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why are people against "walking in stations"?

Author
Zimmy Zeta
Perkone
Caldari State
#181 - 2016-12-21 09:14:32 UTC
Cutter Isaacson wrote:
Zimmy Zeta wrote:
Cutter Isaacson wrote:
You know, I'd really like an interactive, 3D, VIVE compatible add-on that allows for real time fleet management. Imagine being able to slip on your headset and see the battlefield. Be able to drag and drop ships into fleets which would then either warp pilots to each other or send a command to do so, and then be able to drag and drop those fleets to systems. Integrate it with cynosural fields and bam, a proper fleet commander. Super sexy, and functional, especially for null sec alliances. Heck, Vive group chats with fleet sub-commanders would be ultra super sexy.


That actually sounds awesome.


I'm going to mock something up over Christmas, see what CCP think of it.


Maybe include a similar feature for logi pilots, similar to the space marines in Aliens.
Small portraits of the capsuleers on your watchlist together with mock data like heart rate and adrenaline level- and every time somebody dies, the portrait is replaced with image noise and the EKG goes into a flatline with an unnerving beeeeeep sound....

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.

Kaeden 3142
State War Academy
Caldari State
#182 - 2016-12-21 09:26:02 UTC
With the scalability of character variations in "walking in stations" it was never going to happen unless all of the character representations are something in the form of wisps.
Alice Wonders
Acadia Investment Group
#183 - 2016-12-21 18:07:13 UTC
Silivar Karkun wrote:

Walking in Stations is fine in an avatar centric game, but if applied to a game that was predominantly around vehicle combat it becomes more of a nuissance than a good feature.


This is a very good observation.

A lot of folks seem to think that WiS is a new idea, or that some new game coming out will finally implement it (for example, SC). But actually WiS is not new, and has been implemented in many other games in the past. With much the same results as Silivar Karkun mentions.

E&B started with it, and people really wanted it to be removed or made optional. X:Rebirth started with it, and one of the most popular mods released is its complete removal.


I think people say they want WiS, because its not there and their EVE experience didn't start with it. If it had WiS from the start, I think we'd all be talking about how to bypass it completely.
Silivar Karkun
Doomheim
#184 - 2016-12-21 22:30:42 UTC
Alice Wonders wrote:
Silivar Karkun wrote:

Walking in Stations is fine in an avatar centric game, but if applied to a game that was predominantly around vehicle combat it becomes more of a nuissance than a good feature.


This is a very good observation.

A lot of folks seem to think that WiS is a new idea, or that some new game coming out will finally implement it (for example, SC). But actually WiS is not new, and has been implemented in many other games in the past. With much the same results as Silivar Karkun mentions.

E&B started with it, and people really wanted it to be removed or made optional. X:Rebirth started with it, and one of the most popular mods released is its complete removal.


I think people say they want WiS, because its not there and their EVE experience didn't start with it. If it had WiS from the start, I think we'd all be talking about how to bypass it completely.


its basically revolves around content and "speed optimization" for players, if 90% of the activities in the game are done sitting in a pod/helm/cabin, there's no point on adding out of vehicle interaction in that case because it becomes an unnecessary time sink for the player.

if the game is from the ground up to be about player characters then it makes sense that internal environments and other features related to ambulation have a much more presence in gameplay.

a good example is Space Engineers, while ships and structures arent single models like in EVE, the player can still make part of vehicle operations while being a character avatar on itself.

same happens in Shores of Hazeron which even gives the player characters the option to either man the helm of the ship or let other players in the crew do it or use NPCs contracted for it. the player can even interact to a degree inside the ship's layout because its basically a mobile structure (space stations are basically non moving spaceships with a gravity drive for floating).

in the case of EVE this cannot be made without completelly putting the whole working teams into working not only the interiors but also planets, simulated cities or whatever that is required.

that's why i said that it would have to be a completelly new game, EVE Online as in the game we are playing will never be able to support that functionality.

a sequel, maybe, could bring it out to life, but it would mean several changes that may affect what living in spaceships players may feel as correct gameplay.

this works in the afforementioned titles because spaceships arent only down to human size (imagine the sheer computational power of simulating an EVE Super or normal Capital, let alone a battleship for that matter, it would crash the server with only 1).

this also means that Stations couldnt be real floating cities in space because simulation the whole interior would be difficult even for the Tranquility supercomputer system.

it works in block based games because structure layout is done in the action and it actually lives up for the design and functionality, the super structures in EVE Online are too big for having a simulated interior that actually lives to the design.

an habitational module could be simulated, but a POS tower or an Astrahus would be impossible, and dont get me started on planetary infrastructure, POCOs are gigantic, and the little PI things that you build on planets? well, DUST bunnies know how the were supposed to look down there.

