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CSM December minutes: EVE Online - The Next Decade

First post
Author
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#21 - 2013-01-20 08:27:33 UTC  |  Edited by: Ris Dnalor
6. JOVIANS

We need to see some more storyline action with the jovians. Considering what little I know of their story, They might need our natural resources. If they gave us their technology in trade, we would become too much of a threat to them, so naturally, they'll only give us non combative technology.

Stolen Jovian technology should be something radical that everyone puts on their christmas list, but it can't be overpowered either. So again we have to stay away from the raw combat power that the Jovians guard so secretively.

Jovian tech needs to wormhole technology. The abilty to create "gates" like the one that we all traveled through so long ago when we came from earth. And also a module that can be fitted to ships that will open an unstable wormhole on-demand. Perhaps these wormholes might even lead to parts of space beyond what we currently know as wormhole space. Of course there would be factions that would want to eventually attempt to rebuilt a gate back to earth which would be a very nice seguey into eve's third decade, but that's getting ahead of ourselves.

These technology trades would be npc courier contracts to the Jovian owned stations in our space. These courier missions would then provide loyalty points, which could be used to obtain tehnology for better colonization of wormhole space.

We would use these to start making semi-permanent in-roads to wormhole space. These gates would be destructable, and would have an owner-defined fee for passage through them. This is a natural leap, and what people would be trying to do when they found out about wormy-space to begin with.

Now there are those folks in eve that love the isolation that wormhole space provides, and if it's not enough to know that you can destroy these new constructed quasi-permanent wormholes ( which sounds like a wonderful source for more player driven content! ), then perhaps the Jovians might also share with us more of their knowledge the universe and show us how to manually open wormholes to new and exciting regions of space yet undiscovered. These might be populated or unpopulated, barren or rich with treasures.

I have many more ideas, but if you're looking for a roadmap, you simply need to give the players the tools to control as much of eve's story as you possibly can. There needs to be new and exciting things to do. The universe has to be dynamic and you can never rest in giving us the ability to create the future of eve, and of course, to blow the crap out of each other in the process.


TL;DR

Quote:

CONCORD ASSISTANCE gives people the ability to roleplay and to feel appreciated if they make the effort to remove undesireables from otherwise civilized space. It's not over-powered, or overly-abusable.

WARP TO ZERO-ISH maintains the ability for people to safely travel afk if they want to pay a small fee for it, but not everyone is going to do it, and it throws a much needed bone to pvp'ers out there. I realize that sometimes newer players are going to bear the brunt of this, but honestly, even should be cruel and dark, and if you must, you could give them a free 90-day gate pass and a nice pop-up message warning them when this free-pass expires.

MODULAR POS gives people space-legos and everyone likes space and everyone likes legos. Imagine what the players of eve would build... it would be fantastic. Eve players are empire builders. let them build.

TECH 3 is sorely overdue. Suck it up and finish what you've started. It doesn't have to be earth-shattering and amazing. That's not what you've defined Tech 3 to be, it's about versatility and overheating Get those modules out there too

TECH 4 is what we get when we finally get past Tech 3!! Everyone wants their ship to be their pet and vice-versa. Bio ships that regenerate hulls, have their own implant slots in place of rig slots, gain booster-like benefits from eating certain gas-clouds, and can expend their bio-energy for a boost to T4 modules at the cost of hull integrity. Over-Siphon your ships life-force, and instead of burning out your modules, you burn out your ship-pet-friend! I only wonder if they will fly over to your ejected pod if you call their name loud enough.

JOVIANS lead to building a travel infrastructure in wormhole space. A destructable travel infrastructure that is a revenue stream as well! Eventually it could lead to earth, and the mighty terran space empire ( or remains of what once was ) and all the glorious things that could come with that.


Modular pos is artwork intensive, but Tech 3 would not have to be. I don't think people would rage-quit if you simply scaled the current cruiser models for now, and gradually released new models for the new ships slowly over time. At least we'd have the new toys, and the new content, and the artwork could catch up. Perhaps this would free up more resources to work on the modular pos art. The t3 modules would require nearly no work from the artwork department either.

Then after those are caught up the T4 ship art could go gang-busters.

The rest of the stuff should be relatively easy on the artwork department, which I understand from previous blogs is rather expensive in terms of money and time.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#22 - 2013-01-20 08:51:12 UTC  |  Edited by: Ris Dnalor
aside from all that, adding incentives to go to low-sec, like the tag-farming idea is good. that's the biggest issue with low-sec space, it needs more rewards associated with the inherent risks.

I still feel, and have felt for a long time, that the needed change to null-sec is two-fold.

1. make null sec resources somewhat scaleable based on the average number of people active in a system each given day. What would the limit be, who knows. It might have to flux based on the number of active subscribers, because some resource scarcity is needed, but when there aren't enough resources to go around, people need to claim vast amounts of space in order to achieve their goals. Lessen that need, and you might find you like the results.

