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Every year, there are less users playing, why??

First post
Author
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#1341 - 2016-08-11 14:03:09 UTC  |  Edited by: Brokk Witgenstein
It's [TEST]. They made me do it! I had to upvote, sorry fam Lol

Truth be told, I *did* upvote it because I agree. Don't look at who posts it, look at what is written there.


Owww I'm sorry for derailing: THIS is important stuff:

Wanda Fayne wrote:

Nowhere do I see anyone ask simply,
"What can I do to make this game better?"
Jenn aSide
Soul Machines
The Initiative.
#1342 - 2016-08-11 14:19:49 UTC
Wanda Fayne wrote:
Jenn aSide wrote:
This thread long ago passed the point of "way over thinking it". In fact, the 2 elements of this thread is Overthinink and piggybacking (ie "there is a problem in EVE there fore my pet issue of ganking/claoking/war dec/whatever must be the cause).

The 'answer' is probably as simple as this "fewer people are playing MMOs in general, and any decline can be seen as part of that wider trend". Whether that is true or not we probably won't ever know.

What IS clear is that no amount of masturbatory flailing in this thread is going to help anything. CCP isn't going to read this thread and have a bingo moment and fix things and we all live happily ever after. No need to take all this stuff so seriously, EVE is a game, if you aren't enjoying it GTFO.


There is one thing not mentioned anywhere in this over-bloated thread.

Nowhere do I see anyone ask simply,
"What can I do to make this game better?"


Ironic thing is that is what many of the posters in this thread think they are doing. The OP probably thought calling attention to plex prices would help things (or at least himself lol).

But it's not, it's turned into just another way for mentally unstable people to vent their spleens at an Icleandic Game Developer they could, you know, simply stop paying money to if they hate the direction of the game this much.
Jenn aSide
Soul Machines
The Initiative.
#1343 - 2016-08-11 14:25:11 UTC
Blood Retributor
#1344 - 2016-08-11 14:25:20 UTC
Jenn aSide wrote:


What IS clear is that no amount of masturbatory flailing in this thread is going to help anything. CCP isn't going to read this thread and have a bingo moment and fix things and we all live happily ever after. No need to take all this stuff so seriously, EVE is a game, if you aren't enjoying it GTFO.


And again I would totally agree with Jenn. Judging by your (older players') posts in these forums nobody cares anyway. Yesterday I was going to post a wall of text with some "revelations" regarding CCP's attempts to sit in between two chairs. Half way through I deleted everything. Decided to save some of your time and mine too.

CCP owns the game and they do what they please. Will it work out or not remains to be seen.

o7

One step at a time ...

Dracvlad
Taishi Combine
Astral Alliance
#1345 - 2016-08-11 14:25:20 UTC
Brokk Witgenstein wrote:
It's [TEST]. They made me do it! I had to upvote, sorry fam Lol

Truth be told, I *did* upvote it because I agree. Don't look at who posts it, look at what is written there.


For years Eve bucked the trend of MMO decline, you for example like small fleet combat as do I, Eve has some great mechanics there, really good stuff and pretty sophisticated at the tactical level. That is what many people do not want to lose. So yes we are aware of the downward trend in PC MMO's, yes if we don't enjoy it then get the hell out, but what gets many people back is the sophistication of certain core parts of the game which they do not find in other games.

The issue is game balance which favours certain players and game styles, I suggested some balancing there, CCP made some good moves on their anti-blob efforts but they need to look at other imbalances such as the lack of consequences for ganking and issues on some game mechanics that make it easier for them which I have detailed in this thread.

They made some good moves in making it less of a chore for example baby sitting a Citadel and sov basing it on when you are likely to be active, putting the onus of alarm clocking on the attacker.

I cam back for the Citadels and was really annoyed to find that the Mediums had the market taken out of them, I expected that came from 0.0 players blocking that one. Which is another problem in terms of who CCP listens to.

As for the question
Quote:
What can I do to make this game better?


Perhaps the person posing that question could start the ball rolling, especially as in this thread I and a number of others made valid suggestions on certain changes that would improve things which they ignored in making that comment.

Unless that comment is talking about doing stuff in game? That is why making such comments people need to put forth their own views, making one liner comments like that is easy.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Jonah Gravenstein
Machiavellian Space Bastards
#1346 - 2016-08-11 15:17:08 UTC  |  Edited by: Jonah Gravenstein
Dracvlad wrote:
The issue is game balance which favours certain players and game styles, I suggested some balancing there, CCP made some good moves on their anti-blob efforts
IMHO the current game balance favours the AFK, the stupid and the greedy, not those who use the mechanics fully; especially in hisec.

