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why are people against "walking in stations"?

Author
Zimmy Zeta
Perkone
Caldari State
#141 - 2016-12-07 20:58:41 UTC
March rabbit wrote:

I still remember posts like 'laser turrets should not have recoil'! Lol
Anyone remembers having actual 3D pictures of turrets in icons for high-slots too? If i'm not mistaken CCP reversed icon change pretty fast unlike these years....


Hmm..I only remember people constantly complaining about the sound of laser turrets being *toc toc toc* instead of *pew pew pew* or *swooosh*.
Actually, now that I'm thinking of it...it still annoys me today.
CCP PLZ CHANGEEvil

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

March rabbit
Aliastra
Gallente Federation
#142 - 2016-12-07 21:52:14 UTC
Zimmy Zeta wrote:
March rabbit wrote:

I still remember posts like 'laser turrets should not have recoil'! Lol
Anyone remembers having actual 3D pictures of turrets in icons for high-slots too? If i'm not mistaken CCP reversed icon change pretty fast unlike these years....


Hmm..I only remember people constantly complaining about the sound of laser turrets being *toc toc toc* instead of *pew pew pew* or *swooosh*.
Actually, now that I'm thinking of it...it still annoys me today.
CCP PLZ CHANGEEvil

There was discussion about recoil and why guns have it. People tried to make up something like 'lasers need to be cooled down so this is an effect of cooling system of some kind"....

Well... i cannot say that this was really needed for Eve but when i look close to my ship I LIKE to see my guns Cool

The Mittani: "the inappropriate drunked joke"

Zimmy Zeta
Perkone
Caldari State
#143 - 2016-12-07 22:03:49 UTC
March rabbit wrote:

There was discussion about recoil and why guns have it. People tried to make up something like 'lasers need to be cooled down so this is an effect of cooling system of some kind"....

Well... i cannot say that this was really needed for Eve but when i look close to my ship I LIKE to see my guns Cool


Ever seen a Maelstrom broadside with 1400mms up close?
That's some mighty fine eye candy CCP gave us here...

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Logan Revelore
Symbiotic Systems
#144 - 2016-12-07 23:22:41 UTC
Snyzer Erata wrote:
I'm new here. I have talked about "walking in stations" with some people in the game and the old players seem to be against it. Could someone explain to me exactly why this is such a bad idea? It seems simple to implement and would increase the immersion of the game.


Personally I'm for it.
I know that the fear among the players that are against it, is that they fear it will detract from the spaceship game, and move too much focus over on the avatar gameplay, hurting development resources in the spaceship department.
Also, I guess a lot of gankers want people to kinda have to be in space so they can shoot at them.
DeMichael Crimson
Republic University
Minmatar Republic
#145 - 2016-12-08 01:58:44 UTC
This was an idea I had for WiS interior layout of stations. Basically the door in the Captains Quarters opens to an elevator giving access to other levels inside the station.

Station Elevator Buttons: 5

Button 1 = Captains Quarters
This is your own personal area where you can access the Docking Bay and conduct all operations pertaining to your ship, personal assets, Contracts, etc. This is where you can change your clothes and appearance. The Captains Quarters could be customized by adding 'Collectible Items' such as 'Head in a Jar', interactive Holoreel's, Books, Medals, etc. Even add some sort of 'Pet' like a Fedo or Slaver Hound.

This is the main spawn location (1of 3) within the station for your character. When logging into the game, your character is lying on the bed asleep, wakes up and gets ready for action. When logging out of the game in your Captains Quarters, your character lays down on the bed and goes to sleep. If you get disconnected while in WiS mode, this is the usual spawn location for your character.

Button 2 = Promenade Deck
This is the top deck of the station consisting of 1 large split level room. It would have large viewing ports showcasing the Nebula's as well as all ships outside the station so you can check if you're being station camped. In the center (Lower level) of this deck would be a Concord Sanctioned PvP Arena for doing FPS Avatar combat. There would also be Bookie's available to place bet's on the Arena fights.

The Arena fights could be conducted sorta like the Alliance Tournaments for both 1v1 and Team battles. Could split it up into scheduled stages at various stations starting with Constellation Tryouts, Regional Preliminary's, Factional Qualifying and ending with Inter-Factional Competitions.

Button 3 = Command Deck
This deck would contain various private Conference Rooms for Corporate meetings, reserved for and accessed by Corporations renting an Office in that specific station as well as Offices for NPC Agents. This deck would also include War Room's with access to Planetary, System, Constellation and Regional 3D maps for SOV and Factional Warfare. There would also be a Station Command Center (usually off-limits) and a Medical Bay.

