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CSM December minutes: EVE Online - The Next Decade

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Author
Ishtanchuk Fazmarai
#41 - 2013-01-22 22:00:28 UTC  |  Edited by: Ishtanchuk Fazmarai
boeboe joe wrote:
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.


My stance on WiS swings between stubborn negation and mild despair, and today I'm in despair mode and think WiS is that one feature CCP can afford to ignore completely so they can focus on more promising/demanding features.

I think that EVE doesn't haves any future worth that name without WiS. But then I see how it's been protoyped as a big group combat PvP activity that would serve me nothing, and even that useless installment has been pushed so back that even WoD haves a better chance to become real sooner.

And frankly, the joke's been running for over two years, and never was that funny to start with.

It's been 2 years, 3 months and 6 days since I saved this:

Ishtanchuk Fazmarai - new character test #2, October 16th 2010 (Singularity build)

And you guess what? Today I could log in and have my avatar do the exact same things she could do back in 2010.

NOTHING.

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

Tarvos Telesto
Blood Fanatics
#42 - 2013-01-23 03:48:48 UTC  |  Edited by: Tarvos Telesto
Ishtanchuk Fazmarai wrote:

So here's the point of this thread: go to this thread and tell CCP Seagull why, how, you play solo. Why, how, should CCP deal with our needs so we can keep playing this game -and paying CCP- like forever. I think i summarized a couple of key points, but surely there's more to it..


Regarding to Ishtanchuk Fazmarai request.

Hi CCP Seagull Hi other CCP Devs.

I play EvE solo more than 6 years, hovewer i socialize with few friends years long in small corporation, i spent in game 512d 1h 21m Daily average 5h 27m 34s Logon count 5,854 (main) i was very active player during my whole adventure with EvE, why i play solo ? because i love freedom, i dont like years long hardcore battle over regions in null space and blob mechanic.


I know how null sec taste becuse i was part of this for some period of time like two year total, got over 800 kills and a lot loses, im careberar who like pvp on occasion, i think socialize with big allys for years long is very stresful and broring at same time espatialy while ally is focusing on infinity wars, and espetialy when i fell more as ally slave who feed thier walet by paying tax than thier solider, but maybe im wrong maybe i was in wrong aliances, that why i move back from null space back to empire.

All what i want is that these who love pvp do pvp and these who love pve do pve, without this whole hate and splt on two difirent goup of people.

I think meny solo players like to socialize with other but on smaler scale, so maybe focus on game mechanic that alow players to cooperation with other without forcing them to sacrifice to this game mechanic.

Im not against your game vision, its just my answer and opinion regarding to Ishtanchuk Fazmarai request.

EvE isn't game, its style of living.

Rudolph Wankel
The Whiskers of Kurvi-Tasch
#43 - 2013-01-23 10:22:04 UTC
I have been playing this game since 2005. That is not to say I've been subscribed all that time. I would guess I actively play the game about 7 months out of every year, usually operating multiple accounts. I have played EVE in that time almost entirely solo. In these respects I have treated EVE differently from every other online game I have ever played. My usual modus operandi is to subscribe to a game, guild up, and min/max hardcore mode until I eventually tire of the game for one reason or another and leave it, never to return. This period of time can vary from a year (Guild Wars) to six or seven years (Everquest/EQ2). Since 2005 I have played EVE exclusively or in consort with another game. The point is that I seem to keep coming back even though I don't integrate in the same way I have other games.

Don't get me wrong. I've tried to find a corp in that time. I've joined many only to find that either I've been enrolled under false pretences, such as all they really do is mine as a collective, or that their peak playtime is outwith my available windows of opportunity. I've joined EVE University and found that can be frustrating during (almost permanent) wardecs even if the training materials are very useful. I think most people will agree that the most difficult aspect of this game is finding a corp that allows you to do what you want, when you want. While this may sound moany I don't want you to think that I expect to have my hand held. I've made my choices and I live with them, consequently I play solo. The upshot is however that I eventually tire of the "lonliness" and become frustrated by the limitations playing solo places on one.

EVE is such however that after a time it draws me back in. I'm back in for the sixth time now and I don't think my story is that uncommon. If CCP was able to introduce a mechanic to more fully involve players such as myself they would be on to a goldmine.