TL:DR ambulation in EVE cannot be done because everything is humongous compared to a player character, only the capsule is down to size. it would require scaling everything down in order to simulate the interiors to an accurate degree that would match human proportions
Rain6637
GoonWaffe
Goonswarm Federation
#185 - 2016-12-22 00:43:15 UTC
Cutter Isaacson wrote:
Zimmy Zeta wrote:
Cutter Isaacson wrote:
You know, I'd really like an interactive, 3D, VIVE compatible add-on that allows for real time fleet management. Imagine being able to slip on your headset and see the battlefield. Be able to drag and drop ships into fleets which would then either warp pilots to each other or send a command to do so, and then be able to drag and drop those fleets to systems. Integrate it with cynosural fields and bam, a proper fleet commander. Super sexy, and functional, especially for null sec alliances. Heck, Vive group chats with fleet sub-commanders would be ultra super sexy.


That actually sounds awesome.


I'm going to mock something up over Christmas, see what CCP think of it.

hell yeah. Discussing something out in the forums, having an idea, and then polishing the idea into a visual suggestion in Features and Ideas is a really good process. Been doing this lately myself.

Are you good with graphics? If you want some help I'm up for it. Best contact would be Discord, and scc-lounge channel https://discord.gg/a2CNQZN

mail me in game or better yet if you have twitter https://twitter.com/Rainfleet
Intoagun Deshana
Data Rogue Sentinel Tribe
#186 - 2016-12-22 00:54:17 UTC
I just want my WiS bar. Cry
Rain6637
GoonWaffe
Goonswarm Federation
#187 - 2016-12-22 01:17:06 UTC
Valkin Mordirc wrote:
WiS has a bad stain left on it because of the Jita Riots. Which you can read in detail yourself.
Also in part due to a leaked email title Greed is Good caused massive outrage in the community.

I think the most lasting roadblock to WiS, even before the dissatisfaction and rioting, is the narrative. I want to believe the Greed is Good memo was facetious but it was still an inappropriate response to the controversy.

Simon Sinek has some excellent TED talks about how successful leaders and companies start with the "why." https://www.ted.com/talks/simon_sinek_how_great_leaders_inspire_action

The short of it is people believe in something if they know why it's being done, and especially if it's for a deeper reason (than a simple profit motive).

A company will have a profit motive. That's totally obvious and it would be ridiculous to argue otherwise. But under that top-most layer there are (hopefully) inspired people who are doing something because it makes them happy, or it's their calling. Because it's what they love.

In terms of avatar dev or vanity items, conveying this passion would look like dev spotlight videos where the progress is shown, and you can tell the person / people want to make a kick-ass product. You can probably guess and be confident that level of interest in quality bleeds into other aspects of development.

With things like art, or performance, or engineering, or programming, or chem, biology, physics, math, these are things you get good at by doing it because you love it. Doing it as a passion probably means you're not doing it just because you want to make money.

And then there's that unfortunate leak. I can forgive that as a player but can you imagine what that's like as an original recipient? I've had a boss who was overtly stingy and motivated by money, and it's the kind of thing that makes you consider finding another job.

That person is still there.

I think you could still overcome the "why" with reallllly super sick awesome game dev. Like if you just can't deny the cool factor of work-in-progress updates and you're just like, "holy **** that is ******* bad ASS!" But comparatively that kind of impact is hard to make. Look around and there's a lot of other cool **** going on elsewhere.

It's an uphill battle and there's this huge black mark on the culture and the narrative.

I think Simon Sinek's ideas about the importance of believing in the "why" is real and unconscious. So while it's irrational, we still look for reasons to justify our feelings. "Didn't need that anyway."

In this case it's demonizing avatar gameplay. But that really don't compute when before this monocle thing, players cheered at preview videos of dismounted exploration and avatar gameplay.

