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Incarna HUGZ - The Pre-Production

Author
Mars Theran
Foreign Interloper
#41 - 2012-01-24 04:39:27 UTC
Eveliy wrote:


..snip..

the subscribers:

Access to everything of course. Access to FiS, Access to WiS

the trials:

Access to everything but limited as it is now skill-wise. Access to FiS (limited) and Access to WiS (limited).
As it is now, give the people some glimpse at the game to maybe make them to subscribe and enjoy it as we hopefully do. Also enable F2Pers to upgrade their account to a trial one once.

the F2Pers:

Access to WiS only. Access to a medium ammount of WiS skills with more advanced ones being unlockable through the NeX-Store.
But I would also limit them on the FiS market as well as the trade skills.

A dedicated trader can create a massive income these days. If he can do the same for free and even fund his combat account(s) with a free account, well, I think I do not need go further for anyone to understand what that would mean. :)
Basically there would be a drop (although slightly) in subs which is no real option in any way.



One option would be to split markets but not in a way that we need two trade windows in the end:

The current market stays as it is with all FiS goods being listed, except new WiS ones.
The WiS market is handled by vendors (if anyone remembers SWG) on stations. (Basically, NPCs that open up a trade-list-window on click and present all the goods being placed in them by the owner or the system)
Some goods could also be listed on the FiS market like buff food (will cover that some rows below) and the rest stays "WiS exclusive".
That way you can somehow deny F2Pers access to the FiS market as they have no use for the goods listed there anyway besides generating money for them. Just disable the trade window button for them and you're good.
A trial account/subscriber will be able to use both markets and we're good to go.


I'd move trials to F2P myself. It makes sense. A player can have a limited off to actually trial, but explore F2P until he/she decides to use it. Make it a 18 day or 21 day trial, or 3 available 7 day trials. With the latter option, the player can trial run EVE FiS 3 different times as he/she chooses, and go back to F2P in between.

Gives them more time to learn, and it could be as easy as opening a menu in game and activating 1 of the available trials. It makes it their choice, and they can learn about things they didn't understand while F2P'ing between FiS trials/experiences.

I agree that trade should be limited for F2P players, but there is nor reason they should not have access to the whole market; instead they could simply have higher fee's for use of the market, and no benefit from standings; combined with limited Trade skills, that should keep the FiS market trading to a minimal level. There could also be restricted goods.

With standard goods, including Industrial goods, PI goods, Consumer goods, and other stuff from similar categories; they could have full access and no trade restriction on the majority of these goods. Advanced PI might be off-limits, but basic PI might be available. Restricted goods are marked, and they see them, but have no legal ability to purchase or sell them.

They could also have limited access to contracts; particularly shipping and courier contracts.


Eveliy wrote:
...snip..

Station environment and WiS skills:

As mentioned by previous posters, divide a station into districts and add NPC stores, selling basic stuff on their vendors for the newbies or someone that does not wish to wear the newest jeans or the best buff food.
Add building lots that can be rented. Add FiS BPOs to produce the establishment that can later be unpacked and put into the lot by the renter.
Also create a line of skills that handles the ownership of an establishment. Skills that determine what lot size you can handle, a skill that handles how much NPCs (dancers, waiters) you can set and handle, skills that lower the cost of such an establishment and skills that handle your vendors (basically your shop).

Well, that for now as I have to get lunch with many more ideas flowing through my head Oo


I think the station environments should be fully WiS, with exclusion of the CQ. Unlicensed Capsuleers and F2P players should not have access to CQ. Basic Personnel Quarters could be available from the start, with the option to upgrade through a NeX like interface. They could have, (also available to licensed Capsuleers), more personalized advanced, and luxury suites available.

Depending on where their quarters were, they would reside on one or another station level. Any manner of Personal Quarters should be accessed by an elevator of some sort. Hallways are out of the question for this, as it would be quite impossible to do. Their might be an access area, appropriate to the type of quarters of course; such as a lobby for Advanced Quarters, or one of many common areas for standard Personnel Quarters.
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Mars Theran
Foreign Interloper
#42 - 2012-01-24 05:30:06 UTC
Bloodpetal wrote:
I think a good thought exercise would be going through the steps of a person who was going to do F2P for the first time.

I see 2 entry points into EVE.

The first is you are on a Trial account that you signed up for and have some game time to train and learn.

The second is you are entering as a completely Free 2 Play character.