Quote:
but they need to look at other imbalances such as the lack of consequences for ganking and issues on some game mechanics that make it easier for them which I have detailed in this thread.
The mechanical consequences for ganking are adequate, they certainly seem to discourage the vast majority of people from doing it Roll. Player driven consequences for ganking are a little on the light side, I'll give you that, and I'll leave it to the imagination as to why this is the case.

Quote:
They made some good moves in making it less of a chore for example baby sitting a Citadel and sov basing it on when you are likely to be active, putting the onus of alarm clocking on the attacker.

I cam back for the Citadels and was really annoyed to find that the Mediums had the market taken out of them, I expected that came from 0.0 players blocking that one. Which is another problem in terms of who CCP listens to.
CCP run stuff past the CSM, CSM members are elected by the playerbase, it's not CCPs fault that the majority of hisec players aren't engaged enough in the game to elect somebody that represents their interests; this is known as voter apathy and is also a problem in the real world.

Quote:
As for the question
Quote:
What can I do to make this game better?


Perhaps the person posing that question could start the ball rolling, especially as in this thread I and a number of others made valid suggestions on certain changes that would improve things which they ignored in making that comment.

Unless that comment is talking about doing stuff in game? That is why making such comments people need to put forth their own views, making one liner comments like that is easy.
What you see as changes that improve the game, others see as changes that detract from the game, both sides of the argument are nothing more than opinion.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Dracvlad
Taishi Combine
Astral Alliance
#1347 - 2016-08-11 15:29:21 UTC
Jonah Gravenstein wrote:
Normal drivel


Don't you ever get the message, I think you are a complete waste of space, your opinions are crap and matter not to me, I did not even read a single word of what you just wasted your time writing, I am sure its just one big yawn of stuff you regurgitate from your rear end. Roll

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Jonah Gravenstein
Machiavellian Space Bastards
#1348 - 2016-08-11 15:32:43 UTC  |  Edited by: Jonah Gravenstein
Dracvlad wrote:
Jonah Gravenstein wrote:
Normal drivel


Don't you ever get the message, I think you are a complete waste of space, your opinions are crap and matter not to me, I did not even read a single word of what you just wasted your time writing, I am sure its just one big yawn of stuff you regurgitate from your rear end. Roll
I'm not interested in your opinion of myself; as a paying subscriber I have as much right to put forth my views as anybody else, and you are free to disagree with them.

By your own admittance you just dismissed my point of view without even reading it; I at least did you the courtesy of reading your post and addressing the points raised therein. Please try to be more constructive next time.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Dirty Forum Alt
Forum Alts Anonymous
#1349 - 2016-08-11 15:40:08 UTC
Nevyn Auscent wrote:
DPS limits on structures aren't an anti blob mechanic. They are just a timer. The blob still affects the defence fleet attempts to save the structure.
To introduce true anti blob mechanics you would need DPS limits on ships (Something I'm totally keen to see). And the same as structures they would need to be a purely numeric hard cap on damage because all the other methods are too easy to abuse. Fluff lore is easy to write to justify it.

Then the F1 blob is suddenly highly inefficient, and will be cut apart by a well run fleet half it's size no problem. Obviously a well run large fleet is still going to be king of the hill, but at that point it's not just a matter of blobbing, but of extreme skill and co-ordination abilities to run that large a fleet that well. (Statement made assuming CCP set it so that 10 normal ships of any given size roughly reach the DPS cap when shooting another ship of the same size)

The question of 'critical mass' or 'predator over population' I think is a good one to consider. And quite possibly an accurate call, though peak number of players and peak number of players in the large coalitions probably don't match up perfectly, and it's the ratio of players to players in blobs that dictates the magnitude of the issue. CCP are the only ones who could even try to answer this though since it needs active subs information, not simply daily concurrent logins.

I believe CCP views them as an anti-blob measure. I'll grant you though they are not an effective one. They are still very early in this process - keep an eye on upcoming updates to see how well they do moving forward.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#1350 - 2016-08-11 15:42:09 UTC
There need not be an anti-blob measure; it is normal the guys with the manpower win.
But it is entirely possible to win uphill fights due to piloting skill. All is well in New Eden.
Blood Retributor
#1351 - 2016-08-11 15:51:23 UTC
Brokk Witgenstein wrote:
All is well in New Eden.


