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3 things you would give priority to as a CCP Senior producer

First post
Author
Roime
Mea Culpa.
Shadow Cartel
#121 - 2012-08-15 10:32:21 UTC
Cyprus Black wrote:

I didn't really bounty hunting in mind.

I'm really talking about a much more basic concept than that. Bad player behavior yields rewards through various activities such as ransoms, scam payoffs, corp thefts, ganking, and general ass-hattery. Good player behavior yields nothing through any sort of actions. Anti-piracy only goes so far when it relies on security status. Even that isn't a true measure of what constitutes a pirate.

I'm not some do-gooder carebear, believe me. I'm usually on the other end doing the griefing and ganking. I go around joining corporations, holding their members hostage, demanding ransoms, then blowing them up when they don't pay. I've done this several times now and the corps I do it to really have no recourse against it.

What can good honest players do against all the corruption, scamming, griefing and piracy? I find it a bit strange that in a game that's all about social interactions, there really are no real consequences for being bad. And that you have to go far out of your way to be good. Living in the EvE universe is like living in Mexico. Sure there are "police" and "laws", but they're circumvented so many times that they've become meaningless.


Do you really still believe in "good" and "bad"? Life, or EVE, are not children's fairy-tales. People have different alignments, values and most importantly conflicting interests.

Consequences are always avoidable, the only thing that matters is your own morality. If you don't enjoy scamming, don't do it to others. EVE is exceptional especially for the fact that it allows the players to act like moral beings, according to their own value systems.

If nobody would be able to be your "bad", you wouldn't be able to feel spiritually superior Blink

.

Kenpachi Viktor
Perkone
Caldari State
#122 - 2012-08-15 10:48:34 UTC
1.) Iteration

2.) Content

3.) Jesus Features

A war that would’ve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV

Scott PiIgrim
Doomheim
#123 - 2012-08-15 10:50:04 UTC
All the trolls make me a sad panda, but ill give my reply anyway..

1: Give 0.0 all the love it deserves, people need an endgame to keep things interesting.
2: Make your ideas around pos's and make them good. Current pos structure is weak and expensive, the defence is not much to speak of either imo. Make it a vibrant focal point for members of corporations and alliances. Its more home, than anything else.
Stations are more like big shopping centers. But they need to be destructable. Probably needs to be stronger too, and you should be able to flip sov without killing the station. Maybe make the station shed its current sell orders, as a result of the sov flip? Since looting and ravaging is in the nature of carbon based lifeforms.
3: Corporate managment, ui, ring mining, pi, shipbalancing etc...

Zagdul
Federal Navy Academy
Gallente Federation
#124 - 2012-08-15 10:57:52 UTC  |  Edited by: Zagdul
1. Set long and short term goals for the direction of what I view the game should be and be as transparent to my teams about these goals and views.
2. Get the more skilled teams tackling the tasks that require the most work and effort while putting junior developers on the papercuts that are driving customers away.
3. Hold people who fail at their tasks accountable and burn them at the stake when they make mistakes.

Dual Pane idea: Click!

CCP Please Implement

Zera Kerrigan
The 420th Token
#125 - 2012-08-15 10:59:48 UTC
Quote:
1: Give 0.0 all the love it deserves, people need an endgame to keep things interesting.


Ever tried Call of Duty or World of Warcraft?
Zagdul
Federal Navy Academy
Gallente Federation
#126 - 2012-08-15 11:02:44 UTC
CCP Punkturis wrote:
1 I'd ask Punkturis to please accept this butler I hired for her... she surely deserves him!


<-- volunteers as butler.

Dual Pane idea: Click!

CCP Please Implement

CCP Punkturis
C C P
C C P Alliance
#127 - 2012-08-15 11:41:12 UTC
Zagdul wrote:
CCP Punkturis wrote:
1 I'd ask Punkturis to please accept this butler I hired for her... she surely deserves him!