EVE is different from most games in that corps are in the main made up of mostly casually active players with a hard core of perhaps six or seven that play for hours straight seven days a week. The rest turn up for the weekly roam or Sunday minefest. If you are a casual and you turn up outwith your usual timeslot you find the hardcore clique is probably off at the other end of the galaxy doing fun stuff.

If there was some way you could get yourself teleported directly to the fleet without having to fly solo through 30 low/null sec systems to catch up in such a way that it didn't totally upset the balance of the game I think this would make the game more user friendly for the casual gamer. So that the mechanic wasn't abused I would suggest it is a one way deal. You couldn't teleport back to base, change ship and teleport back to the action. Of course you could argue that this could upset the balance of war mechanics if implemented badly. You could reduce the chance of this happening by limiting the numbers of ships jumping or the frequency with which the jumps are enabled. The added benefit would be to reduce the amount of time spent in station waiting for the fleet to form up. Designate a non cov-ops ship as the flagship and allow only them to do the inviting and off you go. I'm sure you could introduce some backstory idea that would allow this

Zyrbalax III
Goldcrest Enterprises
#44 - 2013-01-23 12:23:08 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 like what you're saying, especially the bit about not forcing players into direct social participation.

Speaking for myself (as a "lurker"), I don't want to be isolated from the EVE universe and other players (I don't want a "safe" or easy game), and I love the idea of my actions having an impact on the game (indirect or direct). But I don't want to be told "you can only do this activity in a group".

I look forward to seeing more detail on the next expansion in due course, and I'm now hopeful that there will be stuff in there that us lurkers can get excited about :o)

(Oh, and while you're reading, wtb scalable modular posBlink)

Z3
Irrfunk
We Sell All
#45 - 2013-01-23 21:51:28 UTC
Lots of promissing words from Seagull, but....

I doubt CCP can deliver anything worthy for lurkers. They might consider it, but they won't have the balls to deliver a kick in the ass to all those forum warriors (and CSM's) claiming the "right way to play it".

I also doubt that CCP will ever force EvE into a direction where it might start to draw new players, because.. let's face it, EvE is a game highly focussed on PvP. This is a problem (success-wise), because PvP is only real fun if players are on the same level. Whitout a catchup-mechanism to even the field, PvP is just borked. In addition, success of other games proofs that most players prefer PvE with the "option" to PvP. Since PvE is borked in EvE - this fact is prooven and unlikely to change - this game's success on the market will remain "low".

But let's see what they can do - maybe they will bring new and exciting features.
Shepard Book
Underground Stargate
#46 - 2013-01-23 23:43:57 UTC
I hope some kind of Out of POD (WIS) content is in store. I understand the thought process in making it interactive in the beginning and look forward to any feedback that can shed light on it.
Vincent Athena
Photosynth
#47 - 2013-01-24 21:50:21 UTC  |  Edited by: Vincent Athena
CCP Seagull, could you chime in here with a definition? When you say most players are "Solo players" or "Lurkers", what is your definition?

Someone who has always been in an NPC corp?
Someone who has always been in an NPC corp and also never joined a fleet?
Someone who has always been in an NPC corp, also never joined a fleet and never talks in chat?
Or something else?

Also do you look at all the alts on an account? Say I got one guy in a corp, gets in fleets, do stuff with others, etc. But I also got a trader alt sitting in an NPC corp. Is that pilot counted as a Lurker even though I, as a player am not a Lurker? What fraction of accounts contain at least one pilot who is not a Lurker? What fraction of players have at least one pilot on one account that is not a Lurker? (Yes, I know that is hard to answer).

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Frozen fanfiction

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#48 - 2013-01-26 04:44:24 UTC  |  Edited by: Ines Tegator
I've read the majority of the CSM minutes, am I primarily (but not exclusively) solo player, and have a strong interest in developing EVE to remain successful for years to come. This puts me in the "dedicated but casual" category. By way of feedback, I choose to solo because it is not restricting. I'm not subject to mandatory schedules or activities, or blocked out of them by a wardec/camping fleet, etc, and can drift through the game as I please.

