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Why do EVE players/devs hate sci fi?

Author
MrDiao
Fuxi Legion
Fraternity.
#81 - 2013-04-30 00:37:56 UTC  |  Edited by: MrDiao
Velicitia wrote:



Just for an example of numbers / dates:

Stories - EVE
The Great War - Jan - Oct 2007
m0o - June 2003
Battle of Asakai - Feb 2013
EBANK - Aug 2009
Fall of BOB - Feb 2009
more stories than I care to count



What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game, and people who want to know the story have to open a website to read the novel, which is pretty off to most of the in-game population.

For example, for the battle of Asakai or any large slaughter of super caps, why wouldn't ccp (or automatically by system) create a bacon with many capital/non-capital wrecks saying "A great capital fights between xxx and xxx was happened here, xxx Nyx, xxx Aeon was lost", and such. They can also invite both part to write a short comment and add them to the bacon.

It's the real player created story, rather than the novels looks like what come from a parallel world.
Aurora Roddez
Lazerhawks
L A Z E R H A W K S
#82 - 2013-04-30 01:13:21 UTC
Alua Oresson wrote:
Stegas Tyrano wrote:
Tauranon wrote:
Stegas Tyrano wrote:


If roleplayers could be voted into government and could call the shots for their faction it would make the storyline a lot more dynamic and immersive. Ofcourse rules would have to be put into to make sure some goonalt doesn't get voted in and declares a hulkageddon every other day.


There are 2 truly great events in MMO history imo - the Murder of Lord British and the Great War. Your "rules" would fail to deliver either again.

Is not understood by much of the playerbase, but the ability of people to play pirates and tyrants is vital to a healthy RP game.


The "rules" aren't trying to deliver that. Events that occur purely due to player interaction will always be far greater than the NPC backstory. The point in making the empires more interactive with the players is to let people who enjoy the backstory become part of it.

A player who gets voted into a factions government could decide to push for an invasion of null-sec. Imagine the four empires faction warfare militia's fighting the null-sec empires for space. It would add a whole new dynamic to the game, increase conflict and also get more people into awesome null-sec PVP.


I'd be all for this. I wonder how high sec people would react when we start dropping SBUs in high sec and taking sov there though.


Would make logistics a hell of a lot easier :)
Eram Fidard
Doomheim
#83 - 2013-04-30 01:17:45 UTC
Aurora Roddez wrote:
Alua Oresson wrote:
Stegas Tyrano wrote:
Tauranon wrote:
Stegas Tyrano wrote:


If roleplayers could be voted into government and could call the shots for their faction it would make the storyline a lot more dynamic and immersive. Ofcourse rules would have to be put into to make sure some goonalt doesn't get voted in and declares a hulkageddon every other day.


There are 2 truly great events in MMO history imo - the Murder of Lord British and the Great War. Your "rules" would fail to deliver either again.

Is not understood by much of the playerbase, but the ability of people to play pirates and tyrants is vital to a healthy RP game.


The "rules" aren't trying to deliver that. Events that occur purely due to player interaction will always be far greater than the NPC backstory. The point in making the empires more interactive with the players is to let people who enjoy the backstory become part of it.

A player who gets voted into a factions government could decide to push for an invasion of null-sec. Imagine the four empires faction warfare militia's fighting the null-sec empires for space. It would add a whole new dynamic to the game, increase conflict and also get more people into awesome null-sec PVP.


I'd be all for this. I wonder how high sec people would react when we start dropping SBUs in high sec and taking sov there though.


Would make logistics a hell of a lot easier :)


Jita by July

Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages.

Tauranon
Weeesearch
CAStabouts
#84 - 2013-04-30 08:01:09 UTC
MrDiao wrote:
Velicitia wrote:



Just for an example of numbers / dates:

Stories - EVE
The Great War - Jan - Oct 2007
m0o - June 2003
Battle of Asakai - Feb 2013
EBANK - Aug 2009
Fall of BOB - Feb 2009
more stories than I care to count



What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game, and people who want to know the story have to open a website to read the novel, which is pretty off to most of the in-game population.