<-- volunteers as butler.


sweet! Big smile

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Lady Zarrina
New Eden Browncoats
#128 - 2012-08-15 13:11:46 UTC
In order

1) POS revamp
2) Finish ship rebalance
3) some null-sec love

EVE: All about Flying Frisky and Making Iskie

Tialee
Sebiestor Tribe
Minmatar Republic
#129 - 2012-08-15 14:08:50 UTC
1. Custom mission creation tools (allow users to create their own missions/storyline for others to play)

2. Ship appearance customization

3. Low sec improvements
Eron Relentless
STARS of BABYLON ALLIANCE
#130 - 2012-08-15 16:16:46 UTC
1. New PvE content to grind ISK with
2. New PvP content content to fight over
3. Making lowsec and nullsec more interesting and worthy space to go to
Jonah Gravenstein
Machiavellian Space Bastards
#131 - 2012-08-15 16:18:23 UTC
1: drink beer
2: troll customers
3: repeat step 1

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

MadMuppet
Critical Mass Inc
#132 - 2012-08-15 16:21:37 UTC
CCP Goliath wrote:
Scaugh wrote:
Tippia wrote:
1. UI
2. UI
3. UI

Somewhere around spot 30, after UI, I'd probably place things like POS, sov, and corp iterations.



you do realise that we players call it UI while the GM's insist on calling it Uni. Inv.

For me it would be.

1. Uni Inv.
2. CCP guide on how they actually want us to use the Uni. Inv.
3. Uni. Inv.


I believe Tippia is referring to the User Interface, which is actually what UI stands for, hence the need to call Unified Inventory something different.


We call the Unified Inventory all kinds of things, but the filter keeps blocking it.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Il Feytid
State War Academy
Caldari State
#133 - 2012-08-15 16:34:22 UTC
1. Remove local.
2. Revamp the directional scanner so the intel gathering matches the ship used, skill level and most of all effort used.
3. Remove the structure mail system.
Kingston Black
Federal Navy Academy
Gallente Federation
#134 - 2012-08-15 16:43:59 UTC  |  Edited by: Kingston Black
Scott PiIgrim wrote:
All the trolls make me a sad panda, but ill give my reply anyway..

1: Give 0.0 all the love it deserves, people need an endgame to keep things interesting.



God really? This is a sandbox why does it always have to come back to 0.0 there is no endgame in eve only what you make it.

If you want to make eve better all regions need some love and not at the expense of making 0.0 better than everything else. That logic has resulted in a stale 0.0 populated by a coupla entities with so much iskies now they dont even care if they lose titans

I remember when they changed 0.0 sov and CCP said they were going to make it so small roaming entities could interdict sov and have a real change. Myself and many others rejoiced and tried 0.0 again.. Yeah that worked LOL godawful set of regions only pvpers out there worth their salt live in the NPC regions
Rats
Federal Navy Academy
Gallente Federation
#135 - 2012-08-15 16:56:45 UTC
War Kitten wrote:
Sooo... if I woke up and discovered I was CCP Soundwave my priorities would be:


A face lift


Tal


I Fought the Law, and the Law Won... Talon Silverhawk

octahexx Charante
Federal Navy Academy
Gallente Federation
#136 - 2012-08-15 17:35:54 UTC
1)live events.
2)add more stuff to blow up its whole point of the game anyway.
3)fire anyone who says we cant do stuff.
Rordan D'Kherr
Imperial Academy
Amarr Empire
#137 - 2012-08-15 17:53:11 UTC
If I was a high level manager at CPP, I would

1) make so much cash on Asia markets (pay for play mechanics etc.) for 3)
2) let welcome my Chinese customers with "FREE TIBET" in the welcome screen
3) build an own small city (kindergarden, sauna etc.) for the coolest company (=employees) in gaming industry

Don't be scared, because being afk is not a crime.

Jett0
Ministry of War
Amarr Empire
#138 - 2012-08-16 02:41:31 UTC
Push a "fundamentals" expansion:

1. Clean up all the old code.
2. User Interface fixes/improvements.
3. Revamp the entire physics engine. Death to collision bubbles.

Occasionally plays sober

Irya Boone
The Scope
#139 - 2012-08-16 23:06:52 UTC
1. rename all the systems with REAL stellar name ( asking help of the NASA).
2 .create Living systems in real universe , stars deplets, planets get burned etc etc ...
3. Listen To some players ( not the griefers and those who think their way to play the game is the best == dissolute CSM by the way.

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Maddie Gunslinger
Doomheim
#140 - 2012-08-17 06:52:05 UTC
1. Reshape PvP and factions.
Force FW on every character, absolutely kill off faction neutrality.
Remove FW PvE aspect(NPC) and remove LP gains other than from kills and system conquest(based on kills).
Kills in friendly controlled systems 100% LP.
Kills in an enemy system 50% LP.
You get 50% of the ISK your ship is worth if you lose your ship in a controlled system.

To gain control of a system, for every 1 minute you are in that system the faction slider gains points based your ship value. When taking a system, all your effective kill value(EKV) in that system is counted with the total contribution value(CV) you produce. Fleets share EKV fully.

