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CCP! Please clarify the future plans for WiS!

First post
Author
Sirius Cassiopeiae
Perkone
Caldari State
#2641 - 2012-01-18 10:22:41 UTC
Aquila Draco wrote:
Nice to see that WiS is a live... Big smileBig smileBig smile

Just... 5 people working on it is toooo low number. Sad
But... better that than nothing, for now.

P.S.
This thread is officially the biggest thread on this forum!
(until now the biggest was "Rate the Avatar above you" - and that's actually also WiS related thread P )



When i read this part,
its actually very funny... everybody talk WiS. Lol
Ciar Meara
PIE Inc.
Khimi Harar
#2642 - 2012-01-18 10:43:49 UTC
CCP Bayesian wrote:
[...]We're more focused on working out what the compelling vision and gameplay for Incarna in general should be so our art support is minimal.


Good to know your taking the right approach. You have alot of stuff that has been done in the past year from a techical point of view and alot of assets created. Now you need to figure out what to do with it.

If you free yourself from the straightjacket of Aurum and refocus on the older ideas of Ambulation you can create something that links all the gameplay of eve together. Sitting in a station is something that ever Capsuleer does with the exception of WH-dwellers and perhaps even those could enjoy that with the eventual creation of modular stations.

Ambulation had promise, Incarna needs to be ditched. Make engaging gameplay that combines both PI and Space rescources into something worth wild to do in both industrial and social ways and you will have people enjoying stations.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

CCP Bayesian
#2643 - 2012-01-18 11:20:06 UTC
Che Biko wrote:
I get the idea that you (CCP) for some reason are back to the drawing board, as if a lot of the ideas you've had for this are no good anymore. This is something that baffles a lot of players, as you seemed to have plenty of good ideas, even back in 2008.

I wasn't actually here in 2008 but we haven't abandoned any ideas. The idea at the moment is to find and validate the ideas that we think will work best.

Che Biko wrote:
I wonder what you people think was wrong with Incarna as you had intended to release it this winter, and why. Was it technical issues? Did you think the players wouldn't like the Incarna features because of the uproar last summer? What will be done differently than you had originally planned?

A little from column A and a little from column B. What we are doing differently is setting up a strong direction and goal for Incarna through prototyping. A lot of our issues in the development effort of the last year stem from not realising as a company what we actually needed in terms of technology, time and resources but still needing to hit firm dates. Working through a proper pre-production cycle allows us to make those known unknowns more clear as well as proving our gameplay features.

Che Biko wrote:
There was a graphical representation of the workload of "Incarna": ~1/4 character creator, ~1/2 CQ, ~1/4 the rest (multiplayer stuff). Is this still a valid representation?

I've not seen it so I couldn't really comment on the rationale used at the time but to me the meat of the remaining work is the multiplayer stuff.

Che Biko wrote:
What would be the shortest time before a multiplayer avatar enviroment will come to TQ, and what the longest?

This is a bit of a 'how long is a piece of string' question but the answer is really dependent on the priority Incarna is given by CCP Unifex.

EVE Software Engineer Team Space Glitter

Jarnis McPieksu
Aliastra
Gallente Federation
#2644 - 2012-01-18 11:34:42 UTC
A new game feature needs...

- Gameplay.

- Gameplay.

- Gameplay.

- (Art, shiny bits, tech)

You did the less important fourth bit first without the three important parts before it. For the most part the ambitious quality targets were met - the avatars really are head and shoulders above the junk most MMOs push these days.

But it shipped without any gameplay. So it was pointless. The only "gameplay" element was "spend $$$, buy AUR, buy clothes that nobody else can see". That is beyond weaksauce and whoever greenlighted it should've been keelhauled already.

If you are now figuring out the gameplay, make sure you figure it all out (no just type "minigames and stuff" somewhere) including how it properly ties to EVE as a whole. If it takes time, then it takes time.

Sakura Imoru
Perkone
Caldari State
#2645 - 2012-01-18 11:38:19 UTC
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)
CCP Bayesian
#2646 - 2012-01-18 11:44:05 UTC
Sakura Imoru wrote:
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)


We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn

EVE Software Engineer Team Space Glitter

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#2647 - 2012-01-18 12:03:52 UTC
It is really important that you put there something for the alliances and corporations to aim for.

I could not think any better carrot than upgradeable corporation/alliance quarters and accessories. This is where aur could be used but aur needs also to be made tradeable at least between corporation members.

If alliances could pimp their quarters, keep briefings there and offer some kind of entertainment for members, I think that the pvp community would accept the concept much more easily also.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Ciar Meara
PIE Inc.
Khimi Harar
#2648 - 2012-01-18 13:15:05 UTC  |  Edited by: Ciar Meara
CCP Bayesian wrote:
Sakura Imoru wrote:
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)


We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


I'v always liked t0rfifrans and what I heared from Flying scotsman was good. So thats a small but very decent team.

and really, no more aur ideas/stories, its not an enabler of anything, it constricts the entire idea of ambulation.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Sakura Imoru
Perkone
Caldari State
#2649 - 2012-01-18 13:18:37 UTC
Ciar Meara wrote:
CCP Bayesian wrote:
Sakura Imoru wrote:
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)


We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


I'v always liked t0rfifrans and what I heared from Flying scotsman was good. So thats a small but very decent team.