2. Make it require more people to effectively claim areas of null-sec and keep it secured. Or pehaps the first point would encourage alliances to tighten their ranks, as grouping up, to a point, would possibly improve their ability to get the resources they need and move them around more easily. the point would be that 1 system with 20 people active on-average should produce more resources than 2 systems with 10 people in each. However, there has to be a point of diminishing returns, or you end up with a couple of null-sec JITA systems and hundreds of vacant ones.

the first idea is necessary for the second to work, because if the resources aren't there, then there would be no reason for lots of people to want to be in a small area.

the result would potentially be lots more smaller alliances, and hopefully more conflict, as more resources would drive more people with different ideas about what they want to do, and hopefully that would make the politics of let's be blue to everyone a bit more difficult to achieve.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
Ishtanchuk Fazmarai
#23 - 2013-01-20 09:51:12 UTC
Not Politically Correct wrote:
I agree completely.

My mind is boggled by the fact that there are no idiots trashing this thread. Does the OP have a can of idiot repellant? if so, I need several. :)


I guess they're all busy with the POS threadnaught.

Roses are red / Violets are blue / I am an Alpha / And so it's you

YuuKnow
The Scope
#24 - 2013-01-20 11:25:11 UTC
CCP Uniflex and Seagull are on the right track with creating a 'vision'

I think that CCPs original 'vision' was what made Eve unique. They had an idealization of the 'perfect game'. The game they want to play. Because they stuck to that vision, Eve has become unique, rather than endless boost/nerfs and creating larger and larger ships. That's an endless/meaninless cycle.

I think its important for CCP to create that vision and pursue it.

yk
Mara Pahrdi
The Order of Anoyia
#25 - 2013-01-20 11:44:04 UTC
Ishtanchuk Fazmarai wrote:
What we need are better, more engaging niches that suit to how we use the sandbox and not how players are supposed to become long term subscribers. You can meet us mining, ratting, running missions, exploring, trading, manufacturing, PI'ing... on our own. Some of us even spend our time customizing our avatars for our own pleasure, go figure.

We don't need rewards for socializing nor punishment for not socializing.

We need solo-specific content that adds to the existing one, which is scarce and also has become appallingly old and tired after so many years.

I'm fine with that, as long as you're not talking about more themepark type content.

Most of the time I'm a solo player myself atm. But this is due to rl restrictions mostly. Or maybe I just have not found the right group of people to hang around with yet. In the meantime I can generate my own content in EVE as it is and I like the game. High sec seems to be a little too safe, but that is just my opinion ofc.

In general one can see a lot of entitlement and little patience among many players nowadays. And many aspects of EVE do not cater well to this kind of attidude, which may be part of the problem a lot of players have with this game. But this is ofc also just my opinion and may be a result of my age.

Whatever. A MMO is first and foremost a multiplayer experience by definition and should be designed to support and encourage group activities. Being out there all on your own shouldn't be impossible, but come at a distinct disadvantage or an additonal hardship in whatever kind of environment.

Remove standings and insurance.

Kyshonuba
Science and Trade Institute
Caldari State
#26 - 2013-01-20 14:55:42 UTC
Ris Dnalor wrote:
I read this as you're looking for ideas of what to do for the next decade. If I read that wrong, please disregard the following posts.

Focus for the next decade:

.......

1. CONCORD ASSISTANCE ......

2. WARP TO ZERO-ISH .....

3. MODULAR POS.....

4. TECH 3 .....

5. TECH 4 .......

6. JOVIANS .....



You are jumping right into the feature, but i remember one of devs saying that this is what they didn't want to do here


Syn Fatelyng wrote:
Be careful on how you broaden the game to a wider audience.

A wide river can be a shallow one.


Art and marketing have a tense relationship. You can be a fantastic designer but if you neglect the marketing aspect nobody might know your product or you simply might end up producing something for a too small market.
On the other hand if marketing and management control becomes too dominating the result maybe an uninspired, or worse, plain boring product.
I hear that CCP is (stil) an independent gamestudio ? Maybe thats a reason why eve online has preserved a certain quality where others have failed.

In this chapter I see the CCP management discussing with our CSM members, not the designer CCP Soundwave argueing with elise randolph about titan bridging. I hope for CCP that they will find a right degree of management control and market analysis in a creative buisiness.
Gripen
#27 - 2013-01-21 16:12:25 UTC
CSM December minutes wrote:
Unifex elaborated that while much of the day ended up being spent talking about fixing things that were already in the game, he was most interested in fixing problem by introducing a new feature that can potentially destabilize the other things that had grown static and were need of refreshment.