The Medical Bay is the 2nd spawn location for your character within the station when using Jump Clones or when waking up in your Medical Clone after being podded.

Button 4 = Retail Deck
This deck contains various player run Custom Shops, Bars, Casinos, etc. This is also where Players can access the Regional Market. The stations Security Office with holding cells (Brig) is also located here. Get drunk, punch someone in the face and you'll spend a couple of hours in the Brig along with paying a fine. Maybe have personal security status dictate the amount of ISK needed to post bail (Get out of Jail card). Could also have Bounty Agents offering special missions located here.

The Security Office is the 3rd spawn location for your character within the station when incarcerated. Logging in and out would be like the Captains Quarters, having your character lying on the bunk in the cell.

Button 5 = Storage Deck
This is the bottom deck of the station containg various storage compartments and small dimly lit rooms equipped with a cot, small table and a couple of chairs for black market deals. This is where you can acquire and trade Contraband items. This deck would also have special Agents hidden away in various locations that offer missions classified as Contraband Retrieval.

Could make this deck tough to navigate causing players to become lost. Make a wrong turn along the way and find yourself stumbling around in the shadows for hours. Probably should have bought that 'Basement Map' from the NPC Sleaze Bag hanging out at the entrance to the 'Retail Deck'.

Skills would affect all activity's. If someone wasn't skilled in Smuggling tries to take Contraband down to the lower deck of the station, they have a random chance of getting caught, their Contraband confiscated and find themselves in the Brig having to pay an ISK fine. Or if engaged in Arena fights, the level of Logistic skills trained and Medic equipment fitted could mean the difference between life and death, er um, I meant winning and losing.

Another idea for Avatar game content is 'Station Lockdown'.

You log into the game with the sound of alarms going off in your Captains Quarters. The main viewscreen informs you that the station is under Security Lockdown (no docking or undocking) due to an Invasion Force (Sansha and or Mercs). You and other players trapped inside the station must Hack into various Medical and Security Lockers for weapons, munitions and 1st Aid equipment. Players then go deck by deck, seeking out and killing all NPC invaders encountered, Salvaging their corpses for more weapons, munitions, body armor, etc..

Players must make their way to the Station Command Center and deactivate the Security Lockdown allowing players access to the docking bay. Only problem is that all other station areas must be cleared first before accessing the Command Deck. Question is: What will you do? Do you attempt this solo? Create a gang with other players for tactical combat and medical support? Stay inside your Captains Quarters and hope somebody else deactivates the Security Lockdown?

This could implement some new skills being seeded into the game, such as Medic and Commando skills. Maybe even have another skill added to the Leadership group like - Infiltration - ability to lead a small team of Commando's and infiltrate a station that's under 'Security Lockdown'.

Hacking sites can also be based on the 'Station Lockdown' scenario. Could just be 1or 2 decks with various rooms filled with broken equipment scattered around that can be hacked and or salvaged.

These are just basic ideas that can be expanded on.

DMC
DeMichael Crimson
Republic University
Minmatar Republic
#146 - 2016-12-08 02:08:59 UTC
Since I'm already on the subject, I might as well post my other idea for Avatar game content.

First of all, 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.


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.

There should also be some sort of penalty for a failed attempt, probably like a security status reduction.

DMC
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#147 - 2016-12-08 02:27:21 UTC
Cool. Can we use the BrutalDoom engine for this? Pirate
Ravnik
Infinate Horizon
#148 - 2016-12-08 13:13:12 UTC
If you want walking in Stations then wait for Star Citizen to come out Cool

The light that burns twice as bright burns half as long - and you have burned so very, very brightly..........

Prince Kobol
#149 - 2016-12-08 14:25:53 UTC  |  Edited by: Prince Kobol
March rabbit wrote:
Prince Kobol wrote:
March rabbit wrote:
Prince Kobol wrote:
[quote=March rabbit]
I believe they are talented simply by playing Eve, a game in which nothing like it has existed before or been copied since and part of that is because it is bloody difficult to do.

You can not create / maintain / expand a very complex game as Eve, which has lasted what, 13 years, which has a single shard and one of the most vocal communities without having talented and dedicated developers.

Well... if you see it this way then OK.

I just thought that you have something real in mind when you were talking about "the most talented" and not 'just because'.


Sorry your right, the game Eve Online and the past 13 years worth of development along with all the hardware infrastructure that we all here play is not real at all and is just a figment of our imagination.