The best thing about the new long term plan is that CCP has recognized the need for a new long term plan. Stumbling from expansion to expansion, bringing in new ideas and improving old ones, has worked well so far. Two things it won't do is expand EVE, and guaruntee that EVE stays competitive with modern games. EVE is awesome, but it needs a lot of work (very, very hard work considering it's age). The bad thing about the new long term plan is that it's essentially to get a new long term plan. A very intense look needs to be given at the nature of EVE, the demographics that play, and where the development should go.

I didn't see anything in the minutes that I thought was totally off base, or terrible or any of that. So, kudos to all the Devs and CSM guys for being on track and listening to general feedback. What was missing is a discussion of who is the majority of players, what do they do, and what do they want. There were two entire sections, several pages each, devoted only to nullsec. The entire rest of the game got a passing glance in comparison. My thoughts, simply looking at the table of contents, was "Oh, great. My parts of the game get ignored again." I don't know how many others feel this way, but I suspect it's quite a lot.

What needs to be done is best summed up in a couple steps:

  1. GET DATA. CCP already has a lot of it, but it needs to be looked at in regards to the number of players that do what type of activity, and how often. Don't limit to basic stats, like x players run l4's... try to figure out if they run l4's to pay for a PVP habit, or if they go do FW or RVB a couple times a month, or whatever.
  2. Use that data to identify the areas of the game that see the highest usage.
  3. Look very carefully at these areas, and consider improvements they need. More importantly, look for how they connect to other areas (missioning to pay for pvp ships as the example again) and try to improve those connections.
  4. GET FEEDBACK. At this point, ask the players directly via survey or w/e about their motivations and feelings about these focus areas. Use that feedback to create a long term plan.
  5. Do it.

If you have to skip/shrink the summer expansion in order to focus on this, that's ok by me. A summer patch of iteration and bugfixes is a small price to pay for the life of the entire game.

That covers the general comments. I suppose I'll give some of my personal areas of interest as well, in order:

1. UI revamp. Seriously, it's 2013. With all the recent improvements, it's finally up to about 2004 standards. It needs to be completely redone. I suggest trying a "3-click access" strategy- any given feature or menu in the game should be accessable with a maximum of 3 clicks. Simply figuring out where some features are right now is positively obtuse. I'm used to it, but tired of it also.
2. Risk progression, exemplified by the Low/Nullsec and Highsec divide, and constant "nerf highsec" threads. See my signature and check my recent post history for much more detail.
3. PVE/PVP divide. PVE ships, fits and strategies should be close enough to a generic PVP ship that a pilot would be able to fight back against an agressor, even if at a disadvantage. This will go a long way towards integrating the various sides of EVE, instead of the current division of PVE, PVP, and Sov as effectively three entirely different games.
Pookie McPook
The Whiskers of Kurvi-Tasch
#49 - 2013-01-26 14:44:59 UTC
Ines, I believe your plan is flawed. CCP can look for and identify what people are currently doing all they like. That is not neccessarily identifying what they want to be doing. I for example primarilly solo, either hi-sec missioning, PI, Industry or mining to support the forgoing. Personally I would prefer to be in a corp/alliance with pvp activity. What stops (or at least restricts) me from doing this is the available time I have to play. The last thing I want to do is log on and then sit in station for an hour or more while the fleets forms up if I can only usefully allocate a couple of hours to play EVE.

The peculiar thing is though that if any other game I have ever played online created such frustration for me I would have left never to return. As it is I have been playing for 7 or 8 years. CCP must be doing something right, and I believe that to be supplying us with what we need, not neccessarily what we think we want.
Da Dom
Republic University
Minmatar Republic
#50 - 2013-02-01 19:02:02 UTC
As a new player that never experienced the last 10 years of EVE Online, I only have one valid opinion to present for next decades roadmap.

Please, for God's sake, keep making mistakes...

...and learn from them Cool

Because Far-que... That's why.

Ishtanchuk Fazmarai
#51 - 2013-02-03 23:02:48 UTC  |  Edited by: Ishtanchuk Fazmarai
Ines Tegator wrote:
(....)
3. PVE/PVP divide. PVE ships, fits and strategies should be close enough to a generic PVP ship that a pilot would be able to fight back against an agressor, even if at a disadvantage. This will go a long way towards integrating the various sides of EVE, instead of the current division of PVE, PVP, and Sov as effectively three entirely different games.