For example, for the battle of Asakai or any large slaughter of super caps, why wouldn't ccp (or automatically by system) create a bacon with many capital/non-capital wrecks saying "A great capital fights between xxx and xxx was happened here, xxx Nyx, xxx Aeon was lost", and such. They can also invite both part to write a short comment and add them to the bacon.

It's the real player created story, rather than the novels looks like what come from a parallel world.


The game is experiential. ie if you were to raise an army and go take space, you are unlikely to come into contention with the losers of the greatwar (ie you'd have to seek out the remnants) but you could easily come into conflict with the winners, even if you chose to not confront them directly. In both cases the form of that entity was shaped by the outcome of the great war.

ie the monument you seek exists in the game as the state of the game today.

I do however find your idea of creating bacon from supercap kills to be intriguing and many pigs might be quietly relieved at losing the bacon role.
Velicitia
XS Tech
#85 - 2013-04-30 10:07:51 UTC
MrDiao wrote:
Velicitia wrote:



Just for an example of numbers / dates:

Stories - EVE
The Great War - Jan - Oct 2007
m0o - June 2003
Battle of Asakai - Feb 2013
EBANK - Aug 2009
Fall of BOB - Feb 2009
more stories than I care to count



What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game, and people who want to know the story have to open a website to read the novel, which is pretty off to most of the in-game population.

For example, for the battle of Asakai or any large slaughter of super caps, why wouldn't ccp (or automatically by system) create a bacon with many capital/non-capital wrecks saying "A great capital fights between xxx and xxx was happened here, xxx Nyx, xxx Aeon was lost", and such. They can also invite both part to write a short comment and add them to the bacon.

It's the real player created story, rather than the novels looks like what come from a parallel world.



I like that idea ... but it would have to be limited somehow to the "important" things, like Cyv0k's Titan (well, that's still floating around), or the battle of Asakai, or the Jita Riots (the broken statue). The thing is, most of those "real stories" are little things or things that don't deserve a trophy in the system in which they occurred.

For example, in the true stories, there's a recount (and pretty terribad, unfortunately) of the GHSC infiltration of Ubiqua Seraph, or EBANK, but most of them are little things like "Well, I was solo in a C1 until someone else moved in ... thank god they were nice ...(stuff) ... they left me the hulk they built inside, but it got 'sploded a few days later when some not-so-nice people came knocking".

TO F&I!


Angang Ostus wrote:
First of all, great examples in your post above. That kind of stuff is absolutely the heart and soul of EVE. Actually I think PVE iteration adds to everything you mentioned. It gives players more interesting things to do together and, more importantly, it enables PVEers to pursue a more interesting and engaging "career", which they can focus on as a fully engaged member of a community, contributing to emergent content. A rich player environment will not be hampered by adding depth to the world through designed content. In fact it's just the opposite. (more stuff I don't have room for)


Wow, um, you totally went off the road here. What of anything that I said brought around the rest of the post?

I think I see what you're after. It sounds like you want a PVE storyline that you can consume that doesn't require the interaction with other players of the game (due to "us" wanting it, and something about 50% of eve players play solo). Or, at least that's what it sounds like. The thing is, that isn't what EVE is about -- the entire story, be it through chronicles or what the players have done is focused on the human element.

It is that human element, and the conflict between people that drives the story ... this isn't the type of game where you just role-play as a farmer thrown into the midst of a galactic war, or any one of the other various plotlines that start off RPG-style games (or any other story-telling medium).

What you're calling for (more PVE, and stuff), at least in the way that I'm reading it, won't do things the way you think they will. I mean, just look around the forums -- the miners (botters) are all up in arms about depleting ice, and the nullsec industry buffs. CCP is giving the PVE side *exactly* what you're calling for, and yet you (collectively as PVE players) don't want it.

Sounds like your alleged "we" isn't as cohesive as you imagine -- even the current "PVE stuff that was supposed to bring people together" isn't even doing that. You have people running 2 and 3 and 16 accounts so they can get more of the spoils of w-space or incursions or mining or whatever. All this shows me is that "you" only want more stuff that can be easily farmed. PVE players don't want to work together for any length of time longer than the bare minimum needed to learn how to farm it themselves.

