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New dev blog: Introducing Team Avatar – the keymasters of bipedal gameplay

First post First post
Author
Indahmawar Fazmarai
#181 - 2012-02-24 14:55:24 UTC
Rek Seven wrote:
Indahmawar Fazmarai wrote:
there is no corporate interest to develop WiS in 2012


What do you mean? That there is no financial reason or that CCP simply have no interest in avatar gameplay?


I mean that CCP's interest to develop WiS this year is gauged by two factors:

a, only 5 developers working on it
b, those developers could not develop (and speak not about develop) simpler features that would require more manpower than 5, albeit also not as much manpower as actual WiS gameplay

if they compromise (?) to develop something that may require 100 developers in the future, and there is no sign of developing things that could be achieved with 20 developers this year, then it's pretty clear this year they will work in long term goals and will not work in ANY short term goals.

I.E., CCP is not interested to develop any new WiS content this year. Sleeve tattos are leftovers from the failed winter post-Incarna expansion, mcuh as the 3 new racial CQs... stuff that was 98% done and could be finished with 5 devs in TA -notoriously including one QA guy!

Gorp
The Scope
Gallente Federation
#182 - 2012-02-24 14:58:30 UTC
So Space Barbie is back. Great. The bad idea that just won't die.

If you learned nothing else from the Captain's Quarters debacle, I hope you at least learned that these "features" need to be completely optional and off by default.

Read the previous threadnoughts. A large chunk of your userbase does not want WiS. It should be treated just as you treat roleplay elements like Chronicles-- there for those that want them, invisible and irrelevant to those who dont.
Seleene
Body Count Inc.
Mercenary Coalition
#183 - 2012-02-24 15:00:45 UTC
If you're going to keep doing this, where are the hats?

Seriously?

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Rek Seven
University of Caille
Gallente Federation
#184 - 2012-02-24 15:02:45 UTC
Indahmawar Fazmarai wrote:


I.E., CCP is not interested to develop any new WiS content this year. Sleeve tattos are leftovers from the failed winter post-Incarna expansion, mcuh as the 3 new racial CQs... stuff that was 98% done and could be finished with 5 devs in TA -notoriously including one QA guy!



Ah okay, I kind of agree with you and i don't think we will see any think good/interesting released for WIS for a very long time if at all. I think this team avatar is mostly a token gesture to attempt to satisfy/quiet the players who want the WIS content we were promised.
Ranger 1
Ranger Corp
Vae. Victis.
#185 - 2012-02-24 15:14:45 UTC  |  Edited by: Ranger 1
Rek Seven wrote:
Indahmawar Fazmarai wrote:


I.E., CCP is not interested to develop any new WiS content this year. Sleeve tattos are leftovers from the failed winter post-Incarna expansion, mcuh as the 3 new racial CQs... stuff that was 98% done and could be finished with 5 devs in TA -notoriously including one QA guy!



Ah okay, I kind of agree with you and i don't think we will see any think good/interesting released for WIS for a very long time if at all. I think this team avatar is mostly a token gesture to attempt to satisfy/quiet the players who want the WIS content we were promised.


Looking at the names associated with Team Avatar, I'd hardly call it a "token gesture".

Rather it looks like a team designed to do exactly what is needed at this point. The core tech is in and two things need to happen.

1: That core tech needs to be refined and optimized, so that people can become used to it and confident that ti runs smoothly.

2: Go back and take the essential step that was overlooked/botched the first time around, namely to come up with a sound plan to properly develop the gameplay and scope of this new chapter in the history of EVE.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ione Hawke
Darkness Industries
#186 - 2012-02-24 15:19:23 UTC
Just one question, when can we have those tatoos? It better be very soon! Twisted
Rek Seven
University of Caille
Gallente Federation
#187 - 2012-02-24 15:21:11 UTC  |  Edited by: Rek Seven
Ranger 1,

I don't know anything about the kid who makes my burger at Mc Donalds. Why do you assume it would be any different for EVE and its developers? Blink
Solhild
Doomheim
#188 - 2012-02-24 15:28:32 UTC
CCP BasementBen wrote:
90th!


Technically 89th
Johanna Tychi
Alcoholic Heavy Industries
#189 - 2012-02-24 15:54:44 UTC
+1 for the gambling idea.

And the avatars could sit around the poker table as "holograms" so you would not need to bother programming the walking to the table and so on ;) and gambling is a nice way to pvp. in the 0.0 sec gambling rooms you would have the choice to stand up, flip the table and shoot them in the face ... me gusta.