I will comment this last thing... Time ago, I suggested to add new missions which required PvP-like fits to be done. The goal was to close the gap between PvE and PvP fits, and how expensive PvE fits are hopeless against far cheaper PvP fits.

Some weeks or months ago, I read a dev blog talking about changes to AI, and I read something that ruffled my feathers: the dev in charge told about plans for changing mission AI so missions required PvP fittings, thus effectively killing PvE fits altogether.

At that point I recalled how hard i grinded to get my PvE uberships, and felt like punching that dev in the nose for threatening to lay all my hard work to waste. Also felt the so-usual-that-I-unsubbed-because-of-it feeling that CCP "does not get it".

As i stated above, people playing solo/casual do so for good reasons. Anything that prevents them to keep doing what they do is going to cost CCP subscribers.

Over the year and half since Incarna, some funny facts have come to light.

It turned out that nullsec is a tiny minority of the game, demographically well below its self-proclaimed self-importance. Turned out that most people don't join EVE because of PvP. Turns out that most people don't play with others.

So yes, it would be important to figure what people actually does, why, and how long. And then be sure they can keep doing it, as much as they are not forced to keep doing it forever.

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

Malcanis
Vanishing Point.
The Initiative.
#52 - 2013-02-05 14:25:40 UTC
Ishtanchuk Fazmarai wrote:
Ines Tegator wrote:
(....)
3. PVE/PVP divide. PVE ships, fits and strategies should be close enough to a generic PVP ship that a pilot would be able to fight back against an agressor, even if at a disadvantage. This will go a long way towards integrating the various sides of EVE, instead of the current division of PVE, PVP, and Sov as effectively three entirely different games.


I will comment this last thing... Time ago, I suggested to add new missions which required PvP-like fits to be done. The goal was to close the gap between PvE and PvP fits, and how expensive PvE fits are hopeless against far cheaper PvP fits.

Some weeks or months ago, I read a dev blog talking about changes to AI, and I read something that ruffled my feathers: the dev in charge told about plans for changing mission AI so missions required PvP fittings, thus effectively killing PvE fits altogether.

At that point I recalled how hard i grinded to get my PvE uberships, and felt like punching that dev in the nose for threatening to lay all my hard work to waste. Also felt the so-usual-that-I-unsubbed-because-of-it feeling that CCP "does not get it".

As i stated above, people playing solo/casual do so for good reasons. Anything that prevents them to keep doing what they do is going to cost CCP subscribers.

Over the year and half since Incarna, some funny facts have come to light.

It turned out that nullsec is a tiny minority of the game, demographically well below its self-proclaimed self-importance. Turned out that most people don't join EVE because of PvP. Turns out that most people don't play with others.

So yes, it would be important to figure what people actually does, why, and how long. And then be sure they can keep doing it, as much as they are not forced to keep doing it forever.


You're aware that people regularly use fancy ships and expensive modules in "PvP fits", right? A PvP fit isn't necessarily cheap, it's just designed to operate to different parameters: omni tanking vs damage specific tanking, to name but one example. Your Pith Invulns will still be useful! And you'll be able to spend money on new expansive mods; faction points! Officer webs!

Hope this cheered you up some.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Ishtanchuk Fazmarai
#53 - 2013-02-05 21:41:59 UTC
Malcanis wrote:
(...)
You're aware that people regularly use fancy ships and expensive modules in "PvP fits", right? A PvP fit isn't necessarily cheap, it's just designed to operate to different parameters: omni tanking vs damage specific tanking, to name but one example. Your Pith Invulns will still be useful! And you'll be able to spend money on new expansive mods; faction points! Officer webs!

Hope this cheered you up some.


"Fancy" PvE fits have a reason to exist - the faster they die the sooner you can kill more. Personally i think that officer modules are largely irrelevant in that respect, and also heard enough tales about officer fit ships going down in seconds as to bother with such kind of blinkies.