If you are doing a trial, then it's pretty clear you have some game time and that you will not be forced to subscribe/pay for EVE but will become a station dweller until you pay for more space content. So, the New Player Experience is pretty clear cut in that situation. However, what about if we were players starting without a trial account and 100% F2P without flying at that time.


1. I log on to EVE on my Free 2 Play account for the first time. This isn't a trial account, so I don't get the typical flying in space NPE tutorial and content. How am I introduced to EVE? How are my expectations met for how awesome EVE is supposed to be?

2. What station do I start at? ..snip..

3. When I step out onto the station from my "Quarters", where do I come out? Straight into a District? ..snip..

4. How do I know where I should go after I finish my "tutorial" or new player experience as a Free2Play character looking for more things to do?


1. Provided the access in F2P is reasonably good, with the ability to view the Subscriber market, and interact with portions of it; and provided F2P content was interesting and interactive, while being primarily player interaction, I think it would be good.

Another idea, (detracting from my earlier idea of F2P ships), is that F2P players in trasnport aboard a subscriber ship, could actually see outside that ship, and watch as they journied from one place to another. Slaves should of course end up in the cargohold in a nasty container.

They could also have limited interaction, in that they would be able to use ejection features if they determined that things were'nt going so well. This would be a simple interface, and their view could be explained by a VR interface inside their transport capsule. Ejecting from the ship wouldn't of course occur until the ship was on the brink of destruction.

These capsules could be picked up and ransomed, or dropped at a nearby station, or the players could be sold into slavery. Slavery would of course have real consequences outside the Amarr Territories in highsec systems. Slave transport containers could be shielded from ship destruction as well; though, they may be capable of being destroyed.

This could result in F2P players having some very interesting experiences. Slavery could consist of being trapped on board Low and Nullsec, or Amarr stations, and having to find a way to escape and get a free ride out of there.

Would also be an interesting RP aspect for FiS players. Perhaps Null Alliances could give them an option: "Join us, or remain here; it's your choice ultimately." So now they have to Sub and join the Aliance, or stay in some remote locked down station, with little possibility of escape. There might be a way of course; but it shouldn't be easy.

2. I'd randomize it to virtually any Highsec station of 0.6 or higher. Dependent on Faction, and various other factors, this could be anywhere. Also, it might be interesting to introduce options to be of Pirate Factions at this point, with a potential to start off in these stations.

Minimal difficulty there. Some basic changes to clothing options, tattoos, and and jewelry; maybe even some alternative hairstyles, but the base Faction Races will all remain the same. This could be cool, and would give a reason for F2P players to begin in NPC Nullsec.

Perhaps you can even choose your Security level, and it may influence your starting ISK, Secuity status, etc..

3. Stepping out into the station, (as I mentioned earlier), would be most practically done through an Elevator or personnel transport system. Stations could have 'mini-subways' and elevators, as well as various other means of transportation. Elevators could hold 4-5 people, and if you had standings and shared contact info with someone, you could get a direct line to their intermediate or advanced housing, or even luxury accomodations to visit.

Basic menu options when you enter the Elevator could give you these options, provided that person was available and wanted visitors. Elevators would have to be the primary means of reaching personal quarters I think; as multiple rooms off hallways would require multiple instances of hallways just for access to rooms. Lots of walking and stuff most people would get bored of. Also, more architecture in the stations than you really should need.

Subways or Automated Station Transport , could actually have viewable transport using basic textures for transport tube walls visible through the windows; with higher definition textures as you start and stop, and they could have waiting times and scheduled routes.

That would actually be cool, although perhaps not most peoples ideal means of transportation.

CQ could have no more than a Elevator accessing a Central area, (maybe a pilots district), which just shuttles you straight up and down. Quick and Easy, access to trade hubs, bars, and tattoo shops.

Incorporating NeX into station services for specific items would be ideal. Obviously, for things like tattoos, nobody is actually going to want to run a shop, unless thay can actually do the tattoo themselves, which is unreasonable as an expectation. Certain services should be automated in this fashion, though a player might be responsible for providing that automated service.

4. Starcharts available in a tourism kiosk?
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Mars Theran
Foreign Interloper
#43 - 2012-01-24 05:55:05 UTC
Eveliy wrote:
I would say give at least a minimum supply of NPC goods to stations so that at least it looks like a real station environment. Like today where some goods are still being created by the system.
I never meant NPC goods to be an alternative. For me consequences have to matter, as well. :)

It's just for the illusion of something going on at less crowded hubs/stations.
If everything was empty or only filled with NPCs walking around their scripted path you could also delete the environment on low populated/empty stations to save node resources and only enable Captain's Quarter as of now.