We _want_ you to come and participate in the sandbox. Thing is, "the sandbox" is so much more than "went out, ratted for 2 hours" that you seem to want. The true life in EVE is in those really, really good "rats" that are red boxes instead of red crosses.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

March rabbit
Aliastra
Gallente Federation
#86 - 2013-04-30 10:33:08 UTC
MrDiao wrote:

What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game, and people who want to know the story have to open a website to read the novel, which is pretty off to most of the in-game population.

exactly. even spending a lot of time in forums i hardly can say anything about BoB and all this "great player made stories". Looks like they are not so great to start with.

MrDiao wrote:

For example, for the battle of Asakai or any large slaughter of super caps, why wouldn't ccp (or automatically by system) create a bacon with many capital/non-capital wrecks saying "A great capital fights between xxx and xxx was happened here, xxx Nyx, xxx Aeon was lost", and such. They can also invite both part to write a short comment and add them to the bacon.

AFAIK big capital/supercapital battles happens quite often. Well it was this way before goons won Eve Online and killed 0.0Lol
Asakai was big event but not something important enough to make a beacon. Yes, lots of ships dead and lots of people spend time there. Some 2nd-rate news agencies posted news about this. But it didn't make any changes to low-sec or 0.0 or high-sec.

There was lots of battles where people lost capitals. I remember some of them. For example when Gypsies killed 7 titans of Red Alliance. Or when PL killed 13 or 15 supercarriers of AAA in Delve 2012 campaign.

I guess if CCP starts to put beacons about every big event at some point every system will have 1-2 such beacons. So they will not do it.

MrDiao wrote:
It's the real player created story, rather than the novels looks like what come from a parallel world.

yes, there are player created stories. And players create stories every day. And most of them doesn't worth any memory. And unless of real world there is almost none of player created stories which changes anything in Eve Online.

It's like goon from alliance panel said (i can mess with details here):
- i've burned Jita 2 times
- i've captured Delve 5 times
- i've captured North 2 times

BTW: can anybody tell the difference between 1st and 2nd Burn Jita? Or between 3rd and 4rd Delve invasions by goons? And which influence on whole Eve Online made this event?

The Mittani: "the inappropriate drunked joke"

Angang Ostus
Brutor Tribe
Minmatar Republic
#87 - 2013-04-30 16:30:40 UTC
Velicitia wrote:
I think I see what you're after. It sounds like you want a PVE storyline that you can consume that doesn't require the interaction with other players of the game (due to "us" wanting it, and something about 50% of eve players play solo). Or, at least that's what it sounds like. The thing is, that isn't what EVE is about -- the entire story, be it through chronicles or what the players have done is focused on the human element.

It is that human element, and the conflict between people that drives the story ... this isn't the type of game where you just role-play as a farmer thrown into the midst of a galactic war, or any one of the other various plotlines that start off RPG-style games (or any other story-telling medium).

What you're calling for (more PVE, and stuff), at least in the way that I'm reading it, won't do things the way you think they will. I mean, just look around the forums -- the miners (botters) are all up in arms about depleting ice, and the nullsec industry buffs. CCP is giving the PVE side *exactly* what you're calling for, and yet you (collectively as PVE players) don't want it.

Sounds like your alleged "we" isn't as cohesive as you imagine -- even the current "PVE stuff that was supposed to bring people together" isn't even doing that. You have people running 2 and 3 and 16 accounts so they can get more of the spoils of w-space or incursions or mining or whatever. All this shows me is that "you" only want more stuff that can be easily farmed. PVE players don't want to work together for any length of time longer than the bare minimum needed to learn how to farm it themselves.

We _want_ you to come and participate in the sandbox. Thing is, "the sandbox" is so much more than "went out, ratted for 2 hours" that you seem to want. The true life in EVE is in those really, really good "rats" that are red boxes instead of red crosses.


I'm not defending solo play as a"way of life" in EVE. To commit to it is misguided. By "us" I only mean that at least 50% of players engage in PVE more than PVP, and it follows that those players would love to see that aspect of the game given some serious love, and I think we deserve it. That is all.