Isn't it just screams LOCAL CHAT!!? Dealing with it would change alot and could have great positive effect if done right. It's hard to believe that EVE is going to celebrate its anniversary with current local seen by many as artificial and illogical.
Morgan North
Dark-Rising
Wrecking Machine.
#28 - 2013-01-21 17:26:00 UTC
I'm just gonna say this...

A fleet is composed of Solo Pilots working in tandem. The better they are individually, the better that fleet will be and the less work a Fleet Commander will do.
Cyan StormForge
Doomheim
#29 - 2013-01-21 17:26:12 UTC
I've been playing for 2 years now as a (mostly) solo player and I just wanted to give some of my own insight to the Dev's.

The reason why some of us enjoy a solo play style is simply because there is less hassle. A solo player never has to worry about what time he or she logs on; we don't have to worry about griefers infiltrating our corporations and causing isk/item/member losses, and we are free to make our own choices in the game. And let's face it, some of us are smart enough to realize that some corporation owners out there are only concerned about what their members can do for 'their' bottom line- nothing more.

Because of these things we are well aware of and very comfortable with the idea that it is ultimately up to 'us' to make ends meet. If we lose a ship, it is on 'us', not on someone else's precious little KB where we then have to hear about it for the next several weeks. We may be a bit anti-social for whatever reason/s, but make no mistake; we are definately some of the most driven, motivated, caring, helpful, and resourceful people in the game and it would pay CCP to at least hear us out for a change.

It is my belief that the game mechanics and learning curve of the game are right where they need to be for 'all' new players. But when a person chooses to play solo, it definately becomes more of a challenge to get ahead. In this regard, the game is not broken-it's right where it needs to be. However, where/when there are problems that effect all players in the game, solo players always take the harder hits.

Based on personal experience (as a solo player), the last 4-6 months have been chaotic at best. The nice, quiet & peaceful hisec systems that I have mined, probed, and missioned for almost 2 years have been overrun by an abnormally high number of other players, some of which do nothing more than grief other players. Planetary resources in hisec have become so rare that it almost 'forces us' to buy the mats for our projects, cutting into profits needed to start new projects. Weeks will go by before I see even half an ore belt to mine. There are now 60-80 people mining ice in belts that normally never had more than 30 people in a weekend, and cosmic signatures & mission areas being looted at rates I've never seen before.

So, what are the options a solo player has to get beyond these issues? Well, we could do more missions, but the story lines are broken, they are too repeatitive, and the reward system needs work. We could move to NS, LS, or WH, but to do what? A solo player is very limited in what he or she can do in these areas of space to be productive, short of piracy, ninja mining & PI which arn't exactly safe or all that profitable- especially for the inexperienced. And because of this combination of in-game issues and lack of alternatives, most will eventually choose option 3. Leave the game.

Now, many of the people who have posted here had some really great ideas, but I'd like emphasize some of them and possibly add a few of my own:

1. Make it so that all cosmic signatures, complexes, and mission areas have one 'unique' key card specific to a main entry gate that the player and his fleet must obtain from a boss before advancing further into the dungeon- one that actually works and cannot be obtained from another mission or complex and used by a would be thief. The key vanishes when all rats are destoyed, 'and' the last player leaves the last room of that specific dungeon/area, just like when you turn a mission in to an agent.

2. Create and integrate a few new ores/minerals into current technology or new technology that gives miners something else to go after. Make asteroid/ice belts a more dangerous place to be based on sec level. I personally like the idea that some of these ores/minerals can only be found in another Empire's space, and/or low, null, wh space- thus adding to the confict and forcing more players to explore places they currently stray away from. Make them priceless (no cash value), non-tradeable, extremely rare, and/or very hard to obtain but needed for certain specific equipment.

3. The use of jump gates and WH's could be a very valuable asset to expansion, as one player within these posts has already mentioned. Solo players and small corporations could seek out WH's or dead space pockets, in which to take refuge. Once again, gates can have keys to limit access- maybe the locks can be picked by someone with an Advanced Hacking skill and special module. Not only can these entrances limit the size of the ship that can access the area/s beyond, but why not also limit the number of ships. Simply put, a single pilot or small gang should not have to defend his/her or their home from an endless barrage of enemies. To go on, these WH's and pockets don't have to be rich in resources, rats, or even signatures to support the purpose of giving the little guy a fighting chance.

