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CCP! Please clarify the future plans for WiS!

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#2921 - 2012-02-14 14:33:56 UTC
In the longer term, WiS is essential to EVE's continued survival & growth. The prize of adding a whole new dimension of gameplay is too precious to abandon. Successful development of WiS will bring micro-scale play to complement the macro-scale gameplay we already have, and a level of fine grained detail we lack to fill in the epic scope we have that no other online experience can remotely match. Arguments to the contrary reduce to "The first attempt was badly managed, therefore the concept is flawed". The fallacy is obvious.

In the shorter term, I'm more than happy for CCP to be focusing on spaceships while they work out the technical shortcomings of the Incarna engine and put together a clear, consistent, relevant vision of what kind of gameplay WiS should have. In other words, to complete the foundation work that was not done when Incarna went live.

If this adds 6-12 months to the wait for the next Incarna expansion, then so be it; the first attribute of the EVE player is patience. Better that it be done right than that it be done soon. I hope that the Summer 12 expansion is 99% focused on spaceships. I will be disappointed if the Summer 13 expansion isn't 80% focused on Incarna.

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

Grath Telkin, 11.10.2016

Lord Zim
Gallente Federation
#2922 - 2012-02-14 14:43:04 UTC  |  Edited by: Lord Zim
Given the assumption that they've unfucked the spaceships part of EVE by then, sure, go hog wild with incarna.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Taiwanistan
#2923 - 2012-02-14 15:09:15 UTC
Malcanis wrote:
In the longer term, WiS is essential to EVE's continued survival & growth. The prize of adding a whole new dimension of gameplay is too precious to abandon. Successful development of WiS will bring micro-scale play to complement the macro-scale gameplay we already have, and a level of fine grained detail we lack to fill in the epic scope we have that no other online experience can remotely match. Arguments to the contrary reduce to "The first attempt was badly managed, therefore the concept is flawed". The fallacy is obvious.

In the shorter term, I'm more than happy for CCP to be focusing on spaceships while they work out the technical shortcomings of the Incarna engine and put together a clear, consistent, relevant vision of what kind of gameplay WiS should have. In other words, to complete the foundation work that was not done when Incarna went live.

If this adds 6-12 months to the wait for the next Incarna expansion, then so be it; the first attribute of the EVE player is patience. Better that it be done right than that it be done soon. I hope that the Summer 12 expansion is 99% focused on spaceships. I will be disappointed if the Summer 13 expansion isn't 80% focused on Incarna.


Sure Malcanis, you have an optimistic outlook and that is nice and dandy.
The problem is simply: there is no godamn gameplay (can i kill ppl, can i make isk off it, do i have to do station stuff for sov-controlled stations). Will it stand as it's own niche of gameplay with enough substance to fill out its own branch on the "what to do in eve" diagram in your signature. or will it simply be useless like in my signature?

But no, not even a fart of a hint in the devblog and dev posts on what they are going to do with it.
Most importantly, there is no change in the leadership of "team avatar" (the new team of about 8 devs working on wis)
It is still headed by the two i shall not name who brought us incarna 1.0. Based on these circumstances it is more than likely that incarna 2.0 will be the same feces served on a different plate, except now we can have multiple avatars in the same room ie a useless bigger CQ, then what?

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

Nova Fox
Novafox Shipyards
#2924 - 2012-02-14 15:10:42 UTC  |  Edited by: Nova Fox
Well I dont mind the single player quaters thing as long as they have time to optimize and make the CQ load and run faster.

May I also point out the queen of geekdom just recenlty +1 incarna's avatar creation. Shes followed by a good 10 million fans so who knows how many of them downloaded the trail only to get upset that the avatars are nearly useless.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#2925 - 2012-02-14 15:48:13 UTC
Rek Seven wrote:
Wacktopia wrote:
Granted WIS has little point beyond RP at the moment but if it did have a point perhaps it might be more interesting.


This always confused me about the EVE community. What exactly do you mean by "roleplay"? because to me it's all just part of the game i'm playing and things like CQ just help to solidify the immersion i feel with the game.