Are you sure LolLolLol? Doesn't look like it Pirate. Please ignore LolLol!

One step at a time ...

Dirty Forum Alt
Forum Alts Anonymous
#1352 - 2016-08-11 15:51:36 UTC
Brokk Witgenstein wrote:
There need not be an anti-blob measure; it is normal the guys with the manpower win.
But it is entirely possible to win uphill fights due to piloting skill. All is well in New Eden.

Well yes and no...beyond a certain point no amount of piloting skill is going to save you... And I've noticed more and more Sov-Space fights end without a shot being fired: Both sides form up, the smaller fleet stands down without undocking, the larger fleet grinds whatever timer they are working on, and life goes on without a ship being lost. Not 100% of the time of course - but it does happen disturbingly often.

But in general principle I agree that anti-blob measures are not needed - it is a self correcting issue, and the game will find its own balance.

However from Entosis-based sov to the DPS limitations on Citadels/etc... I do believe that *CCP* has decided anti-blob measures are needed - and will be releasing more of them. What the consequences will be? Well...we won't know until they implement them....

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Herzog Wolfhammer
Sigma Special Tactics Group
#1353 - 2016-08-11 17:09:39 UTC
Nevyn Auscent wrote:
DPS limits on structures aren't an anti blob mechanic. They are just a timer. The blob still affects the defence fleet attempts to save the structure.
To introduce true anti blob mechanics you would need DPS limits on ships (Something I'm totally keen to see). And the same as structures they would need to be a purely numeric hard cap on damage because all the other methods are too easy to abuse. Fluff lore is easy to write to justify it.

Then the F1 blob is suddenly highly inefficient, and will be cut apart by a well run fleet half it's size no problem. Obviously a well run large fleet is still going to be king of the hill, but at that point it's not just a matter of blobbing, but of extreme skill and co-ordination abilities to run that large a fleet that well. (Statement made assuming CCP set it so that 10 normal ships of any given size roughly reach the DPS cap when shooting another ship of the same size)

The question of 'critical mass' or 'predator over population' I think is a good one to consider. And quite possibly an accurate call, though peak number of players and peak number of players in the large coalitions probably don't match up perfectly, and it's the ratio of players to players in blobs that dictates the magnitude of the issue. CCP are the only ones who could even try to answer this though since it needs active subs information, not simply daily concurrent logins.




In another fantastical proposition, had I been in the same room as those who devised Eve Online, or as I like to say "were it up to me"™ the way tracking systems worked would have been vastly different.

That is, the more targeting systems locking up a target of a given size, the less reliable the ability to lock it becomes and at a certain point a limit is reached on how many targeting systems can lock it.

So imagine how Eve Online would have been if for example a frigate could be locked by 2 or 3 other frigates, or a couple of cruiser/battlecruisers, or one battleship?

Or conversely, a cruiser can be locked up by 5 or 6 frigates, a couple of other cruisers, or a couple of battleships? Working up the chain, a battleship might be locked by 7 or 8 frigates, 3-4 cruisers, or 2-3 other battleships.

Etc. etc.

That would have been the end of F1 fleet monkey blobbing.

Imagine that. Imagine having to split fleets into operating on the wing and squad level. Imagine instead of one FC calling a primary, the FC had to command and rely on wing commanders, and the wing commanders had to rely on squad leaders.
Fleets would have been way more interesting and headshotting the FC would not have been a thing.

Elsewhere, blobbing and gate-raep/instaPWN gate camping would not have been "the thing". Imagine that too.

Somebody at some point might have had that vision for, apparently, that's how the fleet is structured.


I'm sure my good friend Dirty Forum Alt will now accuse me of wanting to force brainless F1 fleet monkeys and gate campers out of the game.

Bring back DEEEEP Space!

Dirty Forum Alt
Forum Alts Anonymous
#1354 - 2016-08-11 17:21:52 UTC
Herzog Wolfhammer wrote:
I'm sure my good friend Dirty Forum Alt will now accuse me of wanting to force brainless F1 fleet monkeys and gate campers out of the game.

Actually although I think there are some flaws with it (to be expected in the initial proposal of any system), I think this one is actually an interesting proposal that wouldn't remove any play styles from the game.

I'd be happy to have a discussion about refining it to actually work if you were interested...