4. Lastly, re-locate all new players/toons with less than a certain number of days, weeks, months, playing hours, or experience points to a brand new set of systems that I would call a Stellar Nursery- one for each empire's space. This area would be completely segregated from more experienced players- no trade, no isk advances, no ganking, or scamming because there would be no need. Each Empire's Nursery would have their respective schools and training. The rookie ship program, skill books, ammo, implants, ect (all within a limit) would all be freely provided. Ship losses by pvp or ganking would not be recorded on a toons record in this area. Plus nothing tangible could be farmed or collected and then moved to regular space. Upon graduation, the toon is allowed to keep skill and standings points, plugged in level 1 or 2 implants, his rookie gear, certificates, and is alloted a set isk award. He or she then accepts a prompt confirming graduation, and then appears at a specific or random station, relative to their chosen profession, empire, or sec staus.
Kane Alvo
Doomheim
#30 - 2013-01-21 18:14:31 UTC  |  Edited by: Kane Alvo
Cyan StormForge wrote:
So, what are the options a solo player has to get beyond these issues? Well, we could do more missions, but the story lines are broken, they are too repeatitive, and the reward system needs work. We could move to NS, LS, or WH, but to do what? A solo player is very limited in what he or she can do in these areas of space to be productive, short of piracy, ninja mining & PI which arn't exactly safe or all that profitable- especially for the inexperienced. And because of this combination of in-game issues and lack of alternatives, most will eventually choose option 3. Leave the game.


As a new player, a lot of what has been posted in this thread really hits home.

Caldari Militia  ☜★☞ Psychotic Monk for CSM8

CCP Seagull
C C P
C C P Alliance
#31 - 2013-01-21 20:17:50 UTC  |  Edited by: CCP Seagull
When calling out Solo players, and calling them "lurkers" - I don't do it because I see them as a problem - I do it because I believe it's a style we must support and cultivate - but as a part of the sandbox. Solo actions and activities should still have meaning as a part of the EVE universe, but through for example indirect interactions with other people, like the market, or like depleting resources that are gone when someone else shows up too late, and through interactions you can seek out when playing solo - like solo piracy - not through forced social interactions, that require time and organization and syncing with other people and dealing with them and their schedules and wishes and troubles before you can play EVE.

I believe we should not be building activities in EVE that you could just as well do in a single player game - and that solo play does not mean immunity from all effects of other people in the world - but I also believe that forcing people into direct social participation is just the wrong strategy.

I hope that clarifies my approach a bit.

/Seagull

Senior Producer, EVE Online Development CCP Games Reykjavik

Chi Xiu Chent-Shi
Demon Ops Corp
#32 - 2013-01-21 21:04:45 UTC
Saede Riordan wrote:
I find myself very much in agreement with Seagull's plans, however they same rather ephemeral at the moment. "Our long term plan is to come up with a long term plan"

this strikes me very much along the lines of "We formed a committee to discuss the formation of a committee to discuss the formation of a committee..."

Saying 'we need a theme' is great, and I agree. But has CCP actually talked about what they want that theme to be? Do they want the help of us (the players) coming up with that?

Here's a few thoughts on things CCP needs to work on over the next decade in my mind:

* Dynamism: EVE Needs to move away from being so static. Everything should be in flux and the players should determine how that flux occurs. Everything should change, highsec systems, lowsec, nothing should be static, through this lies the way to decay. There should always be new ships and modules coming out to shake up strategic balance and allow interesting tactics and clever pilots to get an edge. There should always be avenues open to players to change the entire scope of the map. This would be the, "Why can't I bomb Athra from orbit?" gameplan.

*Mystery: this was touched on. One of the first things that a new player in EVE encounters is the massive scope of the universe. Everything seems so big and huge and mysterious, and you're just this one small person in this vast spaceship world....except that only lasts for a bit. Once you see past the thin veneer of asteroids and realize they're just floating rings of rocks in the middle of nowhere, once you've rescued the Damsel the 80th time, once you've scanned down your 20th exploration site and start realizing all the content are just thin bubbles of items floating in nothingness. EVE starts out as a huge expansive universe, and then this very quickly dropped away as players understand the game mechanics. Nothing should be easy in EVE, nothing should be 'do these steps get this ISK' everything should be fun, and new, and challenging. You should be asking 'well eve, what do you have for me this time?' every single time you undock. This would be the "Why can't I fly my ship in warp between stars and find cool scary things in deep space?" gameplan.

*Expansion: EVE should be constantly growing, constantly expanding. There should always be new space opening up, new things to explore, new stuff to build, new territories to conquer. As long as there is a limited amount of space, the older more experienced players will slowly push out the newer players. I would call this the 'Lets build more stargates!" gameplan.

*Creation and Destruction: There isn't really much in EVE right now in the way of creation, besides to create more tools for destruction. I can't build cities, I can just build spaceships. I can't build softdrinks, I can just build autocannons. I can't build acceleration gates or stargates or any of those cool structures floating in deadspace, or a lot of other interesting things. Having more stuff to build means having more stuff to blow up, and everyone likes explosions. This would be the "Farms and Fields" gameplan.