I agree a lot of solo players in EVE have very bad habits, including myself to some extent. It's not a game that works long term solo. I'm not hoping for an enhanced PVE experience so that it'll be more fun to play solo all the time. In fact, speaking for myself, I would prefer to be fly solo as little as possible from here on out. As for those stuck in solo land, let's not hold back iteration for fear of what they'll do with it.

Basically, I want EVE to feel even more real and dynamic and be full of even more different things I can do. I want to be able to be in a small group roam, then go off and find some signatures (that takes me off on a little story/hunt for something/etc), then go fight in an arena, then fight in a fleet battle, then go on a mini-epic arc series of missions, then go mining (no f*** that), then mess with PI, then escort some miners, go on another small group roam, and so on. Basically I want the variety that already there, the sort of "cycle" that's already in place. I just want the PVE part to be more interesting. Burn me at the stake.

You talk as if PVE wasn't already in the game and you're arguing against it being added. It's already here and it's not going anywhere. The economy would fall apart without it. Riddle me this: why not iterate something that is fundamental to the game? Why leave it mothballed in its current not-changed-at-all-for-4-years state?
Tippia
Sunshine and Lollipops
#88 - 2013-04-30 16:50:13 UTC
Angang Ostus wrote:
Here's the "WE": http://jestertrek.blogspot.com/2013/04/fanfest-day-four-skal.html

"One of the interesting statistics to come out of the Economy Roundtable: 50% of all EVE players "play solo", whatever that means." --Jester's Trek on Fan Fest
So you're extrapolating some pretty huge conclusions based on a reference to a comment on a number that the commenter doesn't even understand. Riiiight…

The reason those players are categorised as “solo” is because they don't do whatever they do in groups. This has almost nothing to do with PvE, and almost everything to do with most activities simply not being done in groups. There are no group sell orders; no group industry (other than some high-end resource collection); very little group ISK-grinding (since, by design, it's almost all competitive and thus directly harmful to do as a group).

Quote:
That's your opinion. Again, probably about half of subscribers disagree with you. You treat PVE as an afterthought, a piece of s*** you can't figure out how to flush.
Fits the development of PvE fairly well, I'd say…

PvE in EVE has always had one purpose and one purpose alone: to inject ISK at one end and extract it at the other. The stories being weaved between those endpoints were up to the players to produce. The reason you see a lot of people engage in PvE is because they want ISK — a story would just be more bloated screens of text to click through to get to that ISK. The source of the above numbers is the same source that concluded that what we're seeing is simply a cycle of “get ISK → blow ISK on fun stuff → get more ISK”, and what you're proposing is to short-circuit that cycle into “get ISK → get ISK” (which would require the ISK to be removed as a factor, leaving only the underlying “fun” that people skip over as fast as possible).

Quote:
PVE is part of the EVE economy. If you take it out, then we'll all be mining and manufacturing to stay in ships. If you leave it in, improve it!! It's as simple as that!
Eh, not quite. PvE is part of the EVE economy because it functions as the two end-points of ISK — if we take it out, then it doesn't matter what we'll be doing since the ISK would run out. At the same time, if we removed PvE, it could trivially be replaced by some other faucet and sink mechanism that would still let most people stay away from mining and manufacturing.

The problem with your entire thesis is that it seems to assume that “solo” = PvE and that doing PvE = having an interest in any kind of story. Both are highly dubious assumptions. For many, an “improvement” of PvE would be to include even less story and just provide more efficient ISK cash-in. So the fundamental question of whether it's actually worth the dev time remains, or if it would just end up pleasing a minute subset of storyline buffs while annoying everyone else.
Angang Ostus
Brutor Tribe
Minmatar Republic
#89 - 2013-04-30 17:39:14 UTC  |  Edited by: Angang Ostus
Tippia wrote:
Angang Ostus wrote:
Here's the "WE": http://jestertrek.blogspot.com/2013/04/fanfest-day-four-skal.html

"One of the interesting statistics to come out of the Economy Roundtable: 50% of all EVE players "play solo", whatever that means." --Jester's Trek on Fan Fest
So you're extrapolating some pretty huge conclusions based on a reference to a comment on a number that the commenter doesn't even understand. Riiiight…

The reason those players are categorised as “solo” is because they don't do whatever they do in groups. This has almost nothing to do with PvE, and almost everything to do with most activities simply not being done in groups. There are no group sell orders; no group industry (other than some high-end resource collection); very little group ISK-grinding (since, by design, it's almost all competitive and thus directly harmful to do as a group).