Well, to the content of WiS:

Leave first person shooter to Dust 514, I would not use resources on doing anything like that in EvE Online. This game is still about spaceships as the main part and they should keep going that way.

..snip..

In my opinion WiS has to add something and not copy a existing concept into a new layer.

..snip..


I would actually be interested in seeing something perhaps nobody has thought of.

The Consideration:

In about a years time after the release of Dust 514, CCP will presumably have the ability to move Dust to PC. Sony will, (I think), no longer have exclusive rights to Dust 514 at that point, if the various things I've read are marginally correct. This will be sometime in late June of 2013 I gather.

Now typically, I disagree with Dust moving to PC platform because of FPS hackers being so prolific on that platform. I don't want to see what has happened to so many good FPS games happen to Dust 514. I think this is reasonable.

Here's an idea I've had for awhile now.

The Idea:

We already know that Dust will be fully merged with EVE on many levels. Communication, interaction with playerbases, conflict between EVE subscribers and Dust 514 players all being possiblities. Dust 514 will also be using Aurum, and having some influence on Sov and PI.

Now, that is a merge on a great many levels, and I think we're halfway there.

Now, if this idea, (the OP), is a possibility, then why could it not be possible to move players back and forth between the two, using WiS as the point of dynamic interchange. This plan puts WiS as an environment very much like the environment created for Dust, and shares many things in common.

All we're really talking about, with exception to Battle-Servers, is a bunch of Nodes on the EVE servers which provide a different point of interaction.

So here's my suggestion.

The Suggestion:

Dust becomes interactive with EVE Online, in the way that WiS is interactive with EVE Online; however, this would only, (most likely only possible), be available to PC players of Dust 514. Here's the kicker though: The PC Dust 514 platform would be directly available only through the EVE Online client and WiS.

Players from PC who participated in Dust 514, would be a somewhat different class of mercenary, though they would clone Groundside in the same fashion, and be subject to all the same rules as Dust players are.

The difference between a EVE Online Dust 514 player on PC, and a PS3 Dust player, would be in the available skills and training, and-most importantly-the ability to go directly through WiS F2P to FiS.

Effectively, you would enter F2P in EVE Online WiS, and have the option of directly moving to Dust 514 and back whenever you wished; and should anyone so choose, they could also go directly into FiS, or do both. This also means that FiS players, would have readily available access to Dust 514 by the same means.

Might give some of those highly trained 134 million SP players something else to do too.

I like this idea.

This also means, that PC hacking common to FPS games, would be next to impossible if I don't miss my guess. That's important to any PC integration of Dust; only partially because it has the potential to negatively impact EVE.

Call it a convergence.
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Eveliy
Coronize
#44 - 2012-01-24 11:58:37 UTC
Some nice written and well-thought text there *thumbs*

Will try to give my opinions on some of the passages, this time going up the list:

Merging the two games on WiS was what I initially also had and still have in mind. Absolutely agree on that. Stations could and should be the connection between the two environments thus creating a whole community in the end.
It shouldn't fully depend on Dust being ported to PC later as there's enough options to merge PC and PS3 on Stations later if WiS is designed a way that works for both platforms.

What I mean by designed:

My opinion still remains that WiS should be mostly social. With mini-games, Points of Interest that are nice to look at while talking/chatting with your friends and alternatives to all the buttons.
For the Insurance Button on our NeoCom -> Add an NPC in some NPC Office or a terminal that we can use to insure our ships.
Players that don't wish to do so can still use the button. Still it adds some life to the station itself.
Add terminals/agents that are really present as well.
If both games were merged in WiS a EvE player would be able to select space missions while a Dust player would be able to select his ground missions.
This could be achieved relatively simple code-wise just by a query determining what type of account/player the character is that is asking for a mission at that moment.
If there's no combat on stations there's no advantage for one platform over the other thus making it not significant what controller is actually steering your character running around.