*Community: This is at its core, what EVE is all about. EVE isn't a game about spaceships at the end of the day, its a game about people. Its a game about players, and making friends and enemies you can have for years to come. Feuds should be encouraged, disputes should be hot. Players should get angry and want to go blow up each others things, as well as have drinks with each other. The Community is arguably the most important part of EVE, and its what CCP needs to encourage above all else. This being the 'Friendship is magic" Gameplan.

These are of course just my thoughts.



Something seems familiar about this gameplan... something... CoughWorldofWarcraftCough!!!!
My friend used to tell me that if what you are doing isn't working, look at the successful people. Watch what they do to be successful, then do it better.
I loooove the idea of missions, and mining, and exploration, and all that pvp craziness. It is a bit problematic for me to come on a year mark and the only thing left to do it the same stuff I've been doing. Progress is what keeps people going in MMO's. Community is what make's it fun! Can't build a decent community without some kind of progression.
Chi Xiu Chent-Shi
Demon Ops Corp
#33 - 2013-01-21 21:16:18 UTC
CCP Seagull wrote:
When calling out Solo players, and calling them "lurkers" - I don't do it because I see them as a problem - I do it because I believe it's a style we must support and cultivate - but as a part of the sandbox. Solo actions and activities should still have meaning as a part of the EVE universe, but through for example indirect interactions with other people, like the market, or like depleting resources that are gone when someone else shows up too late, and through interactions you can seek out when playing solo - like solo piracy - not through forced social interactions, that require time and organization and syncing with other people and dealing with them and their schedules and wishes and troubles before you can play EVE.

I believe we should not be building activities in EVE that you could just as well do in a single player game - and that solo play does not mean immunity from all effects of other people in the world - but I also believe that forcing people into direct social participation is just the wrong strategy.

I hope that clarifies my approach a bit.

/Seagull


When Blizzard changed from the strictly community driven experience to a much more flexible evenly distributed mix of both, the games population exploded. Eve I feel has the enormous potential of a whole universe to work this concept. You've got backstory, characters developed, fan fiction and art, novels... What you are missing is the interaction to all of this. Your missions, excluding the epic arcs, are stagnant and don't really progress in any meaningful way. Like WoW, it's the same grind for reputation everyone hates. The best part of an MMO for me is playing through an engaging story, one i can play through with friends is even better.
Instancing encounters is awesome, but doing it with a Boss or mini boss character, like a Hogger of EVE, would put a personality to the game that it currently lacks.
Ishtanchuk Fazmarai
#34 - 2013-01-21 21:17:04 UTC
CCP Seagull wrote:
When calling out Solo players, and calling them "lurkers" - I don't do it because I see them as a problem - I do it because I believe it's a style we must support and cultivate - but as a part of the sandbox. Solo actions and activities should still have meaning as a part of the EVE universe, but through for example indirect interactions with other people, like the market, or like depleting resources that are gone when someone else shows up too late, and through interactions you can seek out when playing solo - like solo piracy - not through forced social interactions, that require time and organization and syncing with other people and dealing with them and their schedules and wishes and troubles before you can play EVE.

I believe we should not be building activities in EVE that you could just as well do in a single player game - and that solo play does not mean immunity from all effects of other people in the world - but I also believe that forcing people into direct social participation is just the wrong strategy.

I hope that clarifies my approach a bit.

/Seagull


I think that that's a general, shared sentiment. EVE doesn't haves "single player" activities, neither needs them. But then, in the last years there's been many efforts to drive people to socialyze-and-go-nullsec as the ultimate retention tool, and that's only half the solution.

The list of things a solo player can do in EVE, in 2013, could be written in 2008 and look the same. And that's wrong. Even wronger, many efforts have been done that abandoned solo players with half-done features (epic arcs) or punished soloers for being solo (incursions) or actually destroyed solo gameplay ("fixing" hisec Lvl 5s).

I don't know where EVE can go in the next ten years. but I am sure I would want it to go really wild and extend its gameplay venues in directions that don't add complexity to the spaceship component, that is, do not interact direclty with it. There is something very wrong when you take an universe like EVE and it all turns to a place where ships are exploded. Maybe I read too many chronicles, but i am left wiht the impression that capsuleers as human beings are (and should be ingame) more interesting than as canned flesh in a pod.

What do capsuleeers do when they're not exploding stuff/plotting to explode stuff/manufacturing explodable stuff? What do they do, together or alone?

Roses are red / Violets are blue / I am an Alpha / And so it's you

Chi Xiu Chent-Shi
Demon Ops Corp
#35 - 2013-01-21 21:26:32 UTC
[quote
1. Make it so that all cosmic signatures, complexes, and mission areas have one 'unique' key card specific to a main entry gate that the player and his fleet must obtain from a boss before advancing further into the dungeon- one that actually works and cannot be obtained from another mission or complex and used by a would be thief. The key vanishes when all rats are destoyed, 'and' the last player leaves the last room of that specific dungeon/area, just like when you turn a mission in to an agent.

