" each 24 hours because if you don't others will have the advantage.

We have two problems here:
1 - CCP desire to make the game more noob friendly and appealing to generic MMO players. This alone would be the worst thing ever done to this game, the moment you **** up the game in order to appeal to a broader market like Sony did with Star Wars Galaxies, you're officially killing EVE.
2 - In doing so, you're implementing ****** dailies where the right thing to do (if you want to improve PvE and narrative) is to implement new lore and modern missions related to the NPC empires.

I understand that you may want to make it possible to new players gain SP in alternative ways like rich people can with money, but this is NOT the right way to do it and we all fu**ing know it.

NUKE IT FROM ORBIT! Evil


OH ccp could care less about the sand box and the npe when it comes to this change is all down to the PCU