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Team Avatar and the future of our prototype

First post First post First post
Author
Roll Sizzle Beef
Space Mutiny
#121 - 2012-10-10 02:41:37 UTC
Dersen Lowery wrote:
[
I was assuming that there wasn't even air to breathe, or air pressure, and the body would last about as long as it does when it's blown out of a pod.


I bet we end up in a dive suit of sorts, still containing our pod goo, and our EVA helm is an external variation of the DUST implant to transfer conciseness like our pods do. (secondary use of pods as their main use is just to plug directly into the ship systems)
oldbutfeelingyoung
Perkone
Caldari State
#122 - 2012-10-10 02:42:16 UTC  |  Edited by: oldbutfeelingyoung
Anabella Rella wrote:
Well, this is disappointing. It appears as if it'll be years before we are able to do anything besides shoot at red crosses or flashing red boxes while zoomed out.

When I joined Eve I was greatly looking forward to Incarna (nee ambulation, WiS) and the ability to interact with others in my corp and alliance in shared meeting spaces, interacting with other players over games of chance in seedy bars, etc. After the perfect storm of Incarna performance problems, leaked memos, anger over microtransactions and the poorly thought out NeX store and the fallout that followed, CCP got frightened and swung the pendulum too far in the other direction (and in the process tossed those of us who were looking forward to avatars under the bus).

The hardcore Eve snobs can flame all they like but, fact of the matter is that most people find it easier to identify with a humanoid form as their in-game representation rather than a ship model.

As a roleplayer who's regularly subjected to ridicule as is I'm finding it harder and harder to justify spending my limited discretionary income on a game whose playerbase totally disrespects me and a developer who apparently feels the same.

Since it seems that CCP truly only listens to pitchfork wielding mobs who unsubscribe perhaps it's time that those of us who are growing weary of having our wants placed on the back burner again and again to emulate those mobs.




good luck with that.
The problem with that is that almost all WIS lovers ,also love this game .with a few exceptions of course
we know along time now that WIS wil take a lot of time to implement ,so that is no suprise
The reason we should be angry about is that CCP posted another thread about WIS ,were we only can speculate,again.
Its time they let us see what they are talking about and not that long ago they were planning on doing that

so lets dream and speculate on

R.S.I2014

Hiram Alexander
State Reprisal
#123 - 2012-10-10 02:54:24 UTC  |  Edited by: Hiram Alexander
Well, to be honest, it isn't in any way surprising that WiS (with purpose) is a long way off. Prototyping a team based game in Unity is a hell of a ways away from being able to do the same thing in Carbon. A lot of people still struggle to run the character creator efficiently, as far as I know (unfortunately). So Heaven help us, trying to run 'teams' of avatars.

Personally speaking, I'm one of many who've really looked forward to seeing avatar-based gameplay come of age in EVE, but I'm also a realist. I'd be very surprised indeed if I saw this current prototype begin to reach the development stage even three years from now, given the level of team-dedication it would take.

Next year, hopefully, (seriously hopefully!) we'll see a complete revamp of the PoS system - and God knows, we need it.

With any luck, the development teams will be allowed to spend the year after that completely revamping the Corp Management UI; Roles, etc. Sure, it already works, but it's horrible - and I can only imagine that it'd be another serious undertaking, labour-wise...

The big question on my mind though, is what will Team Avatar dedicate themselves to, in the meantime...? You're not shutting down (thankfully) so instead of going silent for the next year or so, how about letting us know?
(INB4 'Fix Lag')

A long-ago Dev-blog told us that the art assets (Models, Textures, etc.) for building Station environments for the four races were complete, and that they were modular-based - so building 'new rooms' or whatever wasn't such a biggie... Here's some things I'd (personally) like to see from Team Avatar and T0rfifrans (who despite everything, is still my fave Dev...)

1. A proper Pod room leading off from the CQ (ffs) - that 'pod-on-a-ladder' still drives me nuts, and makes a mockery of the prime-fiction.

2. An 'upgraded' CQ - sure you wanted it to 'feel dark, cramped, and claustrophobic', but you might have well said that you wanted it to 'feel really, really annoying'... And rather than 'monetize' it, I'd suggest it be available in stations where (player) Corps have their Headquarters registered, if having it everywhere is too much work.

What would I like to see inside it?