2. Create and integrate a few new ores/minerals into current technology or new technology that gives miners something else to go after. Make asteroid/ice belts a more dangerous place to be based on sec level. I personally like the idea that some of these ores/minerals can only be found in another Empire's space, and/or low, null, wh space- thus adding to the confict and forcing more players to explore places they currently stray away from. Make them priceless (no cash value), non-tradeable, extremely rare, and/or very hard to obtain but needed for certain specific equipment.

3. The use of jump gates and WH's could be a very valuable asset to expansion, as one player within these posts has already mentioned. Solo players and small corporations could seek out WH's or dead space pockets, in which to take refuge. Once again, gates can have keys to limit access- maybe the locks can be picked by someone with an Advanced Hacking skill and special module. Not only can these entrances limit the size of the ship that can access the area/s beyond, but why not also limit the number of ships. Simply put, a single pilot or small gang should not have to defend his/her or their home from an endless barrage of enemies. To go on, these WH's and pockets don't have to be rich in resources, rats, or even signatures to support the purpose of giving the little guy a fighting chance.

4. Lastly, re-locate all new players/toons with less than a certain number of days, weeks, months, playing hours, or experience points to a brand new set of systems that I would call a Stellar Nursery- one for each empire's space. This area would be completely segregated from more experienced players- no trade, no isk advances, no ganking, or scamming because there would be no need. Each Empire's Nursery would have their respective schools and training. The rookie ship program, skill books, ammo, implants, ect (all within a limit) would all be freely provided. Ship losses by pvp or ganking would not be recorded on a toons record in this area. Plus nothing tangible could be farmed or collected and then moved to regular space. Upon graduation, the toon is allowed to keep skill and standings points, plugged in level 1 or 2 implants, his rookie gear, certificates, and is alloted a set isk award. He or she then accepts a prompt confirming graduation, and then appears at a specific or random station, relative to their chosen profession, empire, or sec staus. quote]

These are excellent ideas! Me likes!
Ishtanchuk Fazmarai
#36 - 2013-01-21 21:41:10 UTC  |  Edited by: Ishtanchuk Fazmarai
Chi Xiu Chent-Shi wrote:
CCP Seagull wrote:
When calling out Solo players, and calling them "lurkers" - I don't do it because I see them as a problem - I do it because I believe it's a style we must support and cultivate - but as a part of the sandbox. Solo actions and activities should still have meaning as a part of the EVE universe, but through for example indirect interactions with other people, like the market, or like depleting resources that are gone when someone else shows up too late, and through interactions you can seek out when playing solo - like solo piracy - not through forced social interactions, that require time and organization and syncing with other people and dealing with them and their schedules and wishes and troubles before you can play EVE.

I believe we should not be building activities in EVE that you could just as well do in a single player game - and that solo play does not mean immunity from all effects of other people in the world - but I also believe that forcing people into direct social participation is just the wrong strategy.

I hope that clarifies my approach a bit.

/Seagull


When Blizzard changed from the strictly community driven experience to a much more flexible evenly distributed mix of both, the games population exploded. Eve I feel has the enormous potential of a whole universe to work this concept. You've got backstory, characters developed, fan fiction and art, novels... What you are missing is the interaction to all of this. Your missions, excluding the epic arcs, are stagnant and don't really progress in any meaningful way. Like WoW, it's the same grind for reputation everyone hates. The best part of an MMO for me is playing through an engaging story, one i can play through with friends is even better.
Instancing encounters is awesome, but doing it with a Boss or mini boss character, like a Hogger of EVE, would put a personality to the game that it currently lacks.


The problem is that player consume such "canned" content faster than developers can develop it. It would be more interesting if NPCs were controlled and spawned/despawned by players.

FAI: you want a better standing with station X, so you find a NPC who knows an NPC who knows that Mr X, the station director, can be persuaded favorably if Mr. A is killed. So you use a NPC agent to spawn a mission so Mr. A gets killed by a mission runner, so you can ask Mr. X to open the station top standing to your corporation. Just then, another coporation finds out who's Mr. X (maybe they where using Mr. A for their purposes) and sets ups so Mr. X must travel to another station and a NPC agent spawns a mission where Mr. X can be killed, so you need to find a replacement so station X remains in friendly terms with you...

This way, it's players with the appropiate skills who spawn/despawn NPCs for their use or somebody else's, and you get a whole new level of drama. And with the appropiate rules and mechanics, it would be the players who wrote the story for other players...