Oh, and btw: please feel free to troll me to hell and back if this has already be posted, discussed, liked, disliked and sent to space in a rocket with a funny name on it i don't care.

cheers

jo
Maul555
Xen Investments
#190 - 2012-02-24 15:55:37 UTC  |  Edited by: Maul555
Bloodpetal wrote:
Ryunosuke Kusanagi wrote:

@Bloodpetal - Not sure I approve of the idea of F2P eve, how does it fit into eve lore vs character/capsuleer creation? Secondly, you suggest going from F2P to sub, would you suggest the other way around, from sub to F2P (which would make NO sense imo).


It actually does make perfect sense.

PLEX = Pilots License Extension Program..

No PLEX = No License = No Flying.

You can be a capsuleer and not be able to fly, and vice versa.

As a trial player, you would start as a capsuleer able to fly, when your trial ends you can walk around stations and interact, etc. When you're ready to fly again, you pick up a PLEX and become a licensed pilot and can fly again.

It's so obvious it hurts actually.




I very much like this idea. F2P'ers should also have access to a shuttle passenger service to take them to any high-sec station they wish, as some people will obviously eventually find themselves in the position of being stuck on a backwater station at some point or another... But limit it like jump clones, with a 24 hour timer and distance limitations.
Mirajane Cromwell
#191 - 2012-02-24 16:07:52 UTC
WiS for meaningful gameplay:

Allow players to dock their ships into the sleeper stations where player has to walk through dark corridors in order to find a empty pod unit so that he can tap into to the sleepers' infomorphic network. When connected to this network, the sleeper infomorphs (their other name was revealed but not spoiling it here) present their virtual minigames to capsuleer and playing them through you earn skillpoints for new Sleeper related skills... depending how long it takes to develop this kind of feature, we might be talking something like Tech 4 related skill sets that would be only acquirable through these minigames. You could also get some long forgotten terran blueprints for new shiny spaceships etc. The skillpoint amounts could be tied into the difficulty of the wormhole ie. meaning that C6 wormhole minigames would give better skills and lot more skillpoints than the ones in C1.

The positive thing about this would be that the environment could be completely single player once you have docked into sleeper station - later could be developed multiplayer minigames. Oh, and the amount of people visiting/living in wormholes would explode...


WiS for social gameplay:

Imagine 1000 people celebrating Eve anniversary at Jita Bar and watching through stations' windows the fireworks made by other 1000 capsuleer pilot ships - towards this you should aim for with the technology but realistically speaking, I'd be happy if there was even just small bars in major trade hubs (for like 100 people) where you could meet people, hang out with your corp mates, recruit new players, gamble with some minigames or bet for minigame winner etc. After that add the ability to buy your own bar and reap the ISK from players who gamble / do other business there - this could be tied to the above new skill sets / items as well somehow... getting Sleeper minigames from the Sleepers and then setting these minigames into your own bar so that players don't necessarily have to travel to wormholes for them?
Ximen
Garoun Investment Bank
Gallente Federation
#192 - 2012-02-24 16:18:27 UTC  |  Edited by: Ximen
I feel incredibly dirty for what is about to follow.. but it has a point..


Jade Constantine wrote:
Hello Torfi!

Once this has been done you can get on with developing Avatar gameplay without the player base being continually suspicious that its just a vanity cabinet/display case for MT nonsense.

I guarentee you this will significantly improve the PR and friendly reception you'll receive for future devblogs and development in this area.



Avatars really do need to be de-coupled from that store to be something players want again. However the problem with WiS is that once one place becomes popular, it becomes the only place to be. This is why club goon could never work (as much as I'd like to relieve you all of that terrible isk burden). Can you imagine 4-4 in a WiS environment? It will never work (though I'd love to see me proven wrong there) because of the limiting factors of trying to cram 1500 avatars into one small area. Even if establishments in WiS were never intended to be places of trade, thats what would end up happening anyway.

Jita (and trade itself) really has to be de-centralised before WiS could ever evolve beyond a "come back to my place and i can show you my blankety blank" scenario. From a trade point of view, I can only ever see this working if stuff was instantly delivered to the station you're in, regard less of where its being sold at. To keep haulers in the business, not all stations in a region should be linked.. but there should be a network. Corp, faction, sov based etc. Gankers.. well you're prob gonna have to move about a bit more.

I can only see the whole WiS establishment working if the 'establishment' itself was disperse. Dock at any station (or one with a link into this network..sov, faction etc), and then log into this virtual environment channel . This sounds awfully like IRC , except you'll have the avatars of others around you at the local station, rather then all 1500 in the 'channel'. Why does the avatar you're playing the gambling game at, actually have to be there with you? Give it a hologram representation (which is local to the person and way friendlier on resources) and the overall effect is the same.
Bloodpetal
Tir Capital Management Group
#193 - 2012-02-24 16:25:09 UTC

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? How can your body be the subject of "Any Fate"?