1. Instead of that little holo-display on the coffee table, that shows your ship - a great big display in a separate room that lets you view any ship at all, even npc pirate ships, and shows you (some would say useless) stats; like, number of skeleton crew, full crew, and survival rates, etc... (Yes, Capsuleer ships have crew...) I think it'd be quite immersive for new players, and Vets could ignore it, if so minded.

2. As shown in a concept video many years ago - I'd like to see a ship hangar that lets you walk up towards your current ship, to truly appreciate the scale. With tessellation, in the future, that'd look even more impressive.

3. 'Trophy rooms' for those so minded... we might not be able to shoot anyone yet, but having a munitions supply would be pretty cool to see (steal some Dust assets) - and having some eerily-lit corpse tubes would warm even the coldest hearts, I don't doubt.

4. A Pod-room *cough*.

5. More interactivity in the environment for Machinima minded people, these CQ's have various displays; is there any reason why you can't put some triggered emote-actions onto them, if you have development time to spare? A bed you can sit/lie on?

6. Hell, even holo-displays for Corp MOTD's, etc. would be better than nothing...

There are quite a few things I could think of, without getting into mini-games (Go/Baduk, please...) - but really it boils down to the question of what exactly the Avatar team is going to be working on, now that the proof of concept is 'complete' for now, and further progress on the 'cool stuff' is effectively shelved.

I'd also be interested to know what's happening with actual avatar development from the team...

Are we any closer to seeing racial-blending?

Sleeve tattoos on Sisi looked good a while back, but any news on that? And have you done any tribal-style sleeve tattoos; that'd better harmonise with what we already have?

What about the new clothing (leather strappy catsuits, etc.)?
oldbutfeelingyoung
Perkone
Caldari State
#124 - 2012-10-10 02:56:34 UTC  |  Edited by: oldbutfeelingyoung
the next thing that wonders me that that one room we have is not made more functional
Sure, multiplayer environments will not come in the near future
But adding some more interior even when it is not for multiplayer could easily be done and maybe made functional or even let me walk at ground level of the hangar (see ? dreaming and speculating )
the big useless screens could use some love ,pls do something with those s**tty useless things

edit kinda beat me to it ^^^^^^

nice post +1

R.S.I2014

Mars Theran
Foreign Interloper
#125 - 2012-10-10 04:08:45 UTC
Jessy Berbers wrote:
Sounds like a great concept CCP, but ehm yeah we already kinda knew all about it, Though i do aprove ^^

Hire some more people to do the WiS gameplay, or outsource that specific expansion to some other company and check frequently to what they are doing, while you CCP keep working on spaceships like all the anti WiS people want you to do.



Letting someone else develop this would be a disaster. I'd rather wait longer.
zubzubzubzubzubzubzubzub
Tarvos Telesto
Blood Fanatics
#126 - 2012-10-10 04:09:59 UTC  |  Edited by: Tarvos Telesto
Whole idea sound great make it real ASAP ;) but while i think about other EVE aspects i see somthing abadoned like one room WIS, why CCP employe work on new projects even as prototype, while other projects are like in beta phase or forgoten ... Long time ago CCP promise to us awesome expanded WIS, with big rooms, corporations hall, mini games etc, interaction betwen players etc, and now THIS...


We were also excided when CCP talk about WIS when WIS was a project, now meny people goot bad feelings and bad expirence with it.

Anyway i wish you all best CCP, i try to be optimist, i love EvE, even somtime im disappointed with game progres.

EvE isn't game, its style of living.

Mars Theran
Foreign Interloper
#127 - 2012-10-10 04:28:10 UTC
Roll Sizzle Beef wrote:
Dersen Lowery wrote:
[
I was assuming that there wasn't even air to breathe, or air pressure, and the body would last about as long as it does when it's blown out of a pod.


I bet we end up in a dive suit of sorts, still containing our pod goo, and our EVA helm is an external variation of the DUST implant to transfer conciseness like our pods do. (secondary use of pods as their main use is just to plug directly into the ship systems)


..or:

We have additional clones specifically designed for this purpose. It's not like our implants would survive or function in that environment anyway, so really we'd just be jump-cloning into temporary host clones sort of like those used in Dust. Makes sense to me.

They already said the conditions would be so harsh as to prevent function of all but EM resistant electronics. By EM resistant, we are referring to very basic electronics that incorporate very simple designs. Sort of like a LED flashlight vs. one that has a Tungsten filament and D-Cell Alkaline batteries.