Hm...... Google is older (Wiki says that the project started in 1996). According to your logic Google developers are 'the most talented'! What?
- they have 20? years of development
- their hardware is as least comparable to CCPs if not bigger
- we all use google
- Google is not 'figment of our imagination'

What of your criteria i have missed here? Lol


Most people would say that Google, along with the likes of Apple, Microsoft, Oracle, Adobe and all the oither powerhouse software companies do have some of the most talented in Developers / Engineers in the world.

Are you real trying to say Google as a company do not have any talented Developers /Engineers at their company?

Here, take a look at this, https://en.wikipedia.org/wiki/Category:Google_employees

Most people would class these guys as talented, well except you that is.

I guess it depends on what you define as talented. if they are not very good why don't you apply for a job at CCP and show them how it is done, after all if they are as bad as you are making out it shouldn't be difficult to show them a thing or two
Bob Donovitch
The Iron Bank and Trust
#150 - 2016-12-08 14:43:06 UTC
WIS... I can think of one good reason for it.

The ability to walk into a bar and spot that pilot that snatched your loot in that combat site you were finishing up and vaporize him into cosmic debris. Big smile

Beyond that.... Can't see any real advantage to it.
Roenok Baalnorn
Baalnorn Heavy Industries
#151 - 2016-12-08 16:23:05 UTC
Snyzer Erata wrote:
I'm new here. I have talked about "walking in stations" with some people in the game and the old players seem to be against it. Could someone explain to me exactly why this is such a bad idea? It seems simple to implement and would increase the immersion of the game.


I didnt read this whole thread but from what i read on the first page one would get the impression that WIS was supported originally and then we players didnt support it. That would be incorrect.


Here is how this actually went. the carebears of Eve ( i distinctly remember this as we told them to go back to WOW), started whining on the forums and causing a fuss because they wanted to be able to walk in stations. They thought it would be cool to have like a bar, shopping area, gaming area with mini games, what not in stations.

A majority of Eve players said that is a dumb idea. This is a space game, not Second Life. The minority of players won. It was the first time that CCP didnt listen to the majority of their player base. I believe at a time they thought it would appeal to more "softcore" players and up subs.

The community was outraged except for this almost drowned out voice from bears who wanted to watch their avatar walk around inside a station. We tried to get CCP to change their minds. Many threatened to unsub. I guess CCP though we were bluffing.


After WIS was released it was a disaster. A lot of dev time had been spent on it and it added nothing of value to the game. Players were outraged that CCP would spend so much time on a such a useless feature that only a very small minority wanted.


That was the first time in Eves history it had a net loss in subs. I had few friends that quit, and AFAIK none of them have returned. CCP boxed the idea of WIS and it has never been discussed as more than a bad time in Eve history.
CCP has never once mentioned doing anything else with it. It was not added to Citadels and honestly it will probably die a quiet death when stations disappear from Eve unless the opinions of players changes and thats probably not going to happen.

CCP cannot afford to make risky moves not supported by players in todays gaming market. They are learning that every time they do something we dont like they lose some of us. This has lead them to refocus on Eve and to focus on emergent gameplay and new features that give us more to do in space.

Alice Wonders
Acadia Investment Group
#152 - 2016-12-08 16:43:15 UTC
Snyzer Erata wrote:
I'm new here. I have talked about "walking in stations" with some people in the game and the old players seem to be against it. Could someone explain to me exactly why this is such a bad idea? It seems simple to implement and would increase the immersion of the game.


For the same reason one of the most popular mods for X:Rebirth is the removal of walking in stations.
Salvos Rhoska
#153 - 2016-12-08 17:11:41 UTC  |  Edited by: Salvos Rhoska
CCP had their chance to integrate various side-projects into the continuous EVE universe, and to include FPS content such as WiS.

They flubbed it completely.

Fortunately, EVE itself is a game that will age extremely well. There simply is nothing even remotely like it.
Star Citizen may offer a more vicarious, intimate experience of captaining a spaceship, but is also hugely expensive as well as requiring top rate rigs to play.

Many EVE players never even see their ship except as a small marker on the display, except when they bring up the fitting window.
And they are totally fine with that.
I also spend most of my time flying/operating using the onscreen data elements, rather than the ingame starfield.

EVE is a meta experience that is largely community driiven.
I dont see SC ever achieving that to the extent EVE has.

Its a huge shame, CCP came so close, but they borked it.
WiS failed utterly.
DUST failed utterly.
Valkyrie failed utterly.
And none of them got relevantly included i to the EVE continuity.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#154 - 2016-12-08 17:24:24 UTC  |  Edited by: Nana Skalski
Salvos Rhoska
#155 - 2016-12-08 17:28:24 UTC  |  Edited by: Salvos Rhoska
Nana Skalski wrote:
Quote:
Valkyrie failed utterly.