Okay well, I guess I should just say that I think enough of the player base want PVE iteration that it would be received with more satisfaction than annoyance overall. But I'm not sure. Someone should look into it.

Tippia wrote:
PvE in EVE has always had one purpose and one purpose alone: to inject ISK at one end and extract it at the other. The stories being weaved between those endpoints were up to the players to produce. The reason you see a lot of people engage in PvE is because they want ISK — a story would just be more bloated screens of text to click through to get to that ISK. The source of the above numbers is the same source that concluded that what we're seeing is simply a cycle of “get ISK → blow ISK on fun stuff → get more ISK”, and what you're proposing is to short-circuit that cycle into “get ISK → get ISK” (which would require the ISK to be removed as a factor, leaving only the underlying “fun” that people skip over as fast as possible).


Who decides that this can be PVE's only purpose? I would like it to serve dual purposes: what you're talking about + experiencing sci fi content in the fictional world that I've grown so attached to. Something like: get fun and interesting ISK → blow ISK on fun stuff → get more fun and interesting ISK. No offense, but if you and your ilk lack the imagination and/or the desire to experience "the sense of wonder" that comes from that, at least respect how important it is to many of us.
Velicitia
XS Tech
#90 - 2013-04-30 18:09:08 UTC
Angang Ostus wrote:
Velicitia wrote:
I think I see what you're after. It sounds like you want a PVE storyline that you can consume that doesn't require the interaction with other players of the game (due to "us" wanting it, and something about 50% of eve players play solo). Or, at least that's what it sounds like. The thing is, that isn't what EVE is about -- the entire story, be it through chronicles or what the players have done is focused on the human element.

It is that human element, and the conflict between people that drives the story ... this isn't the type of game where you just role-play as a farmer thrown into the midst of a galactic war, or any one of the other various plotlines that start off RPG-style games (or any other story-telling medium).

What you're calling for (more PVE, and stuff), at least in the way that I'm reading it, won't do things the way you think they will. I mean, just look around the forums -- the miners (botters) are all up in arms about depleting ice, and the nullsec industry buffs. CCP is giving the PVE side *exactly* what you're calling for, and yet you (collectively as PVE players) don't want it.

Sounds like your alleged "we" isn't as cohesive as you imagine -- even the current "PVE stuff that was supposed to bring people together" isn't even doing that. You have people running 2 and 3 and 16 accounts so they can get more of the spoils of w-space or incursions or mining or whatever. All this shows me is that "you" only want more stuff that can be easily farmed. PVE players don't want to work together for any length of time longer than the bare minimum needed to learn how to farm it themselves.

We _want_ you to come and participate in the sandbox. Thing is, "the sandbox" is so much more than "went out, ratted for 2 hours" that you seem to want. The true life in EVE is in those really, really good "rats" that are red boxes instead of red crosses.


I'm not defending solo play as a"way of life" in EVE. To commit to it is misguided. By "us" I only mean that at least 50% of players engage in PVE more than PVP, and it follows that those players would love to see that aspect of the game given some serious love, and I think we deserve it. That is all.

I agree a lot of solo players in EVE have very bad habits, including myself to some extent. It's not a game that works long term solo. I'm not hoping for an enhanced PVE experience so that it'll be more fun to play solo all the time. In fact, speaking for myself, I would prefer to be fly solo as little as possible from here on out. As for those stuck in solo land, let's not hold back iteration for fear of what they'll do with it.

You don't have to give up your solo play. It can be relaxing to hop in a procurer and just mine while sorting out a bad day, and not talking to people. I don't like doing it for more than a day or two, but that's me.