Basically, anything involving complex electronics like those found in Computer processors and SSD drives will be essentially useless. The same applies to many chips used for memory cache and HDD Storage technology. The motor on a HDD may continue to function, but it's unlikely the HDD will retain any information stored on it, so it's effectively useless.

This puts implants out, unless a way of shielding them is found. The same applies to other complex electronics.

Shielding is actually not intensely hard, but the greater the force of resistance, the greater shielding is required, so it can only be so effective. Also, radiation may break down some forms of shielding.

This means that having about eight clones on board your cruiser, (which are relatively simple clones without the knowledge you have about Spaceships and all sorts of other things), to transfer a portion of your consciousness to would be helpful. You could then deploy them one at a time in an exploration effort, replacing each as it meets some foul fate, or recalling one in use after a successful mission.

It would make sense to also have new skills available for this. Also, losing one of these clones would be a lot different from being podded. That doesn't mean some Risk wouldn't be involved as you would lose the clone itself, have to buy a new one, and you would also potentially lose all the associated gear with it. Some might be rediscovered, or it might not, depending on circumstances and design.

This is completely hypothetical of course, but it occurs to me that it isn't a bad idea. This would also save you from the immersion breaking nature of being in your ship in space, leaving your pod, and walking into a station ruin with your full clone, in what is potentially a very hazardous environment with people or things that want to kill you, or can kill you.

On the other hand, that isn't incredibly immersion breaking, and the risk might be worth taking. Also, it would probably be a lot more interesting/exciting, knowing it is your only clone, and losing it means leaving your ship in space and waking up in your medical clone somewhere.

Having both options available might be cool. Use one of those clones, or use your own - your choice. Cool
zubzubzubzubzubzubzubzub
Taiwanistan
#128 - 2012-10-10 04:28:30 UTC
Hiram Alexander wrote:
Well, to be honest, it isn't in any way surprising that WiS (with purpose) is a long way off. Prototyping a team based game in Unity is a hell of a ways away from being able to do the same thing in Carbon. A lot of people still struggle to run the character creator efficiently, as far as I know (unfortunately). So Heaven help us, trying to run 'teams' of avatars.

Personally speaking, I'm one of many who've really looked forward to seeing avatar-based gameplay come of age in EVE, but I'm also a realist. I'd be very surprised indeed if I saw this current prototype begin to reach the development stage even three years from now, given the level of team-dedication it would take.

Next year, hopefully, (seriously hopefully!) we'll see a complete revamp of the PoS system - and God knows, we need it.

With any luck, the development teams will be allowed to spend the year after that completely revamping the Corp Management UI; Roles, etc. Sure, it already works, but it's horrible - and I can only imagine that it'd be another serious undertaking, labour-wise...

The big question on my mind though, is what will Team Avatar dedicate themselves to, in the meantime...? You're not shutting down (thankfully) so instead of going silent for the next year or so, how about letting us know?
(INB4 'Fix Lag')

A long-ago Dev-blog told us that the art assets (Models, Textures, etc.) for building Station environments for the four races were complete, and that they were modular-based - so building 'new rooms' or whatever wasn't such a biggie... Here's some things I'd (personally) like to see from Team Avatar and T0rfifrans (who despite everything, is still my fave Dev...)

1. A proper Pod room leading off from the CQ (ffs) - that 'pod-on-a-ladder' still drives me nuts, and makes a mockery of the prime-fiction.

2. An 'upgraded' CQ - sure you wanted it to 'feel dark, cramped, and claustrophobic', but you might have well said that you wanted it to 'feel really, really annoying'... And rather than 'monetize' it, I'd suggest it be available in stations where (player) Corps have their Headquarters registered, if having it everywhere is too much work.

What would I like to see inside it?

1. Instead of that little holo-display on the coffee table, that shows your ship - a great big display in a separate room that lets you view any ship at all, even npc pirate ships, and shows you (some would say useless) stats; like, number of skeleton crew, full crew, and survival rates, etc... (Yes, Capsuleer ships have crew...) I think it'd be quite immersive for new players, and Vets could ignore it, if so minded.

2. As shown in a concept video many years ago - I'd like to see a ship hangar that lets you walk up towards your current ship, to truly appreciate the scale. With tessellation, in the future, that'd look even more impressive.

3. 'Trophy rooms' for those so minded... we might not be able to shoot anyone yet, but having a munitions supply would be pretty cool to see (steal some Dust assets) - and having some eerily-lit corpse tubes would warm even the coldest hearts, I don't doubt.