Agreed. And since quality is way better then quantity, I think we can expect some very nice things from Team Avatar. Big smile
Vertisce Soritenshi
The Scope
Gallente Federation
#2650 - 2012-01-18 13:49:06 UTC  |  Edited by: Vertisce Soritenshi
"RUNNING" in stations, a cover system, using a gun to blow your enemies face off. Design WiS to be part of the SOV system. After reinforcing a station we should have to board the station and take over certain objectives while the current owners defend it before it is ours. THAT would make WiS meaningful and part of the core of EvEs PVP. When it comes to highsec, killing someone in the station would have the same effect as it does in space. Guns pop out of the walls and guards fill you with tungsten rounds. Bounty hunting in stations! There is so much that can be done with stations...tie it in with PvP and 0 sec SOV.

When it comes to how combat should play out in stations either take a queue from Mass Effect, Gears, Uncharted... and use a third person view with cover system or do a first person with cover system. Or both...personally I think a more Mass Effect feel would be perfect.

Basically give us DUST but in space and in stations! DUST can cover planetary ground stuff...WiS can cover space and in stations stuff.

As for skills you could make skills work just like they do in space. Skills for armor and perhaps shields. A skill for each type of weapon to use, skills for improving reload times and accuracy. ****...this would be awesome!

Oh...also this...

https://forums.eveonline.com/default.aspx?g=posts&t=24221&find=unread

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

mkint
#2651 - 2012-01-18 15:34:59 UTC  |  Edited by: mkint
Ciar Meara wrote:
CCP Bayesian wrote:
Sakura Imoru wrote:
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)


We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


I'v always liked t0rfifrans and what I heared from Flying scotsman was good. So thats a small but very decent team.

and really, no more aur ideas/stories, its not an enabler of anything, it constricts the entire idea of ambulation.

I wouldn't call that "a decent team" I'd call that "superstars."

That team list makes me less cynical about wis than I've ever been. And I can be pretty damned cynical.

Vertisce Soritenshi wrote:
When it comes to highsec, killing someone in the station would have the same effect as it does in space. Guns pop out of the walls and guards fill you with tungsten rounds.

Station CONCORD needs flame throwers and microwave guns. ppfftt. traditional rounds. As if.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Rasz Lin
#2652 - 2012-01-18 17:17:02 UTC
CCP Bayesian wrote:

I've not seen it so I couldn't really comment on the rationale used at the time but to me the meat of the remaining work is the multiplayer stuff.


:))
The remaining part is the one NO ONE in the industry was able to implement yet :D
Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#2653 - 2012-01-18 19:58:54 UTC
CCP Bayesian wrote:
Sakura Imoru wrote:
You said that Team Avatar is made up by 5 guys and gals right now (*fights the urge to call you "Team Power Rangers"*) . Who are the other 4? (And when will you be joined by a 6th Ranger? P)


We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Some impressive folks for sure, but is "Team Avatar" a part time effort for these folks or is their 100% focus and commitment? If this isn't the only thing they are working on then this is a bit misleading.

Issler
DeMichael Crimson
Republic University
Minmatar Republic
#2654 - 2012-01-18 21:13:33 UTC
I had some thoughts after reading how some players want the ability to walk up and kill others in high sec stations.

I believe being able to run amuck and kill anyone anywhere at anytime in WiS high security stations should not be allowed to happen, unless you jump into a Concord Sanctioned FPS PvP Arena. I think having the ability to actually kill another player in high security stations should be a specialized career path that includes training specific skills with special Implants to help increase the chance of success.

To successfully gank someone in a high sec station, it should be a percent chance based on level of skills trained, implants installed and the level of the high security system. There should also be a limit on the amount of attempts made per target within a set time frame.


This is just an example of the idea. The stats / values can be adjusted.

Assassin Skill - Chance for successful assassination attempt on non-bounty target in high security stations. Allows one attempt per non-bounty target every 24 hours. Each level trained increases chance of success by +15%.
Level 1 = +15%
Level 5 = +75%

An increase per level of high security system reduces chance of success by -5%.
0.5 system security level = -5%
1.0 system security level = -25%

Executioner Skill - Works in conjunction with Assassin Skill. Allows one attempt per non-bounty target every 24 hours. Each level trained increases chance of success by +5%.
Prerequisite = Assassin Level 5
Level 1 = +5%
Level 5 = +25%




Vigilante Skill - Chance for successful assassination attempt on bounty target in high security stations. Allows one attempt per bounty target every 24 hours. Each level trained increases chance of success by 15%.
Level 1 = +15%
Level 5 = +75%

An increase per level of high security system reduces chance of success by -5%.
0.5 system security level = -5%
1.0 system security level = -25%

Enforcer Skill - Works in conjunction with Vigilante Skill. Allows one attempt per bounty target every 24 hours. Each level trained increases chance of success by +5%.
Prerequisite = Vigilante Level 5
Level 1 = +5%
Level 5 = +25%



'Gallows' Attribute Implants - 5 piece set - Slots 1 to 5 = Each implant has +3 attribute modifier and +3% chance increase for successful assassination attempt on target.
Bonus 'Gallows' Hardwiring Implant - Slot 6 = Allows one assassination attempt per target every 24 hours.
Prerequisite = Cybernetics Level 5 and Assassin Level 5 or Vigilante Level 5
Full Set = +15% chance of success.