With the idea of districts that I have :
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 to get pod pilots out of their pods 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. If you run a successful establishment, you get to change the environment around you.


Where I am.

Razin
The Scope
#194 - 2012-02-24 16:56:24 UTC  |  Edited by: Razin
Ximen wrote:

Jita (and trade itself) really has to be de-centralised before WiS could ever evolve beyond a "come back to my place and i can show you my blankety blank" scenario. From a trade point of view, I can only ever see this working if stuff was instantly delivered to the station you're in, regard less of where its being sold at. To keep haulers in the business, not all stations in a region should be linked.. but there should be a network. Corp, faction, sov based etc. Gankers.. well you're prob gonna have to move about a bit more.

Decentralizing trade can be done without breaking EVE game mechanics. The process is very simple. Step one is to get rid of the highway stargates. Step two is to introduce some low-sec between empires. That's it.
Daedalus II
Aliastra
Gallente Federation
#195 - 2012-02-24 16:56:26 UTC
Vera Algaert wrote:
Crucis Cassiopeiae wrote:

^^
Listen to this guy!!!
Attention

moving functionality that is efficiently accessible in the present interface (e.g. jumpclones) into WiS just so people are forced to use avatars is not an idea that I support.

I tend to agree with you, but I still want to see stuff in WIS that does not exist in FIS. I could imagine that for example you have a lower tax rate on items sold in station to make it more competitive, and if you want to install a new clone or jump clone you'd get reduced price if you're there in person to do it, rather than over the "air". Incentives to go into WIS for those that are interested, but without removing anything that's already available in FIS.

I also thing WIS should get some missions that tie together FIS and WIS; like you first have to find some NPC in the station that gives you a packet of contraband and then you have to fly it to another station and leave it with another NPC in some shady bar. Or maybe you have agents that you can only access through WIS that gives you better missions than those you can access from FIS.

I also think many people want "away missions", although personally I think it's not in the mentality of the capsuleer to leave their safe pod, I can accept that some capsuleers are more "adventurous" than others.
Axl Borlara
Sebiestor Tribe
Minmatar Republic
#196 - 2012-02-24 17:38:16 UTC
Kile Kitmoore wrote:

3. Create different interiors with different sizes and configurations like a CQ with no ramp but a window to my ship. Rent obviously changes based on the size of the room. Heck, you could even go so far as to require these different configurations to be actually constructed with blueprints and in space materials and to be made and sold by players.


Lots of other cool stuff deleted....

Make it possible to customize the captains quarters, on a station by station basis.
The customizable parts would be built by players
The parts and items would be traded on the open market for isk.
Make all of these items in the quarters at least have a show info button.
So I could buy a 'Fancy Sofa' to put in my quarters in Rens Moon 8. I could buy or sell it and could take it with me to another station.
Or I could stay in my pod/ship and profit from building/trading said items.
Or I could gank those transporting items between stations.

Advantages:
No need to add other avatars.
People who want to WiS will have something more to do.
People who want to ignore it (ie those only interested in FiS) can. However, they gain by being able to build/trade/haul/gank the parts/items in space.

You could add the possibility to rent different/bigger quarters.

Adding the ability for avatars to share rooms...

Allow corps to build/rent offices. Again using items and parts from the FiS side.
Limit rooms to a certain number of people at a time (based on server load? with some ingame fluff to explain it).
So, maybe start with an option of a small corp boardroom for, say, 5 avatars at a time.
Make it customizable in the same way. Have a shared video screen as is in the captains quarters.

Expand as time and tech allows.

It's relatively small/quick to achieve.
It's ignorable by those who want to.
It adds gameplay to both FiS and WiS by use of player buildable items.

Daren Solaris
Doomheim
#197 - 2012-02-24 17:47:57 UTC
One thing that I've always felt would be an enjoyable feature in incarna is to have a "Combat Simulator".
I like to PvP but friendly dueling can be a hassle to initiate and typically involves a lot of guideline setting between participants ("stop when you get into structure"). These guidelines are often broken inadvertently which I can testify to having experienced.

A Combat Simulator, not uncommon in many sci-fi shows/games would have the following benefits:

1. Fun, less costly way of enjoying pvp in EVE (though a betting mechanic could certainly make it profitable and could lead to an entirely different career for some pilots).
2. An excellent way of training new players in the nuances of PvP in EVE.
3. Brings the stereo-typical "bitter old vet" into stations to experience spaceshipzzz.
4. Employs existing game mechanics so would be relatively simple to implement.
5. Brings the often asked for "dueling mode" to EVE (or "arena mode")
6. Gives those looking for a no hassle pvp experience an easy way to enjoy the game...no sitting on a gate for two hours or waiting for a fleet to form for a roam.