CCP have 1% of VR market.


How the hell does Facebook have any part in VR market?

And yes, I consider 1% a failure, considering Valkyrie was basically tied to, developed for and shipped with VR systems.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#156 - 2016-12-08 17:39:37 UTC
Salvos Rhoska wrote:
Nana Skalski wrote:
Quote:
Valkyrie failed utterly.

CCP have 1% of VR market.


How the hell does Facebook have any part in VR market?

And yes, I consider 1% a failure, considering Valkyrie was basically tied to, developed for and shipped with VR systems.

Here is the report.
You can see for yourself.
Salvos Rhoska
#157 - 2016-12-08 17:52:21 UTC
Nana Skalski wrote:
Salvos Rhoska wrote:
Nana Skalski wrote:
Quote:
Valkyrie failed utterly.

CCP have 1% of VR market.


How the hell does Facebook have any part in VR market?

And yes, I consider 1% a failure, considering Valkyrie was basically tied to, developed for and shipped with VR systems.

Here is the report.
You can see for yourself.


1950 bucks for full report. No thanks.

Tbh reading through the introduction looks like a piece of contrived crap.
Orakkus
ImperiaI Federation
Goonswarm Federation
#158 - 2016-12-08 18:13:31 UTC
I'll add my two cents in here even though I'll probably be parroting what a lot of folks said.

The biggest problem was that CCP put time into WiS when there were VERY serious problems going on with the overall game. And back then, the devs were way less willing to listen to players and there were many seriously broken aspects to the game. Minmatar, for example, had like two or three ungodly outstanding ships, but the rest were near useless, Typhoons required 3x the number of skillpoints as any other battleship just to be as effective as any other battleship, etc. Things were really, really bad. Essentially players were playing in spite of the devs, who at the time lacked the ability to understand how things were actually be done in game.. and some had not played the game in months. I still remember the fight over projectiles and how it took nearly a year before the dev in charge of balancing was forced to admit that we were right.

There were a lot of issues and then when Incarna was released.. none of these were addressed on top of the fact that while the character creator was top notch (even now), all you could do was walk from your dock to your room. You couldn't even visit other people in station. I personally was in favor of WiS, but I have to agree.. without any useful content attached to it.. it was pointless to even push it.

He's not just famous, he's "IN" famous. - Ned Nederlander

Zimmy Zeta
Perkone
Caldari State
#159 - 2016-12-08 18:37:25 UTC  |  Edited by: Zimmy Zeta
Orakkus wrote:
I'll add my two cents in here even though I'll probably be parroting what a lot of folks said.

The biggest problem was that CCP put time into WiS when there were VERY serious problems going on with the overall game. And back then, the devs were way less willing to listen to players and there were many seriously broken aspects to the game. Minmatar, for example, had like two or three ungodly outstanding ships, but the rest were near useless, Typhoons required 3x the number of skillpoints as any other battleship just to be as effective as any other battleship, etc. Things were really, really bad. Essentially players were playing in spite of the devs, who at the time lacked the ability to understand how things were actually be done in game.. and some had not played the game in months. I still remember the fight over projectiles and how it took nearly a year before the dev in charge of balancing was forced to admit that we were right.

There were a lot of issues and then when Incarna was released.. none of these were addressed on top of the fact that while the character creator was top notch (even now), all you could do was walk from your dock to your room. You couldn't even visit other people in station. I personally was in favor of WiS, but I have to agree.. without any useful content attached to it.. it was pointless to even push it.


Your version of the whole Incarna story is much closer to how I remember it myself, unlike Roenok Baalnorn's hateful diatribe.
Back before Incarna, CCP were the superstars of the videogame industry. Eve had won the "Best MMO" award yet again, they had just acquired the rights for World of Darkness, DUST was announced and they had hired many more devs for their new US offices. We thought they were infallible.
Eve's "papercuts" were annoying, but most of us were excited about the prospects of avatar gameplay. Everything bad or unfinished about Eve was excusable since "Eve is hard, don't dumb it down".
It's only when the final product Incarna came out that this bubble of wishful expectation burst with a bang.
And when the "Greed is Good" newsletter added insult to injury, the disgruntled mood turned into open rebellion.
Only then a big part of the players realized that development spent on WiS was badly invested dev time and damaging the spaceship part of the game. It was only then when being fiercely opposed to WiS became fashionable.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#160 - 2016-12-08 19:10:38 UTC
CCP Soundwave in that internal newsletter was probably who most of people remember.

He was like "I would buy that golden ammo for a dollar. Bring it on" Lol

Then he moved to Riot Games, anybody knows Is he still working there?