The idea of multiple trials to give people a longer look on FiS, well, not a bad idea. Could work as it may be very hard to have giving up training a FiS skill for three times and thus leading to a subscription. :)

Still I would deny F2Pers any access to the market. They should stay and remain unlicensed capsuleers with no access to their own ships and being tied to the stations.
WiS should be designed in a way that gives them enough to on those stations.
This leads to them having no need for any of the goods provided on the FiS market as long as those stay at the functionallity they currently have.
When you're flying no ship you have no need for guns or any other modules so you should be good with the goods provided by players on the stations, designed for being used in that environment.
Provide system goods that are sold by NPC like the basic ones nowdays. Something like PDAs, circuits, would have to think a bit further for some more, that are bought and sold by NPCs of different corps for different prices which would enable a player to buy them at X and sell them at Y.


Player transporting and slavery:

I know how good that might look but still it's a total loss of control for the one being transported or enslaved. You have absolutely NO control over what is happening. You have no chance to do anything against being dropped somewhere else or being jettisoned. That's an absolute no-go in game designing.
Slavery as well -> this is up to a Single Player RPG. In MMOs there mustn't be any form of loss of control for any player at any given time. A player wants to do what he is up to do. If he is able to complete what he wants to achieve is another side of the medal but outcome can still be controlled.
Although I might not be able to kill that faction spawn I could still try to make up with my own skill for lacking game/system-skills. Being a slave or transported without any form of own sov leaves me no option than to watch my monitor, waiting and hoping. Just no.



Personally I would limit F2Pers to a few high-sec stations (the hubs, they are crowded anyway and they provide those free players with a full and ready environment) which all are fully explorable.
In limiting free players to certain stations/systems (the hubs) you have control over the load they produce on the certain nodes.
As I tried to explain not everyone will be paying although I can think of a lot of things that could be sold in the NEX-Store to make it very attractive and having them spread all over New Eden is not a good idea.
You have to give them enough reasons to consider subscribing or using money on the NEX/Shop without making them think that they were fifth-class customers which would happen if they were only able to visit certain areas of all stations.

It's still possible to create areas for paying customers by adding some nice to have things to corp offices. Areas that are only accessable by corp members while denying F2Pers membership in corps as they provide nothing of interest for those.


Quarters / Appartments:

Capsuleers always receive a CQ everywhere. Was the issue with being demigods.
Capsuleers still have the option to buy/rent an appartment on one station at a time granting resident status as F2Pers should have as well.
Mini-Games and station activities should grant the ability to generate enough money to fund such an appartment without the need for anyone to grind.
Mars Theran
Foreign Interloper
#45 - 2012-01-24 13:12:48 UTC
@Eveliy

I liked most of the first part of your post, and you're entitled to your opinion for the latter half, though I have to disagree with it.

Slavery and hardship in EVE are a fact of gameplay. This is how the game is designed, and sheltering F2P players from that reality will not help to merge WiS and FiS, let alone Dust. Maybe it's not a way to create your average MMO, but it is what we have here, and EVE isn't your average MMO.

Social gets boring in short order too, and shouldn't be the only thing available. Players need some sort of interaction that isn't just emotes and chatting, or playing amusing games.

A good example would be SOE Home on the Playstation Network. Sure, I own a haunted Mansion there, and a Assassins Creed Venetian hideout, in addition to my base personal apartment. I have some clothes, and have played a few games, but I only pop in once every month or less. The little games were mildly amusing, but not really worth playing for long. Most I actually maxed in the first hour of playing them; though I haven't played that many.

I see people chatting, trolling, and various other things, and I find the only place really interesting for short periods, is the Theatre where you can watch the GT5 Reality TV show thing. I only watched one episode, and thought they were mostly terrible drivers, except for one or two, and that was quite late in the series, but that's another thing.

Point is, yes people do indeed go for activity environments, (for lack of a better term), where you can hang out and socialize with others, but I didn't see that many people doing it at any time I checked it out. Also, I found I am not very interested, and the housing is kind of stupid. Old haunted mansion with a cartton ghost that pops up randomly and slashes at you, grimoires laying around, and the occaisional sound of smashing dishes even though there is no kitchen.

The Ventian hideout is almost nice, for the graphical quality and general design, but the silly fact is, you put furiture in it, and you're looking at furniture and getting pop--ups everytime you move, even on the floor below where there is none. So even that is a waste, and needs a lot of work. Of course, it is Beta; but then it has been for ages.

Bottom line: Social housing and entertainments are cheap and cheerful, and nobody worth their salt is going to be interested in it for long. It's a distraction, occaisionally, and not really a worthwhile endeavour for any developer. I don't honestly think they have more than 20-30 people at any mini-game at any given time, and it probably can't handle more. It doesn't really handle >20 well.