But he point I wanted to state is how CCP removes with one hand instead of giving with another. That's an ongoing issue as IMO the game is so complex that they must remove complexity to keep iterating parts of the complexity, thus any new content is being balanced out with stuff that gets the door. It's like, "Enter new music system, say goodbye to jukebox". (And say goodbye to people whose EVE aural experience has become listening to the same three tracks forever). CCP never gets it right.

In my view about the big scheme of EVE, WiS could had saved the day by expanding the current risk-reward framework (there is more rewards than ISK in life), thus adding content without overloading the current FiS complexity. Allowing EVE to be more instead of just be more of the same.

But that is largely gone. That path was not taken and now CCP says they just figured soloers may need some attention (I expect them to find out that soloers and casual players overlap by 90%, anytime soon before 2015), but frankly, i'm not in the mood to trust their abbility to get anything right.

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

Groll McCabe
Squaddies
#54 - 2013-02-06 12:50:38 UTC
I'm a solo player, and have been for the 5 years I have played EVE with my 2 accounts. That's not going to change, principally due to RL responsibilities. I'm never going to joing a major corp in nulsec. As an experienced but casual player I have plenty of isk but little time. The effort and time required to get into nulsec & replace ships if lost generally makes it too much hassle. I'm not adverse to risk having dabbled in lowsec exploration, FW, and nulsec pirate faction epic arcs.

When I started EVE I had a great sense of wonder. Exploring the universe and trying new things was enthralling. And exciting new opportunities came out with each update. However all that stopped a couple of years ago. With updates being focused on an aspect of the game irrelevant to me (Dominion/nulsec), wasted opportunity (Incarna), or fixing bugs and systems (the past year or so).

I do think CCPs new strategy of ensuring each update offers something for everything is the way to go, and I hope CCP succeed. However I don't think CCP have anything like a decade to play with to work out what they want to do with the game. Probably only a year or so. I the past EVE has really been the only sci-fi MMO on the market. However in the next couple of years that's going to change. There's been a couple of well publicised and successful scifi MMO kickstarter launches, including one with over 100 000 people pre-ordering the game. They might not offer the major fleet battle content that EVE does, but they are much more solo-player focused flying in space games. So I see a risk that CCP may loose a lot of it's most valuable customers (the ones that quietly pay the bills) in the coming year or so so if it isn't careful.

Really hoping that CCP come up with a decent inclusive plan, communicate it, and deliver it. In the past I have looked forward to several major anticipated releases (Incarna/POS redevelopment), and been let down. Looking forward, knowing that there are other new games coming out soon that may better suit my gameplay style, I'm less inclined to continue to pay my subscription in the hope that the next release offers me something.

NB I think CCP are missing something by not urgently working on POS redevelopment, including mini POSes. In terms of customer loyalty I believe offering people the opportunity to have a customisable home in space will do more than a NEX T-shirt only available to veterans or whatever. And as far as I'm aware CCPs competition isn't going to be offering POS-type opportunities for players, being more forcused on exploration/trading/PVE/small scale PVP.
Malcanis
Vanishing Point.
The Initiative.
#55 - 2013-02-06 13:22:01 UTC
Groll McCabe wrote:


NB I think CCP are missing something by not urgently working on POS redevelopment, including mini POSes. In terms of customer loyalty I believe offering people the opportunity to have a customisable home in space will do more than a NEX T-shirt only available to veterans or whatever. And as far as I'm aware CCPs competition isn't going to be offering POS-type opportunities for players, being more forcused on exploration/trading/PVE/small scale PVP.


This is exactly my view.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Ishtanchuk Fazmarai
#56 - 2013-02-06 14:56:36 UTC  |  Edited by: Ishtanchuk Fazmarai
Groll McCabe wrote:
(...)
NB I think CCP are missing something by not urgently working on POS redevelopment, including mini POSes. In terms of customer loyalty I believe offering people the opportunity to have a customisable home in space will do more than a NEX T-shirt only available to veterans or whatever. And as far as I'm aware CCPs competition isn't going to be offering POS-type opportunities for players, being more forcused on exploration/trading/PVE/small scale PVP.