4. A Pod-room *cough*.

5. More interactivity in the environment for Machinima minded people, these CQ's have various displays; is there any reason why you can't put some triggered emote-actions onto them, if you have development time to spare? A bed you can sit/lie on?

6. Hell, even holo-displays for Corp MOTD's, etc. would be better than nothing...

There are quite a few things I could think of, without getting into mini-games (Go/Baduk, please...) - but really it boils down to the question of what exactly the Avatar team is going to be working on, now that the proof of concept is 'complete' for now, and further progress on the 'cool stuff' is effectively shelved.

I'd also be interested to know what's happening with actual avatar development from the team...

Are we any closer to seeing racial-blending?

Sleeve tattoos on Sisi looked good a while back, but any news on that? And have you done any tribal-style sleeve tattoos; that'd better harmonise with what we already have?

What about the new clothing (leather strappy catsuits, etc.)?


All frivolous, do people still even load the cq?

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."

James Amril-Kesh
Viziam
Amarr Empire
#129 - 2012-10-10 04:28:35 UTC
Anslo wrote:
problem is he isn't so "hard core" outside his ship and he sucks at FPS/3PS style gameplay. You however, do not....

The game and server cannot handle the kind of load this would impose on the server. This would involve twitch based mechanics rather than the ticks the server is configured to handle.

Enjoying the rain today? ;)

Roll Sizzle Beef
Space Mutiny
#130 - 2012-10-10 04:32:29 UTC  |  Edited by: Roll Sizzle Beef
Whats weird to me is Dust as already a compatible game with carbon. It was developed on PC, likely capable of far more on PC itself. Is the base engine going to be reused for avatar exploration, or are you still pushing the pretty full carbon dolls that melt graphic cards? Since we will be EVA suits, no need for fancy hair and designer clothes that drape like silk over stairs. Unreal engine seems enough :|
Hiram Alexander
State Reprisal
#131 - 2012-10-10 04:42:11 UTC
Taiwanistan wrote:
Hiram Alexander wrote:
*snip* Stuff I wrote...


All frivolous, do people still even load the cq?


Hardly anyone, I imagine.

Still, from your earlier post here, I already gathered you're not a fan of the 'frivolous' stuff anyway, but seeing as you're presumably open to the idea of what they want to implement in the far-far-future. Let me ask you...

What do you think 'TA' should spend their time on, in the meantime?
Mars Theran
Foreign Interloper
#132 - 2012-10-10 04:43:25 UTC
Hiram Alexander wrote:
Well, to be honest, it isn't in any way surprising that WiS (with purpose) is a long way off. Prototyping a team based game in Unity is a hell of a ways away from being able to do the same thing in Carbon. A lot of people still struggle to run the character creator efficiently, as far as I know (unfortunately). So Heaven help us, trying to run 'teams' of avatars.

Personally speaking, I'm one of many who've really looked forward to seeing avatar-based gameplay come of age in EVE, but I'm also a realist. I'd be very surprised indeed if I saw this current prototype begin to reach the development stage even three years from now, given the level of team-dedication it would take.

Next year, hopefully, (seriously hopefully!) we'll see a complete revamp of the PoS system - and God knows, we need it.

With any luck, the development teams will be allowed to spend the year after that completely revamping the Corp Management UI; Roles, etc. Sure, it already works, but it's horrible - and I can only imagine that it'd be another serious undertaking, labour-wise...

The big question on my mind though, is what will Team Avatar dedicate themselves to, in the meantime...? You're not shutting down (thankfully) so instead of going silent for the next year or so, how about letting us know?
(INB4 'Fix Lag')

A long-ago Dev-blog told us that the art assets (Models, Textures, etc.) for building Station environments for the four races were complete, and that they were modular-based - so building 'new rooms' or whatever wasn't such a biggie... Here's some things I'd (personally) like to see from Team Avatar and T0rfifrans (who despite everything, is still my fave Dev...)

1. A proper Pod room leading off from the CQ (ffs) - that 'pod-on-a-ladder' still drives me nuts, and makes a mockery of the prime-fiction.

2. An 'upgraded' CQ - sure you wanted it to 'feel dark, cramped, and claustrophobic', but you might have well said that you wanted it to 'feel really, really annoying'... And rather than 'monetize' it, I'd suggest it be available in stations where (player) Corps have their Headquarters registered, if having it everywhere is too much work.

What would I like to see inside it?