So. I think the issue is a problem of narrative. It's made us critical not just of avatar dev but of the game in general. It wasn't that avatar gameplay was pointless, or bad, or a waste. What upset us was the "why."
mkint
#188 - 2016-12-22 04:54:10 UTC
Rain6637 wrote:

In terms of avatar dev or vanity items, conveying this passion would look like dev spotlight videos where the progress is shown, and you can tell the person / people want to make a kick-ass product. You can probably guess and be confident that level of interest in quality bleeds into other aspects of development.


That's something I remember from around that time. In videos, CCP Soundwave looked half dead and like he just wanted someone to put him out of his misery.

(and seriously, you really need to work on your brevity, when your points get lost in your words.)

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

Rain6637
GoonWaffe
Goonswarm Federation
#189 - 2016-12-22 07:06:52 UTC
Yeah I know. :-/

Soundwave is my favorite CCP. Always explained things and you knew there was a good reason. Instilled confidence.

That Chimera redesign, has that gone live? That's a nice new shiny.
Johan Civire
Caldari Provisions
Caldari State
#190 - 2016-12-22 07:27:37 UTC
- The take to long to build it. Working 18 months or so and what do we get??? yeah thats 1 reasons why there **** about wis project.

- The only thing the have done is making other games for it like dust and that "zombie" nonsense. And waste or time and money for that.

- The project was a fail because of the higher value the want to create.

- Fanboy where scared because of (World of evecraft or second eve life) and the spaceships was second place.

- So this sums it up. And no WiS will not recover. All project where hidden in a bunker. And stay there until a real CCP employer with balls going to finish it.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#191 - 2016-12-22 09:03:50 UTC  |  Edited by: Nana Skalski
Alice Wonders wrote:

This is a very good observation.


I think something is lacking in those observations.

Alice Wonders wrote:
E&B started with it, and people really wanted it to be removed or made optional. X:Rebirth started with it, and one of the most popular mods released is its complete removal.


Observe what they were. They were bad implementations. From bad graphics, lack of clear direction in creation of avatar gameplay, to a poor amount of stuff important to make it a meaningfull experience.
Josef Djugashvilis
#192 - 2016-12-22 09:32:31 UTC  |  Edited by: Josef Djugashvilis
Dear Bjorn Tyrson, the ESRB are free to give Eve Online any rating they wish to, CCP can still choose not to expose 13 year old children to any form of gambling.

I do not know how many 13 year old children actually play, but I am fairly sure that if their parents knew that the game involved the opportunity to gamble and not just blow up spaceships, they would not approve.

This is not a signature.

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#193 - 2016-12-22 10:33:21 UTC
We can kill other people, but we cant have natural breasts with nipplez and slot machines. What is wrong with the world?
Rain6637
GoonWaffe
Goonswarm Federation
#194 - 2016-12-22 11:09:13 UTC  |  Edited by: Rain6637
Nana Skalski wrote:
Alice Wonders wrote:

This is a very good observation.


I think something is lacking in those observations.

Alice Wonders wrote:
E&B started with it, and people really wanted it to be removed or made optional. X:Rebirth started with it, and one of the most popular mods released is its complete removal.


Observe what they were. They were bad implementations. From bad graphics, lack of clear direction in creation of avatar gameplay, to a poor amount of stuff important to make it a meaningfull experience.

Kerrigan_Thinking_The_Same_Thing.wav

Implementation. If we are going to use other games as examples of good and bad avatar gameplay, let's just start with the list of all AAA games in the last five years.

If you expand the definition to humanoid or bipedal, that includes League and Dota, and WoW.

To be fair you should consider what games are played primarily as vehicles and compare their success to the first list of humanoid / bipedals.
Cutter Isaacson
DEDSEC SAN FRANCISCO
#195 - 2016-12-22 15:30:18 UTC
Alice Wonders wrote:


I think people say they want WiS, because its not there and their EVE experience didn't start with it. If it had WiS from the start, I think we'd all be talking about how to bypass it completely.


Has everyone forgotten what happened when Captains Quarters first came out? You'd dock, and immediately be forced out of your ship, out of your pod, and onto that little balcony overlooking the dock. People went utterly batpoop crazy (and for good reason) until CCP swiftly backtracked. Walking in Stations is a fine idea in theory, but if you take even the most cursory look at it from a technology standpoint, or from a funding standpoint for that matter, then the whole thing collapses completely.