Ages ago, some CCP dev said that POSes shuld be something everyone wanted to have. I also thought like you, that it was meant to become a kind of "home" for players (as back then WiS was on the table and the CQ was designed to be highly modular/customizable). The prospective was intriguing and potentially great. A player-owned "home" would make wonders to player retention. A visible, personal, customized reward for your subscription money, your time, your effort. And preferably one you won't find burned to ashes if you as much as don't log in for a couple days.Roll

But, now we are feet on the ground: it turns that the existing POS already are too much complex to be modified in a single release, and that albeit they're a mere factory in space (and thus completely unappealing to non-industrial types).

Here's where we are, just making POS work in their current state is too much. Forget abut homes in New Eden. Forget about "something every player should want to have".

Just fixing POSes is too much now.

Talk about the rule of diminishing returns applied to videogame complexity.

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

RAP ACTION HERO
#57 - 2013-02-07 06:05:11 UTC
Ishtanchuk Fazmarai wrote:
Groll McCabe wrote:
(...)
NB I think CCP are missing something by not urgently working on POS redevelopment, including mini POSes. In terms of customer loyalty I believe offering people the opportunity to have a customisable home in space will do more than a NEX T-shirt only available to veterans or whatever. And as far as I'm aware CCPs competition isn't going to be offering POS-type opportunities for players, being more forcused on exploration/trading/PVE/small scale PVP.


Ages ago, some CCP dev said that POSes shuld be something everyone wanted to have. I also thought like you, that it was meant to become a kind of "home" for players (as back then WiS was on the table and the CQ was designed to be highly modular/customizable). The prospective was intriguing and potentially great. A player-owned "home" would make wonders to player retention. A visible, personal, customized reward for your subscription money, your time, your effort. And preferably one you won't find burned to ashes if you as much as don't log in for a couple days.Roll

But, now we are feet on the ground: it turns that the existing POS already are too much complex to be modified in a single release, and that albeit they're a mere factory in space (and thus completely unappealing to non-industrial types).

Here's where we are, just making POS work in their current state is too much. Forget abut homes in New Eden. Forget about "something every player should want to have".

Just fixing POSes is too much now.

Talk about the rule of diminishing returns applied to videogame complexity.

soz if your barbie and doll house aspirations are dashed.

vitoc erryday

Ishtanchuk Fazmarai
#58 - 2013-02-07 07:59:10 UTC
RAP ACTION HERO wrote:
Ishtanchuk Fazmarai wrote:
Groll McCabe wrote:
(...)
NB I think CCP are missing something by not urgently working on POS redevelopment, including mini POSes. In terms of customer loyalty I believe offering people the opportunity to have a customisable home in space will do more than a NEX T-shirt only available to veterans or whatever. And as far as I'm aware CCPs competition isn't going to be offering POS-type opportunities for players, being more forcused on exploration/trading/PVE/small scale PVP.


Ages ago, some CCP dev said that POSes shuld be something everyone wanted to have. I also thought like you, that it was meant to become a kind of "home" for players (as back then WiS was on the table and the CQ was designed to be highly modular/customizable). The prospective was intriguing and potentially great. A player-owned "home" would make wonders to player retention. A visible, personal, customized reward for your subscription money, your time, your effort. And preferably one you won't find burned to ashes if you as much as don't log in for a couple days.Roll

But, now we are feet on the ground: it turns that the existing POS already are too much complex to be modified in a single release, and that albeit they're a mere factory in space (and thus completely unappealing to non-industrial types).

Here's where we are, just making POS work in their current state is too much. Forget abut homes in New Eden. Forget about "something every player should want to have".

Just fixing POSes is too much now.

Talk about the rule of diminishing returns applied to videogame complexity.

soz if your barbie and doll house aspirations are dashed.


Obviously some people never grow tired of even the tirest trolling.

By the way, I want to praise your overlord as he produces some interesting readings there at TenTonHammer. Reading between his lines is very amusing (FAI, so i learned the Asakai battle actually was a staged event).

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

RAP ACTION HERO
#59 - 2013-02-07 16:25:50 UTC
Hey, content is content, hard to write about lvl4s aint it?

vitoc erryday

Ishtanchuk Fazmarai
#60 - 2013-02-07 21:18:12 UTC
RAP ACTION HERO wrote:
Hey, content is content, hard to write about lvl4s aint it?


It's going to be tougher to glorify orbital bombardment... Lol

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

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