On the whole of the PS Home 'thing', there may be as many as 500 people at any given time, or during peak periods. Most of it is just shopping areas and money grabs; with exception to those few moderately entertaining achievements I mentioned, and those are mostly advertising.

So no, I'm not interested in seeing any sort of replication of that in EVE. I don't think anybody is, and I'm not certain you are, but that is the impression I get from your post.



More relevent posting:

Without access to EVE as a whole, there will be little to create a reliable transition from F2P to subscription. F2P players will have little comprehension of game mechanics and features, and won't really know what to expect if they do temp trial-up for regular, (mostly), EVE access. The seperation between the two will be such that most won't recognize one as related to the other, and guaranteed almost no FiS player would be caught dead in WiS were that the case.

They might wander through intially, and then just decide it's either better left alone, or something to take up pitchforks over and start stoking fires under CCPs collective arses. Personally, I think the latter would be the case, as the idea of EVE being connected to such a thing would be viewed as degrading and distatsteful in many respects. Once you have experienced it, you can't even ignore it; not even if you never return to WiS. It will be firmly imprinted on your mind, and you'll think less of EVE and CCP because of it.

It really is that bad. Ever heard of IMVU? Sad and degrading. I tried that once to, just to see what it was like/all about. Pathetic.

Didn't take me long to drop that like a hot rock.



Assuming you are more reasonable, than to expect that sort of environment and gameplay, and actually hope that it would be attached to EVE:

What kind of activities would you see as being appropriate, and where do you draw the line between EVE Subscriber and WiS F2P Player?
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Jessy Berbers
The Scope
Gallente Federation
#46 - 2012-01-24 13:44:15 UTC
Great thread!

My input for the capsuleers the subscribers though, would be to also get special story driven missions kinda like the current epic missions, and the cosmos sites, But these are just less rewarding actually, Yes your read it right LESS rewarding ISK/module wise.

My motivation for this is the basic complaint that people always complain about there fear of being mandatory to do WiS.
But if the rewards are less then the normal station missions this feeling wont happen.

The only real reward is to find more story and lore. (RPers)

Greetings

Jessy
Nova Fox
Novafox Shipyards
#47 - 2012-01-24 15:31:18 UTC  |  Edited by: Nova Fox
How about minigames involving production and research?

Full eve subbers can train a skill that allows other capsulleers to work on the blueprints in question every level adds an additonal percents at the cost of 'pay them by the hour' allowing incarna people to work.

Free to play characters contribue up to half of what a trail/full members could provide.

Free to play can only get so many hours a day doing either minigame for isk.

Trial members get more a few more hours a day over the free to play able to play this for isk.

Full members do not have limits and can do this all day long :P

Particpants earn 'ranking' points which is an arbitary exp component that just basically access harder puzzles and jobs.

I think a safe cap is 25% reduction would be about 20% reduction in job time from fulltime and about 5% from free to play.
Completing miningames successfully decreases time on the job.

Just a thought.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Bloodpetal
Tir Capital Management Group
#48 - 2012-01-24 15:38:11 UTC

I think CCP has made it clear that "Mini-games to do stuff" isn't really what they want to do as a whole.


PI is kind of like a mini-game, but it's really not in the long term - after you set things up production keeps going.


Creating content that pushes people to interact is the bigger mode of operation, rather than mini-games where people get lost and play alone indefinitely. The mini-game idea has been presented many times over the years and we pretty much get the same response. I'd say the primary thing is mini-games are for interactive fun (poker, strategy board game table, etc) that they've shown in the past.

The idea of employing WiSers would be more functional along the lines of "Bartender", "Recruiter", "Community Manager" - stuff where people actually create social things for their corp members.


So, a Recruiter would be someone who gets paid to sit in a station and work on recruiting players that walk by for a corp, capsuleers, etc. Pay them something for their troubles and as long as WiSers don't have aspirations of 100M per hour incomes (nor need it), then it's perfectly plausible.

Where I am.

Eveliy
Coronize
#49 - 2012-01-24 16:56:09 UTC  |  Edited by: Eveliy
Forum ate my post again....once more, yay.

@ Mars Theran

Please don't get me wrong and let me explain why I am focused on socializing as WiS' experience and why I am against slavery and player transports.
This is not meant to be offense, just trying to tell you why I think that idea will not / should not make it into the game.