But you are clearly just trolling (again) - so I think I won't waste my time even trying.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Shallanna Yassavi
qwertz corp
#1355 - 2016-08-11 17:56:58 UTC
Herzog Wolfhammer wrote:
Nevyn Auscent wrote:
DPS limits on structures aren't an anti blob mechanic. They are just a timer. The blob still affects the defence fleet attempts to save the structure.
To introduce true anti blob mechanics you would need DPS limits on ships (Something I'm totally keen to see). And the same as structures they would need to be a purely numeric hard cap on damage because all the other methods are too easy to abuse. Fluff lore is easy to write to justify it.

Then the F1 blob is suddenly highly inefficient, and will be cut apart by a well run fleet half it's size no problem. Obviously a well run large fleet is still going to be king of the hill, but at that point it's not just a matter of blobbing, but of extreme skill and co-ordination abilities to run that large a fleet that well. (Statement made assuming CCP set it so that 10 normal ships of any given size roughly reach the DPS cap when shooting another ship of the same size)

The question of 'critical mass' or 'predator over population' I think is a good one to consider. And quite possibly an accurate call, though peak number of players and peak number of players in the large coalitions probably don't match up perfectly, and it's the ratio of players to players in blobs that dictates the magnitude of the issue. CCP are the only ones who could even try to answer this though since it needs active subs information, not simply daily concurrent logins.




In another fantastical proposition, had I been in the same room as those who devised Eve Online, or as I like to say "were it up to me"™ the way tracking systems worked would have been vastly different.

That is, the more targeting systems locking up a target of a given size, the less reliable the ability to lock it becomes and at a certain point a limit is reached on how many targeting systems can lock it.

So imagine how Eve Online would have been if for example a frigate could be locked by 2 or 3 other frigates, or a couple of cruiser/battlecruisers, or one battleship?

Or conversely, a cruiser can be locked up by 5 or 6 frigates, a couple of other cruisers, or a couple of battleships? Working up the chain, a battleship might be locked by 7 or 8 frigates, 3-4 cruisers, or 2-3 other battleships.

Etc. etc.

That would have been the end of F1 fleet monkey blobbing.

Imagine that. Imagine having to split fleets into operating on the wing and squad level. Imagine instead of one FC calling a primary, the FC had to command and rely on wing commanders, and the wing commanders had to rely on squad leaders.
Fleets would have been way more interesting and headshotting the FC would not have been a thing.

Elsewhere, blobbing and gate-raep/instaPWN gate camping would not have been "the thing". Imagine that too.

Somebody at some point might have had that vision for, apparently, that's how the fleet is structured.


I'm sure my good friend Dirty Forum Alt will now accuse me of wanting to force brainless F1 fleet monkeys and gate campers out of the game.


You just described what would happen if every ship in the game got a target spectrum breaker.
Under that mechanic, if:
I wanted to prevent anyone from targeting my fleet in a reasonable amount of time, I'd have everyone i fleet yellowbox each other.
I wanted to prevent enemy logi from landing, I'd blob anyway. If my whole fleet is locked on to something, enemy logi won't be able to do anything unless it already has your target locked.

A signature :o

Jenn aSide
Soul Machines
The Initiative.
#1356 - 2016-08-11 18:02:45 UTC
Shallanna Yassavi wrote:
Herzog Wolfhammer wrote:
Nevyn Auscent wrote:
DPS limits on structures aren't an anti blob mechanic. They are just a timer. The blob still affects the defence fleet attempts to save the structure.
To introduce true anti blob mechanics you would need DPS limits on ships (Something I'm totally keen to see). And the same as structures they would need to be a purely numeric hard cap on damage because all the other methods are too easy to abuse. Fluff lore is easy to write to justify it.

Then the F1 blob is suddenly highly inefficient, and will be cut apart by a well run fleet half it's size no problem. Obviously a well run large fleet is still going to be king of the hill, but at that point it's not just a matter of blobbing, but of extreme skill and co-ordination abilities to run that large a fleet that well. (Statement made assuming CCP set it so that 10 normal ships of any given size roughly reach the DPS cap when shooting another ship of the same size)

The question of 'critical mass' or 'predator over population' I think is a good one to consider. And quite possibly an accurate call, though peak number of players and peak number of players in the large coalitions probably don't match up perfectly, and it's the ratio of players to players in blobs that dictates the magnitude of the issue. CCP are the only ones who could even try to answer this though since it needs active subs information, not simply daily concurrent logins.