Would I love to be able to leave that broom cupboard we have? Damn straight I would. Would I like CCP to spend god knows how much money and time developing it, only for it to have almost zero purpose beyond literally walking around? No. No I would not. I'd much rather they push the spaceships part of the game as far as technology allows first. If they want to do WiS after that, I'll back them all the way.

"The truth is usually just an excuse for a lack of imagination." Elim Garak.

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#196 - 2016-12-22 21:19:16 UTC  |  Edited by: Nana Skalski
Also when CQ was released, those who could not run it, because they had weak computers and it was awfully slow for them, they have seen only picture of doors, no hangar. And earlier CCP showed that hangar with shipspinning would be left as it was always, with right click on ship option to go to CQ. Who would not be enraged if something would be taken completely from him, his shiny ship replaced with picture of door.

There was also thread on old forums where people shopped things onto this door picture. Pictures showed on forum then. Now only ISD and CCP devs can show them.
Tinfoil: its because of that thread with doors is why they censored new forums.
Abyss Azizora
Viziam
Amarr Empire
#197 - 2016-12-23 06:01:14 UTC
I participated in the Jita riots, but it had nothing to do with walking in stations, I actually loved the idea. My issues were with the every creeping pay2win direction eve was and still is heading in. Sadly all we accomplished was slowing it down, since money (greed) is the only driving force for a company. We only slowed it down by making eve online lose 25% of it's entire income basically overnight.

Anyway, I would love to see WIS get finished some day, I really wanted to play in a in-game casino and bar, which would be infinitely better than ship spinning.
Jenn aSide
Soul Machines
The Initiative.
#198 - 2016-12-23 16:18:53 UTC
Alice Wonders wrote:
Silivar Karkun wrote:

Walking in Stations is fine in an avatar centric game, but if applied to a game that was predominantly around vehicle combat it becomes more of a nuissance than a good feature.


This is a very good observation.

A lot of folks seem to think that WiS is a new idea, or that some new game coming out will finally implement it (for example, SC). But actually WiS is not new, and has been implemented in many other games in the past. With much the same results as Silivar Karkun mentions.

E&B started with it, and people really wanted it to be removed or made optional. X:Rebirth started with it, and one of the most popular mods released is its complete removal.


I think people say they want WiS, because its not there and their EVE experience didn't start with it. If it had WiS from the start, I think we'd all be talking about how to bypass it completely.


Both this post and the one it quote sum up my objections to WiS. The WiShers (that word is copyrighted by me btw, 1 isk to my wallet if you use it Big smile) want some kind of total immersion situation where they can fully live as some New Eden capsuleer that has a mind to get out of the goo for a bit and walk around. Nothing wrong with wanting that i guess.

But others of us LIKE the fact that EVE is focused on what it does best (spaceships) , we like EVE being a game without all that superfluous nonsense. And we not only don't want CCP to spend time on that kind of thing, we remember what happened the last time CCP spent any amount of time on that kind of thing. Why risk repeating a failure?
Mike Conway
School of Applied Knowledge
Caldari State
#199 - 2016-12-29 15:49:08 UTC
I believe wis could have a place if it can be an interesting experience on its own and have a relevant connection with eve, so I will give it a try to present an initial concept based on some points that I think are important:

- A purpose of having wis in relation to eve

- Having an element of danger and risk vs reward, similar and familiar to that in eve, but still different in its own way in order for it to have a purpose

- Making a connection with eve that influences in eve only those wanting to engage in it, eve will go on as normal next to it, without particularly benefitting or having disadvantages from spending time either place.

- Through the connection with eve, rely on the content that exists there, in order to reduce the amount of content needed to be made for wis.

- The ideas should also make sense lore wise and add a possibility for a future link, at least on a high level, to Nova and Valkyrie


Background:

Station owners have made areas in stations accessible to capsuleers, in an attempt to increase standings and relations, and to be attractive for business at the station. Due to the unsolved problem with air not being decontaminated, areas with the same air systems as in the CQ have been opened.

These areas in stations don’t allow weapons and have automated security systems that can anticipate threatening movements, so melee combat isn’t possible either, the systems will stun you in an instant should one attempt. In a future scenario, this seems most realistic to me. Besides, you already will have this (weapon and melee) type of combat in Nova. But that doesn’t mean that there isn’t any danger and risk, attacking someone is still possible, it’s just not possible in the way one would necessarily expect.

Because while the station systems can prevent weapons and melee, it cannot stop threats it cannot visualize happening.

Capsuleers have some implants that are essential, that are separate from and are on a more fundamental level than those you can add in eve which enhance your attributes. Of these essential implants, one is central to capsuleers’ extra processing power (P-implant), making them able to control on their own many aspects of piloting ships, effectively replacing a large crew. Others specifically relate to the connection (the C-implant) with the attribute enhancing implants and handle the information of skillpoints (S-implant) in the mind. They also have an implant (C2) that works as an additional manner of communication with other capsuleers when in the same area, which is as natural as talking or writing to someone, but different. It has been argued that it is how telepathy must be like, as your voice, images, words, sounds, sensations, can be communicated by thought in this manner by opening links.

The later discovery of the implants C and S in one capsuleer being susceptible to hacking done by another capsuleer routing power from the implant P through C2, was a possibility no one had predicted. It was found that the information usually called skillpoints, could be taken from one capsuleer’s S-implant and transferred to the capsuleer doing the hacking. Specific skills could also be deactivated momentarily, rendering them inactive for some time. In addition it was found that the connection between a capsuleer having the C-implant interfered with, and the implants enhancing attributes, could also momentarily be affected, cancelling the bonuses of these attributes for some time.


Mechanics of hacking and risk vs reward

This means that in wis, the battle takes place not with weapons, but by attacking and for the defender, protecting, using these implants that only capsuleers have, through hacking. One goal is stealing skillpoints from other players, skillpoints which then could be used freely in eve. The player losing skillpoints would have to choose when logging back into eve, which skill the loss of skillpoints would be withdrawn from. Other goals for the attacker are to deactivate skills and attribute enhancing implants, though only possible momentarily.

In practice you use the processing power of your implants to attack, repel or counter an attack from someone else. In these situations, an augmented reality overlay in displayed, that’s your implant you are readying for an attack or notifying you of an attack. However, like the way concord reacts in space, the station computer systems will detect the signals made from the hacking attack within some time. You will have to successfully attack or hold off the attack within that time to either gain or keep skillpoints, or deactivate or stop deactivation of skills and attributes. The faster an attack is successful the more skillpoints you gain or more skills and attributes can be deactivated. An attack can also be countered and there is a risk that you may lose out yourself, even if you are the attacker. There is a cooldown period between each time it is possible to attack, as the power in the implant needs to recharge. Unlike how Concord can when there is an attack in space, the station computer security systems cannot precisely detect where a hacking attack is coming from or is aimed at, only the unknown signals that passes through its networks, which is actually what it is blocking, not the attack in itself. Being attacked you don’t know either who is attacking, you just have to assume who it is from among the other capsuleers being in the area. NPC’s in the area would remain oblivious to these hidden battles taking place, they cannot be affected by the hacking themselves, as these skills and implants are unique to capsuleers.
Mike Conway
School of Applied Knowledge
Caldari State
#200 - 2016-12-29 15:50:03 UTC
In order to have your time spent in wis worthwhile, station owners reward you regularly with loyalty points from time spent there, as well as increased standings and access to special missions. Why? Because the more time you are there, the more likely you are to buy something from them, trade at the station and support their causes, when in eve. That is the offset of the risk of being subject to hacking when in these areas.

Every time you go from eve to wis, or the other way, skillpoints, isk and loyalty points should be synced. And a given character could only be used either place at a time.


Connection to Nova

In other areas of the station without the security systems in place, capsuleers would have to use a special suit that looks similar to the suits in Nova, but that works like the pod does in eve as capsuleers cannot use the implant from Nova. This would be the link connecting wis to Nova. Depending on how the skill point system will be designed in Nova, a link could also be made from Nova to wis.


Implementing

As the hacking system is meant to display as an AR overlay, a working version of the hacking mechanics could probably be built separate to the environments, like a concept to see if this system appeals to players before putting too much resouces into it. I have some ideas for the mechanics of the hacking, but the concept of having this in a wis setting connected to eve needs to work first.

Due to the connection with eve providing content, the full implementation as imagined here at least, wouldn’t need more than one area in each station. In what was shown from project Nova at fanfest, there were areas that could work in this setting as well.

There are of course many technical aspects that I don’t know much about and that could make the concept infeasible from the start.