I know developers have stated that they want PvP to remain meaningful in EVE but atm friendly duels are anything but due to participants having to twist existing mechanics to initiate battles in highsec.

I have yet to see something like this proposed for Incarna but its one of the things that I hope they implement first due to what I believe would be a universal appeal among the playerbase.
Axl Borlara
Sebiestor Tribe
Minmatar Republic
#198 - 2012-02-24 17:54:35 UTC
Daren Solaris wrote:
One thing that I've always felt would be an enjoyable feature in incarna is to have a "Combat Simulator".


How would a spaceship arena (ignoring whether it's a good idea in itself) be a feature of walking around as an avatar?
mechtech
Ice Liberation Army
#199 - 2012-02-24 17:58:51 UTC
I think the first thing that should be implemented is a proper transition system between stations and CQ. Defaulting to CQ, as it was originally, was intrusive, but I think that relegating the entirety of Incarna to an ugly little button on top of the overview isn't doing it justice either.

Perhaps an interactive "dock" interface as part of the actual station environment? Also, perhaps a "dock and exit pod" button when you right click stations? I'm sure there are plenty of good ideas, but it makes me a bit sad to see years of development folded up into the tiny 25px by 50px button What?
John McCreedy
Eve Defence Force
#200 - 2012-02-24 18:18:19 UTC  |  Edited by: John McCreedy
Daedalus II wrote:
Vera Algaert wrote:
Crucis Cassiopeiae wrote:

^^
Listen to this guy!!!
Attention

moving functionality that is efficiently accessible in the present interface (e.g. jumpclones) into WiS just so people are forced to use avatars is not an idea that I support.

I tend to agree with you, but I still want to see stuff in WIS that does not exist in FIS. I could imagine that for example you have a lower tax rate on items sold in station to make it more competitive, and if you want to install a new clone or jump clone you'd get reduced price if you're there in person to do it, rather than over the "air". Incentives to go into WIS for those that are interested, but without removing anything that's already available in FIS.

I also thing WIS should get some missions that tie together FIS and WIS; like you first have to find some NPC in the station that gives you a packet of contraband and then you have to fly it to another station and leave it with another NPC in some shady bar. Or maybe you have agents that you can only access through WIS that gives you better missions than those you can access from FIS.

I also think many people want "away missions", although personally I think it's not in the mentality of the capsuleer to leave their safe pod, I can accept that some capsuleers are more "adventurous" than others.


You're reading too much in to the ideas which were just thrown out there to make a wider point. The point that I'm trying to make is that in order to develop gameplay that will attract people to WiS, that gameplay has to be exclusive to WiS. It has to give you a reason to get out of your capsule and go down in to the station otherwise people will simply be lazy and engage in it from their hanger. It's overwhelmingly agreed that CQ was a failure because the only real content for a veteran was the PI interface and insufficient people engage in PI to have a reason to enter CQ and those that do can just as easily (and more quickly) do it from their hanger.

The same applies to establishments because they in and of themselves have an insufficient content to interest the majority. Not everyone wants or needs to use boosters so again that caters to a very limited audience. However, if there is content that appeals to a certain audience which requires them to leave their pod, and if that content is part of a wider gameplay element that has further content, they may well then engage in gameplay elements that did not initially attract them. Retailers have always known this. One of the most important thing to a retailer is footfall because the more people who come in the store, the higher the chance they'll buy more than one thing.

If have to get out of my pod to find a medical facility to jump clone (I'm just using this as an example), on the way I may meet an old friend and get talking to him and I notice he's wearing a cool jacket. We catch up and we end up arranging for our respective corps to meet up and go on a roam. We say our goodbyes and as I walk along the promenade I see that cool jacket for sale in a player-owned establishment so I go buy it for myself. I walk out the establishment and there is a bar across the way selling boosters so I may have a wander over and purchase some before carrying on down the promenade to reach the medical bay. That person I bought it off then may go out and spend the profits on a new ship I'm selling. All I wanted was to clone jump but I ended up meeting an old friend, making a new ally, buying a new jacket and boosters. We've also impacted the FiS content because through that gameplay, that roam may go out and engage in a fight where 30 ships are lost. Those pilots will then need to replace them and through both sides of the gameplay, we've contributed to the player-driven economy

The reason to get out of the pod can be anything you like, and once the initial framework is there you can iterate more gameplay elements on top of it but the point is that WiS can only be successful if the gameplay content, whatever that content may be, appeals to the widest possible audience. Sometimes giant leaps are better than baby steps and I believe the only way to make a successful WiS is for CCP to be brave and make a giant leap.

13 years and counting. Eve Defence Force is recruiting.