With a full set of implants installed and level 5 trained in both skills of either skill group, the player would have ability to do 3 attempts per target every 24 hours with a 90% chance of success per attempt in a 1.0 high security station.

I was thinking maybe there should be some sort of penalty for a failed attempt, probably like a security status reduction.


Indahmawar Fazmarai
#2655 - 2012-01-18 22:52:24 UTC
Frankly, I don't see violence as a part of WiS. CCP would implement it in such a way that anyone could be assassinated in station by any griefer. And this game already gives too many opportunities to people whose only aim is to spoil somebody else's fun. What?

Maybe virtual violence could stick (kind of the holodecks from the ST franchise), but i don't see it suit to EVE.

WiS should be more about socializing (have fun with corpies, or with foreigners who could become corpies), provide support to current gameplay (FAI, Agents' offices, "research labs", "market exchanges"), or provide an alternate "in world" UI to play without the UI overlay, or maybe even allow new in-station professions.

But, a way to kill people against they will... not really buying it. Don't.
Vertisce Soritenshi
The Scope
Gallente Federation
#2656 - 2012-01-18 22:59:36 UTC
Indahmawar Fazmarai wrote:
Frankly, I don't see violence as a part of WiS. CCP would implement it in such a way that anyone could be assassinated in station by any griefer. And this game already gives too many opportunities to people whose only aim is to spoil somebody else's fun. What?

Maybe virtual violence could stick (kind of the holodecks from the ST franchise), but i don't see it suit to EVE.

WiS should be more about socializing (have fun with corpies, or with foreigners who could become corpies), provide support to current gameplay (FAI, Agents' offices, "research labs", "market exchanges"), or provide an alternate "in world" UI to play without the UI overlay, or maybe even allow new in-station professions.

But, a way to kill people against they will... not really buying it. Don't.

It could be regulated. Perhaps technology inside the stations shuts off weaponry in places where the tech is installed. Perhaps inside a player owned bar a module is in effect that shuts off any weapon making it inoperable. Once you leave that bar the weapon reactivates until you enter another room that has the module in place to disarm it. This would allow for some PvP in certain circumstances. Areas of the station used for capturing or even missions for PvE would be separate from the bazaar area where most people would accumulate and hang out.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Flamespar
WarRavens
#2657 - 2012-01-18 23:18:03 UTC
Will there be anything WiS related to get excited over at Fanfest?
Mashie Saldana
V0LTA
WE FORM V0LTA
#2658 - 2012-01-18 23:34:49 UTC
CCP Bayesian wrote:
Working through a proper pre-production cycle allows us to make those known unknowns more clear as well as proving our gameplay features.

If pre-production starts now, I guess the full development will start 2013 at the very earliest and with the amount of content that will be required (equivalent of a typical first person shooter tbh) I don't see anything close to what players have in mind available until 2015-2016 and that assuming a lot of resources are directed to this development.

After all right now we have no WIS content besides a great character creator and a way to display it locally, the engine is sorely lacking. In case people are unaware, the server has no idea information where in the CQ your character is standing/sitting, the only server interaction going on are the buttons. So to implement an "invite a friend to your CQ" feature is pretty much dead in the water even though you can have two avatars rendered next to each other (hey the mirror works), one client will never know if the character controlled by the other client has moved.

I really truly hope that we one day will get something similar to the WIS we had a playable demo of at Fanfest, however I really don't think that will happen until my characters have reached the age of 10 in 2016.
DeMichael Crimson
Republic University
Minmatar Republic
#2659 - 2012-01-19 03:26:51 UTC
Sad

So much negativity in this thread, on both sides of the fence.


Flamespar
WarRavens
#2660 - 2012-01-19 03:32:43 UTC  |  Edited by: Flamespar
DeMichael Crimson wrote:
Sad

So much negativity in this thread, on both sides of the fence.




I think the speculation on what CCP can and can't do is probably not helping. Like an earlier poster who speculated that they can't have two avatars in the same space, there is no reason why this can't happen, it's just a matter of priority and resources.

Personally I think enabling the ability to invite avatars into your CQ is a good initial goal, as long as it is expressed to be a 'beta' feature. They could even make it something that players have to opt into, the same as they were going to do for the old 'new' neocom previously.