Angang Ostus wrote:
Basically, I want EVE to feel even more real and dynamic and be full of even more different things I can do. I want to be able to be in a small group roam, then go off and find some signatures (that takes me off on a little story/hunt for something/etc), then go fight in an arena, then fight in a fleet battle, then go on a mini-epic arc series of missions, then go mining (no f*** that), then mess with PI, then escort some miners, go on another small group roam, and so on. Basically I want the variety that already there, the sort of "cycle" that's already in place. I just want the PVE part to be more interesting. Burn me at the stake.


Great! so go find a gang and get immersed in the game, and those people. Make your story and enjoy every minute of it to the fullest extent possible.

Everything you posted that you want to do is already there for you, waiting for you to do it, to be quite honest it could all fit under the heading of "epic arc". You're just the one writing the story.

For example, Angang's Epic Arc Missions.
1. "OK boys, [corporation] was blabbing about making a billion ISK in some wormhole last night [system ID]", the plan is to take it from them. We need these materials to make it happen ("courier mission - bring 15,000 m3 of ammo back")
2. We've got the materials we need, now we're gonna find their home (signatures)
3. As you're scanning, you run across a roaming gang of them (small gang fighting)
4. You've found their home, so now your corp needs to get in and set up a POS and stuff to siege them. (PI)
5. You start the siege (fleet fights)
6. you take over, and start building heavier defenses (more PI and guarding the miners and whatever else)
7. they come back, so you've got to defend your home (more fleet fighting)
8. kick them out, but your fleet gets separated by a wormhole collapse. Now you have to find your way home or to the fleet, so you can lead them out again (more signatures and exploring)
9. someone else thinks they can kick you out (more small gang fighting)

and so on. This whole time, you're not relying on some pre-generated storyline that you play through -- you're making it.

Angang Ostus wrote:
You talk as if PVE wasn't already in the game and you're arguing against it being added. It's already here and it's not going anywhere. The economy would fall apart without it. Riddle me this: why not iterate something that is fundamental to the game? Why leave it mothballed in its current not-changed-at-all-for-4-years state?


You're going a bit off the deep end again...

As it stands right now, there's simply no need for CCP to write up a huge storyline that you "need" to follow. If that's what you're looking for, there are already numerous games that supply that kind of experience.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nyla Skin
Caldari Provisions
Caldari State
#91 - 2013-05-14 09:11:49 UTC  |  Edited by: Nyla Skin
Fractal Muse wrote:

Beyond that, since this is EVE, you can create your own dynamic and emergent story.


I don't know about others, but I have personally never asked for more scripted PVE "story" content. What I would want is "more tools to create our stories" or more customization of some sort. Something that makes player created emergent content A different from player created emergent content B. Currently its same ships and same POSes etc. The only difference is the names of the players really. There is not enough uniqueness. Its like-minded people doing same things over and over and for some reason its called "emergent content"...

Could be as little as player-created insignia or their alliance logos on ships etc..

Out of a dozen or so MMOs that I have played, Eve is among the least immersive due to the way it is designed.

MrDiao wrote:
Velicitia wrote:



Just for an example of numbers / dates:

Stories - EVE
The Great War - Jan - Oct 2007
m0o - June 2003
Battle of Asakai - Feb 2013
EBANK - Aug 2009
Fall of BOB - Feb 2009


What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game, and people who want to know the story have to open a website to read the novel, which is pretty off to most of the in-game population.

^ This.
The 'player created story' is OUTSIDE the game.

In after the lock :P   - CCP Falcon www.nizkor.org/features/fallacies

Velicitia
XS Tech
#92 - 2013-05-14 10:47:56 UTC
Player logos and whatnot are coming with the V3 stuff (or at least it's been hinted at). Not sure what other "tools" you're looking for though...


Explain how the story (of events that happened in the game) is created outside of the game? If none of the events I listed took place, there would be no stories...