(And not, I am not thinking about a "mission builder" like SWG's, but a more integrated and flexible system in which chance and skillsets determined to the acquisition (spawn) of NPCs with the appropiate attributes: Mr X. director of station X, 90% chance to change standing, is 15% vulnerable to sex, 42% vulnerable to greed, 62% vulnerable to wrath. The attributes would be hidden to the player so some testing would be necessary (send in a hottie and see how Mr X deals with it), but also testing an NPC would cause trouble: he would have a chance to smell rats and actively avoid being manipulated, as NPC shouldn't be hapless before capsuleers). So the player could instead find (spawn) a NPC that had a clue on the first NPC... and so and so.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Bud Austrene
Secure Haven
#37 - 2013-01-21 23:13:56 UTC
I am a solo player and proud of it.
I do not need to be fixed.
I feel an opportunity is being missed by CCP by not taking into account solo play style and pretending it doesn't exist.
Maybe at one time solo play style was the wrong way to play EVE.
Maybe it was designed for a "mob" play style.
But I do not like the "gang" mentality of doing things.
And there are others like me.
Please give us more content.
You will not be sorry.
I promise.





Yes I am an alt. I see no reason to make it easy for bullies and greifers

WNT TK
Federal Navy Academy
Gallente Federation
#38 - 2013-01-21 23:14:53 UTC
CCP Seagull wrote:
When calling out Solo players, and calling them "lurkers" - I don't do it because I see them as a problem - I do it because I believe it's a style we must support and cultivate - but as a part of the sandbox. Solo actions and activities should still have meaning as a part of the EVE universe, but through for example indirect interactions with other people, like the market, or like depleting resources that are gone when someone else shows up too late, and through interactions you can seek out when playing solo - like solo piracy - not through forced social interactions, that require time and organization and syncing with other people and dealing with them and their schedules and wishes and troubles before you can play EVE.

I believe we should not be building activities in EVE that you could just as well do in a single player game - and that solo play does not mean immunity from all effects of other people in the world - but I also believe that forcing people into direct social participation is just the wrong strategy.

I hope that clarifies my approach a bit.

/Seagull

I see a great difference between social participation and social interaction. i dont think that forcing interaction between players in 0.0 space is wrong, i think its what this place was created - for unmitigated interaction between players. You can be solo and force yourself on a group, or a group could ivade in your play and get in your way. And right now 0.0 space sorely lacking places where this interaction can be forced.

i cant help but remember how things worked "back in the day" - people had to travel by foot both to move character and his stuff/ships. To provide safe passage armed escorts were assembled, pacts were made - and ofc. there were those, who seek to prey on the weak, those who hunted hunters and gangs - whole live ecosystem that was destroyed both by inventing means (and players accumulating wealth, stations and means) for safe travel with and without goods. On the other hand since its so hard to catch anything - special camps arrived. They have very high chances to tackle and kill their mark - i'm talking 2000+ scan res, 90% webs + scrams, decloakers etc, etc - they on one hand make solo travel on pvp ships very dangerous, on the other their specialization make them not combat capable - they evade any situation when a fight might happen. on the other hand two ships who accidentally meet on one side of the gate have minimal chances to have pvp unless both want it or one have tackling buddies (ideally 1-2 bubble fellas, long webs, some points/scrambles and ofc damage) . This factors make (small size) roaming less interesting and camping more interesting which is fundamentally wrong for obvious reasons.

Same were true with npc hunting - as base fish food is plankton, in eve basic life form is npc hunter and ganker (who only seeks easy targets) both being consumed by small groups of pvp players, being consumed by larger, but unorganized groups and it goes on and on. Since most pve was conducted in static plexes and belts - pve players were easy to get both by pro and casual players. Pilots warped between belts a lot and it was possible for pve player to die even if he made no mistake. This was a reason for response to invaders because they posed real threat.

Now most pve was moved to "closed space" - only available with scan. Which creates situation where only careless, stupid and afk are being killed. Which is their own falt and no reason to help them, so there is no reason to have pvp ship nearby. Invaders pose no danger and its safe to wait them out. With no npc player to catch, gankers dont roam, small gangs have much less solo targets and other small gangs, bigger gangs also have much less food etc. etc. At the same time when mostly-pve player do have pvp - it happens so rare, so there is such difference in their performance and know how - that they get raped even if they seem to have all advantages. Lack of practice does that to the best of us - both in eve and in real world. Another problem is that closed space works both ways - if someone is caught there, help have as much trouble getting there as attackers did and its often impossible not only to protect pilot, but even to avenge him.

Dont get me wrong - i dont seek the return of good-old-times. World have changed, so did Eve and its players. So its not restoration that i seek, but moving forward and creation of ecosystem that would work even better and would bring more joy (grief) to all participants. But to create something better - lessons of the past must be analyzed.

