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Low/Dull Discussion & Solution

Author
KrakizBad
Section 8.
#41 - 2012-10-16 18:14:41 UTC
Gassto wrote:
People have been moaning about the lack of players in low / null for ages, I’m suggesting from my experience that a lot of these are casual players with little play time and little desire to use that time for boring tasks. A possible way around this problem would be to provide a super quick re-shipping method.

No we don't. Stay in empire and rot. The only moaning is from people like you moaning that we're moaning. Roll
Megos Adriano
Aliastra
Gallente Federation
#42 - 2012-10-16 21:17:50 UTC
Vera Nisjivaen wrote:
Opertone wrote:
Why FPS online games always more exciting than EVE?

Tactics is the answer - I am very experienced in online shooters. Weapon lethality is high, you alone can kill people one by one, and sometimes even win in a 3vs1 engagements. This is where skill counts. Making choices actually wins, and good choices are rewarded.

In eve 2>1 always in terms of power. Everything is linear, damage output progresses in small increments. If you meet two guys in cruisers, you need to run, because even expensively fit cruiser will be weaker still. Lethality is low. Eve is like punching. Not lethal, but if two people punch one guy, chances are that they will have more total power and win.

In action FPS games weapons are lethal, you can kill a person in less than 5 seconds. If you were punching it would be harder and take around 2-10 minutes. You wouldn't be able to punch some one from the crowd at close range for 5 mins and then get away. The crowd would tear you apart.

So in punching crowd and blob is more important than skill and tactics.

What makes eve flawed? Dunno, linear progression? 25% max bonuses?

Remember nano-f@g times, when solo nano stabber with outrageous 300-1000% speed bonuses could outperform regular guys with tactics and skill?

In eve there is no real advantage or difference of one ship over another. If it was more than 100% then skill would matter more than people numbers.


Instead, how about we compare this to something similar in operation to EVE combat? Other RPGs come to mind. Very few RPGs have FPS level Time To Kill, because then the game would be incredibly boring. In RPGs, you have concepts like tanking, healing, crowd control, and buffing. These things prolong the fight, create more tension, and make individual engagements more meaningful by adding more variables. Knowing that I could lose my PvP fit cruiser before I have time to react (Cue alpha jokes here) would do nothing but make me stay in my pos shields.

As for the 2 vs 1 thing, that's mostly true, with some exceptions (skilled Cynabals taking 2-3 ships and winning handily). On the other hand, 4 vs 2 is far, far less certain. EVE is not balanced for solo PvP in a general sense, even though solo is accounted for and can be viable. On a slightly larger scale (5-10 people per side) you can actually start to see tactics instead of just comparing stats.


In the standard "medieval/fantasy" MMO, each player has 10-20 skill to choose from to affect the outcome of the engagement, not to mention "talents/specializations" and skilltrees to make each character unique or at least to give more variety and strategy. In EVE you have about 5 buttons to press.

And boom goes the dynamite.

KrakizBad
Section 8.
#43 - 2012-10-16 22:58:08 UTC
Megos Adriano wrote:
In the standard "medieval/fantasy" MMO, each player has 10-20 skill to choose from to affect the outcome of the engagement, not to mention "talents/specializations" and skilltrees to make each character unique or at least to give more variety and strategy. In EVE you have about 5 buttons to press.

Indeed, my main complaint about EVE is not enough skills to train and a lack of choice of modules to change what my 5 buttons do.
James Amril-Kesh
Viziam
Amarr Empire
#44 - 2012-10-17 04:35:46 UTC
Sin Pew wrote:
You know the WH alliances have even less security

lol okay

Enjoying the rain today? ;)

Tobiaz
Spacerats
#45 - 2012-10-24 09:15:36 UTC  |  Edited by: Tobiaz
Megos Adriano wrote:
Vera Nisjivaen wrote:
Opertone wrote:
Why FPS online games always more exciting than EVE?

Tactics is the answer - I am very experienced in online shooters. Weapon lethality is high, you alone can kill people one by one, and sometimes even win in a 3vs1 engagements. This is where skill counts. Making choices actually wins, and good choices are rewarded.

In eve 2>1 always in terms of power. Everything is linear, damage output progresses in small increments. If you meet two guys in cruisers, you need to run, because even expensively fit cruiser will be weaker still. Lethality is low. Eve is like punching. Not lethal, but if two people punch one guy, chances are that they will have more total power and win.