You fly in a battlecruiser.
Value 50m.
You stay in system for 20 minutes, and apply 1000 CV just by being there.
You also partly destroyed 4 frigates, 2 cruisers and 4 battleships.
EKV = ~150m, your part around 25% of 450m
You now contribute 50 + 150/50 = 53 CV/minute.
*The moment your ship explodes you contribute 0/minute.

The moment you conquer a system, you get all your combined contribution in the form of LP as a bonus modified by your EKV.
CV * (EKV/100) = 1000 * (150 / 100) = 1500 LP.

When the assault begins, entering the system, the attackers are warped directly to a defending force(40km), a location with no access for others, and a set number of pilots of 8 min/24max. Volunteer attacking fleets are registered and the attacking fleet is chosen by previous successes and recent attacks. If the attackers win, the system is open for invasion, but all complexes and stations must be taken with proximity within 4h.
When a system is conquered or defended it gains a lock and it cannot be attacked again for 48 hours.
Any stuff remaining in system, even inside stations will be divided and given to the conquering faction fighters as a bonus based on performance. The time a system can be attacked may be changed to any 4hour period of the day.
The most productive(kills & presence) corporation gains the system and is awarded a 5% tax income from all activity in the system until lost or defended better by another corporation.

Misc.
Allow great >1000player alliances to become factions and conquer empire space, once it converts the alliance is disbanded.
All faction members pay a tax, 10% which is divided(5%) among the top 10% most active and successful fighters each week.
All faction members are reimbursed up to 50% and SP/10 m ISK each day based on available faction funds.
Allow players to donate ISK for system defences which are paid out to defenders at a similar rate as their contribution for LP.
Add more factions for newcomers at character creation.
Remove skill point loss, loss of implants and costs associated with podding.
Remove NPC Faction fleets in high sec except some central trading hubs and newbie systems.
Allow all systems to be captured except newbie systems.
Disallow cross faction trading, contracts and markets.
Disallow greater war ships than BS in low sec.
Disallow greater war ships than BC in high sec.
Lv4 missions no longer exist in high sec.
Lv1(Frigate), 2(Cruiser) and 3(BC) missions all generate 75% isk of a lv4 mission, but 1,2 are much tougher, and 3 a bit.
Allow the owners of low/high/null decide the system security.

Logic: The game needs some serious changes, activity boosts and team spirit to move from the AFK miner/mission runner, isk farmer mogul, blob monster it is in today, player activity and smaller ship/gang PvP is sorely needed(read: real PvP, aka. fun).

2. Rebalance and invigorate modules and ships use, pricing and effect(Techicide).
Reduce costs for all T2 modules and ships by 90% to match their T1 counterparts.
Make T1 modules specialized prototype modules, with excellent single properties for such as range, ammo hold, damage etc, and the other properties around 80%.
Make T2 modules generalized which have adequate properties around 90% from all the best T1 prototype relevant modules.
Balance T1 and T2 ships so that T1 are specialized, and T2 are more general purpose, just like the modules.
Allow all skills to apply to T1 and T2 ships and modules relevant to them.
Property budget would remain the same for all modules and ships, they would just be, different.
All T1, T2 and faction modules would be brought up to the property budget of cheap deadspace.
Allow anyone to acquire T2 BPOs and BPOs for ALL T1 modules.
Release all special AT ships(sensible versions).
Release many more ships with overlapping qualities to the present ones, you could easily have several ships with the same hulls, different properties and bonuses,even for modules, random or player designed properties through invention.

Passive shield regen reduced by 30%.
Armour drawbacks reduced by 50%.
Laser damage types: 40% EM, 30% Therm, 20%Exp, 10% Kin.
Hybrid damage types: 30% Therm, 30% Kin, 20% Exp, 20% EM.
Increase all T1/faction low damage longer range ammo damage.
Increase long range weapon ammo capacity by introducing a skill for it.
Increase long range guns(small/med) base ranges.

Logic: Let people fly what they trained for without having to spam feed the wallet with isk after a single ship loss, because isk is the main focus in this game at the moment and that is a huge barrier for PvP and also an incentive to become blob-bears.

3. Allow unique pilot skills.
Increase all skill levels to 100, so people can dedicate their training time as they see fit, train for frigates exclusively, go ahead. As it is now people are forced to train oddball stuff just because there is nothing more to train within their areas of interest. This would of course have some diminishing returns so that lower levels would be more significant and train quicker than higher levels.

Logic: Let people train what they want to fly and in time excel at it, and at the same time also be somewhat unique and wanted for their special skill setup.

*seeks cover from angry mob and flame bombs* Lol

What? No...