1. Instead of that little holo-display on the coffee table, that shows your ship - a great big display in a separate room that lets you view any ship at all, even npc pirate ships, and shows you (some would say useless) stats; like, number of skeleton crew, full crew, and survival rates, etc... (Yes, Capsuleer ships have crew...) I think it'd be quite immersive for new players, and Vets could ignore it, if so minded.

2. As shown in a concept video many years ago - I'd like to see a ship hangar that lets you walk up towards your current ship, to truly appreciate the scale. With tessellation, in the future, that'd look even more impressive.

3. 'Trophy rooms' for those so minded... we might not be able to shoot anyone yet, but having a munitions supply would be pretty cool to see (steal some Dust assets) - and having some eerily-lit corpse tubes would warm even the coldest hearts, I don't doubt.

4. A Pod-room *cough*.

5. More interactivity in the environment for Machinima minded people, these CQ's have various displays; is there any reason why you can't put some triggered emote-actions onto them, if you have development time to spare? A bed you can sit/lie on?

6. Hell, even holo-displays for Corp MOTD's, etc. would be better than nothing...

There are quite a few things I could think of, without getting into mini-games (Go/Baduk, please...) - but really it boils down to the question of what exactly the Avatar team is going to be working on, now that the proof of concept is 'complete' for now, and further progress on the 'cool stuff' is effectively shelved.

I'd also be interested to know what's happening with actual avatar development from the team...

Are we any closer to seeing racial-blending?

Sleeve tattoos on Sisi looked good a while back, but any news on that? And have you done any tribal-style sleeve tattoos; that'd better harmonise with what we already have?

What about the new clothing (leather strappy catsuits, etc.)?


Having 5 people working on a project is a lot less unsettling to some members of the community than having the entire development team focus on it full time for a year.

1a. I've gotten used to it, and looking at it now I rather like it.

2a. It's already been upgraded; you just can't leave. Presumably some future project will result in bigger CQs for those who can afford them. ISK sink? ..or AUR? Rather it was an ISK sink as AUR uses shouldn't be expanded on to greatly. Clothes are fine; not sure about other things.


1. Maybe in market.

2. We already have that to some degree. Looks good to me.

3. Decorations are nice, but I'm not in a hurry. Not even remotely.

4. You mentioned that.

5. There is a bed; it isn't available for interaction. It's a bunk really, and I don't see it being a highly useful interaction.

6. Why would you want a holo display of your Corp MotD? You have a Corp Interaction panel in your CQ; isn't that enough? MotD is just a sentence or brief info thing, and it's available in your Corp chat window when you log in or it's updated. In EVE, I don't even think they call it a MotD, which implies it is updated daily, which is unnecessary nonsense.

MotDs are really annoying and ultimately end up being trivial nonsense; even just the idea of a daily message is annoying.

Info is great.

I get that you're into the whole Station walking thing and avatar stuff + interaction, but I'd far rather it be useful and engaging.
zubzubzubzubzubzubzubzub
Taiwanistan
#133 - 2012-10-10 04:53:48 UTC
Hiram Alexander wrote:
Taiwanistan wrote:
Hiram Alexander wrote:
*snip* Stuff I wrote...


All frivolous, do people still even load the cq?


Hardly anyone, I imagine.

Still, from your earlier post here, I already gathered you're not a fan of the 'frivolous' stuff anyway, but seeing as you're presumably open to the idea of what they want to implement in the far-far-future. Let me ask you...

What do you think 'TA' should spend their time on, in the meantime?


The "big concepts" that are needed to justify further investments into wis.

- A full stand-alone wis ecosystem
- that is able to integrate and affect the greater existing fis ecosystem in meaningful ways

Just think about the above requirements, I don't know about you but it seems to be quite a difficult challenge. I have no idea of how to do this nor am I qualified this but hopefully TA will figure it out.
The challenge is two-fold. The conceptual and the tech (to be able to render multiple avatars) but without good concepts the best tech is useless, ie IDsoft's last game.

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."

Hiram Alexander
State Reprisal
#134 - 2012-10-10 05:22:51 UTC
Taiwanistan wrote:
Hiram Alexander wrote:
Taiwanistan wrote:
Hiram Alexander wrote:
*snip* Stuff I wrote...


All frivolous, do people still even load the cq?


Hardly anyone, I imagine.

Still, from your earlier post here, I already gathered you're not a fan of the 'frivolous' stuff anyway, but seeing as you're presumably open to the idea of what they want to implement in the far-far-future. Let me ask you...

What do you think 'TA' should spend their time on, in the meantime?