So to make bullet points - what i think is wrong (no examples how to make things better, but not sure you need them from me) :
1) traveling is essential - extra safe travel on non-combat ships in 0.0 is wrong, on the other hand static camping is bad and ther should be ways to evade or ambush camps (plus ofc power projection - titans, caps, cynodrops)
2) "open space" vs "closed space" - open space is belts, gates, stations, planets - pve there is dangerous, while rewards are lowest. closed space - anomalies, missions (0.0 npc), plexes, proff sites, expeditions - they have 1 entry and million exits which is wrong, players there are separated from other universe and may easily evade interaction with other players - rewards are high and its less dangerous (anomalies most dangerous also have most risks)
3) passive income is super bad (moons, planetary interaction). No flying in space - no interaction, no player created content, no emotions, no explosions - nothing.
4) small-med scale pvp is meaningless. Killmails and loot is good - but people usually fight much better and with more passion if they have reason to do so (apart from fun, killmails, and isk).

Ofc this is only one way to look on things and there is a lot more to pvp, interaction and 0.0, but wall of text is big enough, so i better stop writing while i can.
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#39 - 2013-01-22 02:49:11 UTC  |  Edited by: Ris Dnalor
Kyshonuba wrote:
Ris Dnalor wrote:
I read this as you're looking for ideas of what to do for the next decade. If I read that wrong, please disregard the following posts.

Focus for the next decade:

.......

1. CONCORD ASSISTANCE ......

2. WARP TO ZERO-ISH .....

3. MODULAR POS.....

4. TECH 3 .....

5. TECH 4 .......

6. JOVIANS .....



You are jumping right into the feature, but i remember one of devs saying that this is what they didn't want to do here


Syn Fatelyng wrote:
Be careful on how you broaden the game to a wider audience.

A wide river can be a shallow one.


Art and marketing have a tense relationship. You can be a fantastic designer but if you neglect the marketing aspect nobody might know your product or you simply might end up producing something for a too small market.
On the other hand if marketing and management control becomes too dominating the result maybe an uninspired, or worse, plain boring product.
I hear that CCP is (stil) an independent gamestudio ? Maybe thats a reason why eve online has preserved a certain quality where others have failed.

In this chapter I see the CCP management discussing with our CSM members, not the designer CCP Soundwave argueing with elise randolph about titan bridging. I hope for CCP that they will find a right degree of management control and market analysis in a creative buisiness.


That's my point exactly.

CCP should stop worrying about what they want eve to be.

They should provide the tools ( the content ), and allow they players to decide what eve will become, with as little regulation as possible.

Remove the restrictions.
Expand the possibilites.
Give us new and interesting toys to play with.
Be sure to include things that can change the shape of eve.

Then sit back and see what we do with it.

That what eve felt like back in 2003 and the early years to me.

Less so now.

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
boeboe joe
Royal Assassins Guild
Chained Reactions
#40 - 2013-01-22 20:20:31 UTC
Ishtanchuk Fazmarai wrote:
I think that that's a general, shared sentiment. EVE doesn't haves "single player" activities, neither needs them. But then, in the last years there's been many efforts to drive people to socialyze-and-go-nullsec as the ultimate retention tool, and that's only half the solution.

The list of things a solo player can do in EVE, in 2013, could be written in 2008 and look the same. And that's wrong. Even wronger, many efforts have been done that abandoned solo players with half-done features (epic arcs) or punished soloers for being solo (incursions) or actually destroyed solo gameplay ("fixing" hisec Lvl 5s).

I don't know where EVE can go in the next ten years. but I am sure I would want it to go really wild and extend its gameplay venues in directions that don't add complexity to the spaceship component, that is, do not interact direclty with it. There is something very wrong when you take an universe like EVE and it all turns to a place where ships are exploded. Maybe I read too many chronicles, but i am left with the impression that capsuleers as human beings are (and should be ingame) more interesting than as canned flesh in a pod.

What do capsuleeers do when they're not exploding stuff/plotting to explode stuff/manufacturing explodable stuff? What do they do, together or alone?


I'm 100% with you on this. Yet also as CCP Unifex mentioned in the minutes, page 9 paragraph 6,
"Discussing Apocrypha specifically, Unifex pointed out that its success wasn't that there were 2,500 new
wormholes, it’s that there was new space, containing new NPC's, that provided new resources, that built
new interesting things that created new agencies of destruction. It required exploration."

Why can't this apply to WiS? Granted that there is a lot of work to do to make this happen. I was kind of hoping this year would be the iteration of Incarna. Instead of letting it get moldy and collect dust, like so many other features do before they are worked on. I believe this is why many players were excited about Incarna, exploration of the stations that they had been inhabiting. Being able to develop your character's persona more would add tons of role-playing and immersion weight to EVE. Now I'm not talking about abandoning FiS, ship balancing, V3'ing, and null sec all still need consistant iteration. But a focus year on WiS would be a welcome change.

Got 'roids?

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