If you mean that you have to read a "book" outside of the client, how is that any different than the fluff books that game designers throw into their games? For example, "The History of the Kings of Neverwinter" (or other stuff) that you randomly find in NWN.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Six Six Six
Doomheim
#93 - 2013-05-14 13:03:48 UTC  |  Edited by: Six Six Six
Angang Ostus wrote:
A lot of players love building and flying spaceships. Devs clearly love getting payed to geek out and make space stuff. But it's like the fact that this is all taking place in a fictional universe is just the bare bones justification for being able to fly spaceships and form online communities. Where's the storytelling? Where's the innovations in PVE to allow players to immerse themselves, at least to some extent, in the fiction? Where are ANY innovations in PVE to make it more dynamic and alive in order to at least give players a canvass on which their imaginations can fill in the gaps? And don't tell me to go play ****ing SWTOR.

It almost makes me want to go try GW2 instead focusing on a game in which my interest in sci fi immersion and PVE gameplay causes me to be dismissed as a role play carebear by a bunch of leet number crunchers. It annoys me to no end that so many EVE players hate sci fi. There's a sort of middle school-ish peer pressure to treat anything immersive as Santa Claus kid stuff. ****ing goons and other cynical leet "community born" pressure CCP to neglect immersive storytelling and dynamic PVE (and I mean just up to par with other MMOs) because it's not "emergent content" (and not about their stardom) etc. Such a ****ing waste of the world that CCP created.

Don't get me wrong. PVP in EVE is amazing. The sandbox is a thing of beauty. It's extremely awesome that some players have become famous and influential. The communities that have been formed are a unique thing in this world. And I want more people in 0.0 carving out little principalities and creating great dynamic emergent content as much as anyone. If that's where we're going then CCP needs seriously turn on the MWD and get us moving in that direction ASAP. In that case a lesser focus on empire PVE might make more sense.

But even if 0.0 were 10x as dynamic and populated as it is now it would still be great to have an environment in which the professional sci fi storytellers at CCP (who are getting payed for what? Maybe there's only one writer left) are able to tell the ongoing story of this world and give us interesting ways to be part of it. I love science fiction. I want science fiction stories that are woven into immersive gameplay. I don't want it from Mass Effect or Star Wars. i want it from EVE. Can SOMEONE tell me WHY that is so much to ask???!!!

Like banging my ****ing head against a wall.




Sci-fi immersion of the type you describe will turn EVE into just another theme park, that many of the existing EVE players won't want to be part of, including myself.

In a sandbox the players should be creating the content, of course they need the tools to be able to do that.

But so many EVE players don't hate sci-fi they hate theme parks.



GW2 has dynamic events, their dynamic events are repetitive and soon get boring. Their living story is based around collecting achievement points (achievement points being the biggest MMO RP killer there is) and is more of a pain than is useful to most of the community. GW2 end game is completely boring partly due to there's not much left to do other than repetitive tasks and there really is no reason to do anything there unless you want to make an legendary weapon which normally looks crap. GW2 is focused mainly on little reward so as to get you to buy gems to compensate if you're not patient enough. So good luck with that, see you back in about 2 months.
Utremi Fasolasi
La Dolce Vita
#94 - 2013-05-14 14:41:28 UTC
Fredfredbug4 wrote:
There are only four other sci-fi settings with more fluff to it than EVE that I can think of. Warhammer 40,000, Doctor Who, Star Wars, and Star Trek. Not sure of the order but you could put it together. Regardless, EVE is easily in the top 5 and it's only been around for a decade.


You forgot Babylon 5.
Utremi Fasolasi
La Dolce Vita
#95 - 2013-05-14 14:44:37 UTC
baltec1
Bat Country
Pandemic Horde
#96 - 2013-05-14 14:46:20 UTC  |  Edited by: baltec1
MrDiao wrote:
Velicitia wrote:



Just for an example of numbers / dates:

Stories - EVE
The Great War - Jan - Oct 2007
m0o - June 2003
Battle of Asakai - Feb 2013
EBANK - Aug 2009
Fall of BOB - Feb 2009
more stories than I care to count



What you saying also reveals the fact that even these biggest in-game events have left no marks inside the game


They did leave a mark, some of them a very big mark.
Bagrat Skalski
Koinuun Kotei
#97 - 2013-05-14 14:47:21 UTC  |  Edited by: Bagrat Skalski
Christopher AET wrote:
No

No?