The "big concepts" that are needed to justify further investments into wis.

- A full stand-alone wis ecosystem
- that is able to integrate and affect the greater existing fis ecosystem in meaningful ways

Just think about the above requirements, I don't know about you but it seems to be quite a difficult challenge. I have no idea of how to do this nor am I qualified this but hopefully TA will figure it out.
The challenge is two-fold. The conceptual and the tech (to be able to render multiple avatars) but without good concepts the best tech is useless, ie IDsoft's last game.

Yeah, fair enough.

I'm not sure that Carbon is really the right engine to deliver that though... not currently anyway. And although I reckon they could do a lot to improve it over time, I'm not really sure that a team of (5?) is likely to get very far.

Having said that though, video cards 2/3 years from now will go a long way towards taking away the sting...
Lord Okinaba
Aliastra
#135 - 2012-10-10 09:10:23 UTC
It's a shame this will never come to fruition for at least another 5 years. I would have much rather have had something like this than DUST 514.
CCP Bayesian
#136 - 2012-10-10 09:12:49 UTC
Scatim Helicon wrote:
I take this to mean that our avatars won't appear in their current 'Incarna' state of flying jackets/aviator shades/leather boots? While this would be a logical conclusion of operating in hazardous environments, it will inevitably disappoint some. Any thoughts on customising EVA-suits like we currently do for our avatars in the character creator? I really want to just stomp around in a personalised powered spacesuit.


I think customised suits would be cool. Particularly if it reflects what the person is carrying as well. We didn't put much thought into what customisation might be though, concentrating on the gameplay.

Players should have an opportunity to do stuff with their customised avatars though beyond just social engagement the espionage idea is much more ameniable to swanning around in haute couture for example.

Scatim Helicon wrote:
Only two?


For the size of environment we made for the prototype two was enough to demonstrate that it was awesome fun. In reality there will have to be some limit to the number of people in any one structure but we've not defined what that is.

EVE Software Engineer Team Space Glitter

Lord Okinaba
Aliastra
#137 - 2012-10-10 09:17:29 UTC  |  Edited by: Lord Okinaba
When designing suits, think Prometheus!

Edit: For the Gallente at least. Minmatar suits would be more Dead Space.
CCP Bayesian
#138 - 2012-10-10 09:20:14 UTC
Ranger 1 wrote:
Quote:
Also, CCP, why do you develop prototypes of new features then pitch them to management? Management does not pay for them to be developed, we do. Pitch them to us, get our approval.


Vincent, if you'll think back, Torfi and a few others did broach the idea of developing Avatar game play along this line and asked for feed back. Based on that generally positive feed back they proceded from there to put together a plan and a demo that they could pitch to the rest of the management team... which obviously have to give the final approval.

Player input and feed back is extremely valuable, but you can't run a company by popular vote. It's nice in theory, but impractical in practice.


To follow on from this its also about getting feedback in an appropriate venue. There were some fair concerns from some people in CCP that putting out what we developers wanted to would inevitably end up getting misconstrued. We're definitely hoping to get some good feedback at fanfest though and a more personal interaction will help that.

EVE Software Engineer Team Space Glitter

Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#139 - 2012-10-10 09:22:39 UTC
Team Avatar FTW ^_^

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

Sentinel Mantik
Second Star
#140 - 2012-10-10 10:02:57 UTC
CCP Bayesian wrote:
Ranger 1 wrote:
Quote:
Also, CCP, why do you develop prototypes of new features then pitch them to management? Management does not pay for them to be developed, we do. Pitch them to us, get our approval.


Vincent, if you'll think back, Torfi and a few others did broach the idea of developing Avatar game play along this line and asked for feed back. Based on that generally positive feed back they proceded from there to put together a plan and a demo that they could pitch to the rest of the management team... which obviously have to give the final approval.

Player input and feed back is extremely valuable, but you can't run a company by popular vote. It's nice in theory, but impractical in practice.


To follow on from this its also about getting feedback in an appropriate venue. There were some fair concerns from some people in CCP that putting out what we developers wanted to would inevitably end up getting misconstrued. We're definitely hoping to get some good feedback at fanfest though and a more personal interaction will help that.


I'm planning to be there 2013 and i hope we could talk about this a lot. The Avatar-Gameplay is the feature i want the most in eve (actually i started eve because of it)

I'm still waiting to open my Minmatarian Pub in my homestation... Sad

Minmatar 4 life

German player.