In another fantastical proposition, had I been in the same room as those who devised Eve Online, or as I like to say "were it up to me"™ the way tracking systems worked would have been vastly different.

That is, the more targeting systems locking up a target of a given size, the less reliable the ability to lock it becomes and at a certain point a limit is reached on how many targeting systems can lock it.

So imagine how Eve Online would have been if for example a frigate could be locked by 2 or 3 other frigates, or a couple of cruiser/battlecruisers, or one battleship?

Or conversely, a cruiser can be locked up by 5 or 6 frigates, a couple of other cruisers, or a couple of battleships? Working up the chain, a battleship might be locked by 7 or 8 frigates, 3-4 cruisers, or 2-3 other battleships.

Etc. etc.

That would have been the end of F1 fleet monkey blobbing.

Imagine that. Imagine having to split fleets into operating on the wing and squad level. Imagine instead of one FC calling a primary, the FC had to command and rely on wing commanders, and the wing commanders had to rely on squad leaders.
Fleets would have been way more interesting and headshotting the FC would not have been a thing.

Elsewhere, blobbing and gate-raep/instaPWN gate camping would not have been "the thing". Imagine that too.

Somebody at some point might have had that vision for, apparently, that's how the fleet is structured.


I'm sure my good friend Dirty Forum Alt will now accuse me of wanting to force brainless F1 fleet monkeys and gate campers out of the game.


You just described what would happen if every ship in the game got a target spectrum breaker.
Under that mechanic, if:
I wanted to prevent anyone from targeting my fleet in a reasonable amount of time, I'd have everyone i fleet yellowbox each other.
I wanted to prevent enemy logi from landing, I'd blob anyway. If my whole fleet is locked on to something, enemy logi won't be able to do anything unless it already has your target locked.


How many times have we seen this? Know-it-all bright ideas guy (the very same "just dial in a system and get rid of gates" guy no less lol) has brilliant idea...

...And everyone else sees the fatal flaw in that idea that makes it unworkable and dumb no more than 0.3 seconds later (something the bright idea guy could have figured out if he's spent 0.3 more seconds on it)...

The above quoted situation was a recreation of what happens in the "I know better than professional developers who have made actual money making games" forum features and ideas forum.
Herzog Wolfhammer
Sigma Special Tactics Group
#1357 - 2016-08-11 18:26:26 UTC
Jenn aSide wrote:
Shallanna Yassavi wrote:
Herzog Wolfhammer wrote:
Nevyn Auscent wrote:
DPS limits on structures aren't an anti blob mechanic. They are just a timer. The blob still affects the defence fleet attempts to save the structure.
To introduce true anti blob mechanics you would need DPS limits on ships (Something I'm totally keen to see). And the same as structures they would need to be a purely numeric hard cap on damage because all the other methods are too easy to abuse. Fluff lore is easy to write to justify it.

Then the F1 blob is suddenly highly inefficient, and will be cut apart by a well run fleet half it's size no problem. Obviously a well run large fleet is still going to be king of the hill, but at that point it's not just a matter of blobbing, but of extreme skill and co-ordination abilities to run that large a fleet that well. (Statement made assuming CCP set it so that 10 normal ships of any given size roughly reach the DPS cap when shooting another ship of the same size)

The question of 'critical mass' or 'predator over population' I think is a good one to consider. And quite possibly an accurate call, though peak number of players and peak number of players in the large coalitions probably don't match up perfectly, and it's the ratio of players to players in blobs that dictates the magnitude of the issue. CCP are the only ones who could even try to answer this though since it needs active subs information, not simply daily concurrent logins.




In another fantastical proposition, had I been in the same room as those who devised Eve Online, or as I like to say "were it up to me"™ the way tracking systems worked would have been vastly different.

That is, the more targeting systems locking up a target of a given size, the less reliable the ability to lock it becomes and at a certain point a limit is reached on how many targeting systems can lock it.

So imagine how Eve Online would have been if for example a frigate could be locked by 2 or 3 other frigates, or a couple of cruiser/battlecruisers, or one battleship?

Or conversely, a cruiser can be locked up by 5 or 6 frigates, a couple of other cruisers, or a couple of battleships? Working up the chain, a battleship might be locked by 7 or 8 frigates, 3-4 cruisers, or 2-3 other battleships.

Etc. etc.

That would have been the end of F1 fleet monkey blobbing.