Players are making most of the content in this game. Now you know who to blame.

CCP only give you tools to make the story, the freedom to organize yourselves, and the world where action is taking place.
Brujo Loco
Brujeria Teologica
#98 - 2013-05-14 15:40:12 UTC
I still recall the old days of Player/Dev interaction events before the stupid leak/fiasco that made the whole epic storyline arch of the Amarrian Sect of Zealots derailed, be forgotten and scratched.

I mean, We , the Amarrians had a silly Emperor instead of Jamyl because of PLAYER INTERACTIONS within the game back in the day.

Eve was great and awesome in that aspect. But the whole thing died down ... Bah!

We need Sarpatis back in a titan being hunted by capsuleers ... We need more Depraved Karsoths and blood raider convoys escorting him out of Amarr space intow Low sec being tailed by angry capsuleers.

I miss that EVE ...

Inner Sayings of BrujoLoco: http://eve-files.com/sig/brujoloco

Incindir Mauser
Caldari Provisions
Caldari State
#99 - 2013-05-14 17:56:53 UTC
Angang Ostus wrote:
Where's the storytelling?




You are the story.


What story do you wish to tell? Who are you as a character?


New Eden has many RP social groups available. You simply need to reach out and contact them and get involved.

Most of your post is asking for what most of us don't want to see Eve turn into. And that's a theme park MMO where all the content turns into a repetitive line-ride.

However there is merit to your argument. Eve could use a little more involving Epic Arc style of PvE missioning at a lower level to help with "immersion" factor and create an environment that new players can write themselves into.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#100 - 2013-05-14 18:00:40 UTC
I can see the OP's point, but I don't think it would happen.

I'm a casual PvE player, and I carve out my own little story in my imagination (and sometimes do the story arcs, which are actually not bad, you'll enjoy them when you get to them). The game isn't really orientated around my playstyle, but I love the art design and intricacy of the game, and even though I don't PvP by preference, the ever-present sense of danger, and needing to take precautions constantly, makes the game highly immersive (until I do get blown up of course - that always puts me right back firmly in my Aeron, in my flat :) ).

As to the "emergent gameplay" counter-argument, I like the idea of player-created content in theory, but in practice, IMHO most of the EVE history stuff is just goofy uber-geek e-peening, it mostly has very little relation to the excellent s-f backstory CCP have set up. Obviously it's been fun for those participating, on the whole, and it's newsworthy, but it's not really much cop from an observer's point of view as story, it's not really drama, just schoolboy antics.

As to rp, there used to be a lot more roleplaying corps than there are now, they've just dwindled away because rp hasn't been supported by the devs, because that's not the side their bread's buttered on.

Actually, I think CCP painted themselves into a corner long, long ago. When they started, the intention was "multiplayer Elite", i.e. a game with PvE and PvP balanced. Unfortunately they didn't have enough resources to make the PvE side of the game as good as it might have been, and meanwhile a lot of PvP players were attracted to the game even with its then-sketchy PvE, and supported it through it's early development. (There used to be remnants of this potential PvE complexity - long, long ago, there were quite complex hauling and trading possibilities on the PvE side, the beginnings of something that could have been more like a multiplayer Elite - all those dangling loose ends have long been snipped.)

Sad, but on the other hand, that's the way it is. It may be impossible, at least for the near future, to have an MMO that has the kind of deep interweaving of PvE and PvP that the concept "multiplayer Elite" promised. I doubt Star Citizen will be able to do it. SC will probably have good PvE but be too "safe" and lack the immersion factor of EVE that comes from its danger.

There really is no solution. As a PvE solo player, you either take EVE as it is and learn to cope with its foibles and jackassery, and carve your own niche in it with your imagination, or you don't play it.

The game is beautiful, with a rich backstory, and in terms of art design and intricacy would make for fantastic PvE. But that train left the station long, long ago. It is the way it is and it won't change - there are too many players invested in the way it is, by now.