Slavery / Player-Transports / loss of control:

In every game you play. You are always something special, some kind of hero or at least better as the others.
Why is this?
Because every player wants to feel special and only someone special is able to remain free and defend his own freedom.

As I tried to state, you never loose total control as a capsuleer. No one is able to force you to remain somewhere. Period.

You may be camped but you are able to undock and try to flee. If you die you wake up in your clone and everything is okay. You can go on doing whatever you would like to.
No one can tractor your ship and tow you anywhere because that would mean a total loss of control over the situation.
No one will play a game where that happens commonly.
You may be jammed but you have a chance to break that by simple game math. You may be webbed but never to 0%. You may be scrammed but you can still move and try to get away.
Even if all of EvE's EWAR modules would be used on you, you were still able to move, maybe even lock, and get away.
If you do not want to play that game because they try to ransom you, well, hit self destruct and get your capsule away.
If you die in the process or are being held again, self destruct. You will wake up somewhere else anyway and can go on doing whatever you wish to.
I hope you get what I mean.

CCP would never implement a system where a player is only able to watch his screen whenever he is online because someone is preventing him from doing anything. (read: being a slave in a cage)

I do also doubt that there will ever be some kind of walking-combat / WiS-combat system implemented as it interferes with Dust 514 as well as with FiS.
Why should they waste resources on anything that they already have in their portfolio?
That eliminates the chance of a slave being able to flee and even being held captive because you have no way to force him to.


Being transported by a player in his ship will also never happen because of that reason. No one accepts a total loss of control. If there was a way to break out, yes, but as I said, I doubt that would ever make it into the game.


Why that social part:

As I already stated it makes no sense copying EvE and pasting it into the WiS-layer. WiS is expected to add something to this universe a player can not have at the moment.
A socializing system is what is currently missing. Using this to get some players to use the opportunity to play that part of EvE for free and maybe even spend some money on the NEX-Store is a nice addition.

A new system that adds would be smuggling. Fetching the illegal goods at the darkest corner of a station, bringing them to your ship and then flying them to another station where you will visit another dark corner and have a talk with the guy that needs his next shot.
Combine that with mini-games because they offer themselves as a nice addition until more features may find their way into the game or just for those that actually just want something to do while being docked for whatever reason.

WiS also offers the chance to be the hub for the EvE-Universe with Dust 514 and EvE players.
This forces you / the designer to keep in mind that Dust 514 is (also, if ever ported) on a console with another type of controller.

If WiS had walking combat then it would take away from Dust 514 so for the beginning, no no. Later?
Only in a limited form.
CCP won't shoot themselves in their legs just to make us happy. They have to generate their income to pay for everything we use or force them to use (licensing, resources, hardware, etc.)
There was a trailer at some fanfest (? not completely sure) showing that two universes merged.
With a capsuleer coming into someones quarter with a gun. We have to keep in mind that everything of that was pre-rendered only showing some glimpse of an idea.
With the community EvE has I doubt that it would be very wise to give us even guns while walking without restricting them so far that they're no fun anymore.
If they didn't there would be so much crying and lost subs that they were forced to change something in the end.


Maybe it became more clear why I write what I write. Just trying to maintain some form of "possible to create" with my ideas and suggestions.
Bloodpetal
Tir Capital Management Group
#50 - 2012-01-26 19:50:27 UTC
Incarna HUGZ should be social gameplay in a totally new perspective.

A lot of the goals Incarna has is to fix a lot of the "unreal" parts of MMO games with Avatars and interaction. To take it the step further and make it a tangible social experience. Your characters look each other in the eyes, you're able to feel like the avatar across from you is a real person (lips move when they talk), etc.

These are things other MMOs would never dream of and have no intention of doing because they're trying to just feed the money machine. Incarna living up to these expectations will take it a step above and beyond for the typical experience. It'll take us to the classical days of MMOs before WOW where games were precipitated by doing things with OTHERS. Sure, there's going to be a curve - but the amount of investment and passion CCP puts into the projects is what makes it possible where other places just don't care.

It's clinical to other companies, for CCP it's passion.

I think one of our concerns is rewarding players - players play games to feel "good". But, in EVE that definition is very different. Losing your ship can be rewarding in many cases. It's not just about the bank account, it's also about the experience. Sure, a lot of high-sec carebears really are petrified of losing their ships, but it's because they're experiencing something profound that they may not be able to somewhere else. We provide content for each other.