Imagine that. Imagine having to split fleets into operating on the wing and squad level. Imagine instead of one FC calling a primary, the FC had to command and rely on wing commanders, and the wing commanders had to rely on squad leaders.
Fleets would have been way more interesting and headshotting the FC would not have been a thing.

Elsewhere, blobbing and gate-raep/instaPWN gate camping would not have been "the thing". Imagine that too.

Somebody at some point might have had that vision for, apparently, that's how the fleet is structured.


I'm sure my good friend Dirty Forum Alt will now accuse me of wanting to force brainless F1 fleet monkeys and gate campers out of the game.


You just described what would happen if every ship in the game got a target spectrum breaker.
Under that mechanic, if:
I wanted to prevent anyone from targeting my fleet in a reasonable amount of time, I'd have everyone i fleet yellowbox each other.
I wanted to prevent enemy logi from landing, I'd blob anyway. If my whole fleet is locked on to something, enemy logi won't be able to do anything unless it already has your target locked.


How many times have we seen this? Know-it-all bright ideas guy (the very same "just dial in a system and get rid of gates" guy no less lol) has brilliant idea...

...And everyone else sees the fatal flaw in that idea that makes it unworkable and dumb no more than 0.3 seconds later (something the bright idea guy could have figured out if he's spent 0.3 more seconds on it)...

The above quoted situation was a recreation of what happens in the "I know better than professional developers who have made actual money making games" forum features and ideas forum.




I see you are your usual self.

BTW I have been writing code since 1984 and once converted a C++ 3D engine to Java before the days of Java3D and JOGL - late 90s actually.

But go ahead and be yourself. It's perfect for this thread.

Bring back DEEEEP Space!

Solecist Project
#1358 - 2016-08-11 18:27:54 UTC  |  Edited by: Solecist Project
Jenn aSide wrote:
How many times have we seen this? Know-it-all bright ideas guy (the very same "just dial in a system and get rid of gates" guy no less lol) has brilliant idea...

...And everyone else sees the fatal flaw in that idea that makes it unworkable and dumb no more than 0.3 seconds later (something the bright idea guy could have figured out if he's spent 0.3 more seconds on it)...

The above quoted situation was a recreation of what happens in the "I know better than professional developers who have made actual money making games" forum features and ideas forum.

Cut him some slack.


A dps barrier isn't professional game design. It's lazy.
An invulnerability button isn't professional game design. It's lazy.
A 15min gcc isn't professional game design. It's desperation.

Cnanging game-mechanics that promoted interaction for most of the lifetime of the game ...
... into game-mechanics that promote "lawfull behaviour" ...
... which they themselves realized as hurting retention-rate ...
... isn't professional game design either.

Concentrating on the NPE instead of the fundamentals that actually create the ingame reality of new players ...
... isn't professional game design either.


You say "professional" as if it really meant anything. It doesn't.
It's nothing but a buzzword.

It claims that those who do something know what they are doing.

I've seen so many programmers being so horribly clueless about programming ...
... yet they'd be called professionals for learning that **** at "school".

"Professional" says nothing about how well someone does or how good he is.

Unless you meant "professional" as an insult, then disregard.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Jenn aSide
Soul Machines
The Initiative.
#1359 - 2016-08-11 18:34:49 UTC
Herzog Wolfhammer wrote:




I see you are your usual self.

BTW I have been writing code since 1984 and once converted a C++ 3D engine to Java before the days of Java3D and JOGL - late 90s actually.

But go ahead and be yourself. It's perfect for this thread.


I'm sorry, didn't see the part where you made any money designing a game that hundreds of thousands of people would play. When we get to talk about coding rather than game design I'm sure we'll keep you in mind...

but hey, if it makes you feel better to blame your unworkable ill thought out idea on my posting words on a forum, have at it, we all know how hard self criticism (that would have prevented you from posting the bad idea in the 1st place) can be on tender egos.
Solecist Project
#1360 - 2016-08-11 18:40:45 UTC
Herzog Wolfhammer wrote:
I see you are your usual self.

BTW I have been writing code since 1984 and once converted a C++ 3D engine to Java before the days of Java3D and JOGL - late 90s actually.

But go ahead and be yourself. It's perfect for this thread.

please know that me mentioning programmers above had nothing to do with this post.
When you sent that i was still typing and unaware.

Also, since you're an oldschooler you most likely don't suck anyway.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia