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Higive Ghudhed for CSM XII
Increase the risk in PVE. Dread anoms, titan anoms. Make it a challenge.
It will just widen a gap between vets and newbros. People able to fly dreads (let alone titans) have means to make ISK that are unthinkable/unavailable to new people already. I fail to see how it would make EvE a better game.
So this is a fair statement and one that was even brought up by some of my corp mates. Hang with me on this:The same could be said for skill points. The longer the game is around, the more skill point gap appears. That's the method by which CCP has chosen to separate access to content.The game needs to improve for everyone. Improvements for new bros shouldn't be viewed from a veterans perspective, and there surely should be some improvements. When we look at improving the game for veterans, we can't view those changes from the new bro prospective. The improvements made for veterans are naturally unavailable to new bros, and they should be unavailable to them. Here's why...The way many games exist now is reflected of an "upper limit" mindset in game design. Get to level 60, grind out stuff... I'm arguing that most people don't play games to run out of challenges. Games shouldn't be designed to "end" as far as new content goes. Currently there aren't a lot of things outside PVP that a Super or a Titan can do that involves some level of risk and an equitable reward.I feel that it is insulting to veterans and those who have truly spent the time to be in the upper content only to bang their head on the cap. All I'm saying is keep pushing the envelope of what's challenging. It's a challenge to run a sanctum in a standard fit battleship. It's insanely mundane to do the same in a carrier, but there isn't anything higher to do.When you engage your veterans more intensely, you create more goals for players to achieve, you deepen their investment into the game, you keep their business longer. That improves the game.Thanks for the comment.
What are your thoughts on other forms of PVE (missions and exploration)?How would you justify a gated capitals-anomaly in terms of risk (since tackle ships and hictors would be unable to take this gate from the sound of it)?
I can't speak to the exploration aspect of the game, mostly because it's never interested me enough to make me want to learn it.PVE is an aspect of gaming that has a lot of different sub-genres to it. Some people like anom (lair) style, some like incursion (group quest) style, some data/relic (solo puzzle) style, some like mission (quest) style, and then there's story arcs. I think this is such a deep topic that books can be (and probably are) written about it.As for missions, that's really a standard part of gaming. A quest based system that has steps and a reward. I don't think there's anything "wrong" with it, it's just one of those must have things in a game. Where I would advocate for some improvements is in amount of content. I'm the kind of person who thinks we should have 20 times more modules and items in the game. I don't think you could ever have enough of that type of content. The more you have the greater the customization of fits and that can really drive player investment.TLDR; I'd greatly increase variety, difficulty, and rewards of them(gonna make a second post about the gated anoms)The gated anom idea is still one I'm working on in my mind, but I think there is some merit in it. I had some thoughts about it that have since showed some flaw after discussion with corp mates. There are currently inverse PVE environments where capitals aren't allowed.The basic idea is that complexity of the environment be increased. Yeah not being able to tackle it seems to be an "downside" of that concept. Maybe this isn't the answer, but bring a capital ship and tackle it.I would be 100% open to discussion on that specifically.
'The Plan' | California Eve Players | Proposal - The Endless Battle