As a niche game, looking at other Sci Fi intellectual properties for inspiration is critical. A lot of Sci Fi initlaly became successful because of the way it was able to present social inequalities and challenges outside the context of the social times of the day. Aliens could be represented as racial minorities, women could be empowered - the whole of humanity could be examined and allow the human psyche to explore it without being trapped by the limitations of our "shallow" world experiences. Can that be transferred to Incarna?

This wouldn't be to give Incarna an Social Agenda in itself - but to allow those kinds of Social agendas that are natural to the human experience to manifest in themselves separate of our "real" lives. The oppressed become the oppressor when they are empowered. The poor become the rich.

Perhaps Incarna should also have a place to take the experiences from spaceships and turn them into an opportunity for Zen-like wisdom through reflection. Or at least allow some players to create that experience as for themselves. It doesn't all have to be grit and oppression. An open meditation garden would be a unique addition. Based on some cultural derivatives that can be based on each of the races. The Minmatar, Gallente, Caldari and Amarr would all have these cultural focal points. What gameplay purpose does it serve? Well, it serves a social purpose.

I generally describe EVE as a very "natural" game. There are natural consequences to activities. You lose a ship, it's destroyed. You **** someone off, they try and kill you. You get arrogant and someone puts you down. You get lucky and someone takes your money. EVE is Real is a fun slogan, but to me EVE is Natural. That doesn't sound as cool though.

What does the rabbit hole do for you?

Where I am.

Mashie Saldana
V0LTA
OnlyFleets.
#51 - 2012-02-17 19:50:34 UTC
I like the ideas in this thread.
Bloodpetal
Tir Capital Management Group
#52 - 2012-02-24 16:23:38 UTC

After reading some more about DUST lore, I found it interesting that there are no "female dust" bodies.

They all use generic bodies, apparently. Now, maybe they'll get some customization from a lore perspective as the technology advances, but I'm getting the impression body customization in Dust will be pretty limited.

This'd make an interesting experience if we're sharing WIS with Dust players since it'll become blatantly obvious who is the Dust players and who are the EVE players.




I think there is something to be said about having the full loss concept apply to WIS. Although being "enslaved" doesn't sound like fun, it really is only a step beyond losing everything you have in EVE already. The question is, how can that be fun in itself? It would be pretty crazy game experience that's for sure. And maybe that's what we should be looking for - how can we get these great sandbox experiences out of WIS?


The idea of establishments being the point of generating influence builds into the concept of promoting out of pod activities. However, it puts the weight on the actual establishment owners rather than on CCP to provide gimmick feats for stepping out of a station. An establishment owner has to promote and endorse activities at his establishment, get them to go to his establishment to generate influence for a district.

Where I am.

Chiralos
Chiral's Angels
#53 - 2012-02-24 16:42:17 UTC
Bloodpetal wrote:


We're going to get into the idea of what IS influence? it seems.


What options are there for influence?


  • Establishment Types
  • Establishment Owners Decisions
  • "Residents" Voting
  • Activity and Usage by Players
  • Interactive Station Factors


*snip*



Faction standings ?

FIS or DUST or (eventually) Incarna missions build up (or drop, if you get caught) NPC Corp and Faction standings. Standings contributes to influence of people and corps with offices / establishments.

Kind of takes things away from the F2P players, though.
Velicitia
XS Tech
#54 - 2012-02-24 17:27:39 UTC  |  Edited by: Velicitia
Bloodpetal wrote:

After reading some more about DUST lore, I found it interesting that there are no "female dust" bodies.

They all use generic bodies, apparently. Now, maybe they'll get some customization from a lore perspective as the technology advances, but I'm getting the impression body customization in Dust will be pretty limited.

This'd make an interesting experience if we're sharing WIS with Dust players since it'll become blatantly obvious who is the Dust players and who are the EVE players.



there are two different bodies in DUST (well, gameplay wise anyway.... lore is probably different).

1. the eunuch "marine" (or whatever) in the armour
2. the player avatar

essentially, the same thing we do right now

1. In WiS, you can be male/female and look however you want.
2. In space, we all look like a 1 meter long egg (though have a portrait for comms and stuff)

Rather than climbing into the armour, the DUST marines will JC into the clone that's suited up in the armour. (whereas we just climb into the pod).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

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