In action FPS games weapons are lethal, you can kill a person in less than 5 seconds. If you were punching it would be harder and take around 2-10 minutes. You wouldn't be able to punch some one from the crowd at close range for 5 mins and then get away. The crowd would tear you apart.

So in punching crowd and blob is more important than skill and tactics.

What makes eve flawed? Dunno, linear progression? 25% max bonuses?

Remember nano-f@g times, when solo nano stabber with outrageous 300-1000% speed bonuses could outperform regular guys with tactics and skill?

In eve there is no real advantage or difference of one ship over another. If it was more than 100% then skill would matter more than people numbers.


Instead, how about we compare this to something similar in operation to EVE combat? Other RPGs come to mind. Very few RPGs have FPS level Time To Kill, because then the game would be incredibly boring. In RPGs, you have concepts like tanking, healing, crowd control, and buffing. These things prolong the fight, create more tension, and make individual engagements more meaningful by adding more variables. Knowing that I could lose my PvP fit cruiser before I have time to react (Cue alpha jokes here) would do nothing but make me stay in my pos shields.

As for the 2 vs 1 thing, that's mostly true, with some exceptions (skilled Cynabals taking 2-3 ships and winning handily). On the other hand, 4 vs 2 is far, far less certain. EVE is not balanced for solo PvP in a general sense, even though solo is accounted for and can be viable. On a slightly larger scale (5-10 people per side) you can actually start to see tactics instead of just comparing stats.


In the standard "medieval/fantasy" MMO, each player has 10-20 skill to choose from to affect the outcome of the engagement, not to mention "talents/specializations" and skilltrees to make each character unique or at least to give more variety and strategy. In EVE you have about 5 buttons to press.


I suspect it was designed this way originally to make sure the server could run everything. But now with all the better coding and improved servers, pehaps CCP should start expanding the depth of EVE's combat.

A good step would be to remove fitting slot layouts. Restrict fitting by grid, cpu, turret and missile hardpoints and perhaps a total number of slots depending on ship class (like 12 for frigs, 14 for destoyers, 18 for cruisers, 20 for battle-cruisers, 24 for battleships)

It would probably take away a LOT of head-aches trying to balance them. Racial preferences could be maintained by giving Caldari more CPU to play with, Gallente more grid, Minmatar more speed and Amarr more armor. This combined with inherent ship bonuses for specific weapons and subsystems.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Rordan D'Kherr
Imperial Academy
Amarr Empire
#46 - 2012-10-24 09:31:32 UTC  |  Edited by: Rordan D'Kherr
This pretty much sums up the problem:

Quote:
SK: There are a handful of things I would really like to see. At the top of my list is a revamp of the risk to reward ratio of nullsec, and some kind of changes to make it easier for newer, smaller, entities to get a toehold in nullsec. As is, if you're a newer, smallish group, you'd be far better served doing wormhole operations or faction warfare. More isk, and no risk of having your stuff smashed to bits by a super blob. And if you're a solo guy who just wants isk, you can abuse the faction warfare system for tens of billions of isk per week for little in the way of risk, few skillpoints, and the cost of a bomber.

As it stands right now there is very little incentive for new people to get involved in nullsec. There's really not much reason for established people to stay in nullsec either, beyond perhaps a name on a map. What I can say is this, as a diplomat in a coalition that owns a fair chunk of solid space, if I had any interest at all in making personal ISK, I'd be doing it in empire. And that's kind of sad.

I should be clear, I don't begrudge players for choosing what is certainly a more lucrative and safer route in wormholes or empire, but the strain on 0.0 vibrancy is showing. Worse, 0.0 drives the narrative and publicity engine of EVE. The New York Times and the BBC don't care how much isk per hour you can make doing faction warfare versus sanctums. They care about narrative, and very little besides nullsec provides that kind of gripping broad base appeal that prompts the media and bloggers alike, many of whom don't even play EVE, to marvel in awe at our spaceship game.

Weaselior laid out the problem quite well, and I think he is spot on in his assessment that nullsec should be a place for space empires. But I'm deeply concerned that CCP's focus lies elsewhere as I've seen no evidence whatsoever that they understand what 0.0 is supposed to be or are actively engaged in working on it. I sincerely hope things change, but time will tell.

Organizing tens of thousands of dudes is an incredible undertaking. But without reasons and incentives beyond map blobs, I'm not particularly optimistic about the fate of EVE's great narrative engine.


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