A role-player is someone that actually pretends to be the character in a game, and i would hate to be lumped in with that category of human being


I guess I mean that there is no real reason to use CQ other than if you like the idea of sitting on a couch to do some of the things you can do through the icons. The fact that this experience is single player makes it dull.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#2926 - 2012-02-14 15:58:15 UTC  |  Edited by: Wacktopia
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal than a massive atrium with 1000 players in whilst providing an excellent function in game.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#2927 - 2012-02-15 00:25:26 UTC
Wacktopia wrote:
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal that that massive atrium with 1000 players in whilst providing an excellent function in game.


Team Avatar, think about ideas like these, smaller incremental improvements marching towards an immersive wonderful scifi experience!

Issler
foxnod
Perkone
Caldari State
#2928 - 2012-02-15 00:41:08 UTC
Taiwanistan wrote:
Malcanis wrote:
In the longer term, WiS is essential to EVE's continued survival & growth. The prize of adding a whole new dimension of gameplay is too precious to abandon. Successful development of WiS will bring micro-scale play to complement the macro-scale gameplay we already have, and a level of fine grained detail we lack to fill in the epic scope we have that no other online experience can remotely match. Arguments to the contrary reduce to "The first attempt was badly managed, therefore the concept is flawed". The fallacy is obvious.

In the shorter term, I'm more than happy for CCP to be focusing on spaceships while they work out the technical shortcomings of the Incarna engine and put together a clear, consistent, relevant vision of what kind of gameplay WiS should have. In other words, to complete the foundation work that was not done when Incarna went live.

If this adds 6-12 months to the wait for the next Incarna expansion, then so be it; the first attribute of the EVE player is patience. Better that it be done right than that it be done soon. I hope that the Summer 12 expansion is 99% focused on spaceships. I will be disappointed if the Summer 13 expansion isn't 80% focused on Incarna.


Sure Malcanis, you have an optimistic outlook and that is nice and dandy.
The problem is simply: there is no godamn gameplay (can i kill ppl, can i make isk off it, do i have to do station stuff for sov-controlled stations). Will it stand as it's own niche of gameplay with enough substance to fill out its own branch on the "what to do in eve" diagram in your signature. or will it simply be useless like in my signature?

But no, not even a fart of a hint in the devblog and dev posts on what they are going to do with it.
Most importantly, there is no change in the leadership of "team avatar" (the new team of about 8 devs working on wis)
It is still headed by the two i shall not name who brought us incarna 1.0. Based on these circumstances it is more than likely that incarna 2.0 will be the same ***** served on a different plate, except now we can have multiple avatars in the same room ie a useless bigger CQ, then what?


+10


DeMichael Crimson
Republic University
Minmatar Republic
#2929 - 2012-02-15 01:37:38 UTC
Malcanis wrote:
In the longer term, WiS is essential to EVE's continued survival & growth. The prize of adding a whole new dimension of gameplay is too precious to abandon. Successful development of WiS will bring micro-scale play to complement the macro-scale gameplay we already have, and a level of fine grained detail we lack to fill in the epic scope we have that no other online experience can remotely match. Arguments to the contrary reduce to "The first attempt was badly managed, therefore the concept is flawed". The fallacy is obvious.

In the shorter term, I'm more than happy for CCP to be focusing on spaceships while they work out the technical shortcomings of the Incarna engine and put together a clear, consistent, relevant vision of what kind of gameplay WiS should have. In other words, to complete the foundation work that was not done when Incarna went live.

If this adds 6-12 months to the wait for the next Incarna expansion, then so be it; the first attribute of the EVE player is patience. Better that it be done right than that it be done soon. I hope that the Summer 12 expansion is 99% focused on spaceships. I will be disappointed if the Summer 13 expansion isn't 80% focused on Incarna.

Very well said.

+1



Wacktopia wrote:
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal that that massive atrium with 1000 players in whilst providing an excellent function in game.


Good starting point.

+1

Should also have option to invite a 'Guest' to your Corp / Board meeting as well.
Taiwanistan
#2930 - 2012-02-15 02:11:37 UTC
Wacktopia wrote:
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal that that massive atrium with 1000 players in whilst providing an excellent function in game.


so we got a 5 dudes to meet up and do what? i hope nothing too unseemly. a map for planning what? yeah i know our alliance leadership really sorely needed that "feature" to "plan" for the invasion of Branch.
here we have a circle-jerking wis-loving support group drowning and grasping on any sort of a floating drift wood of useless ideas,
i like your idea, no i like you for liking my idea, oh i like that, me too

while ignoring the glaring problems that wis simply lacks substance, hell why don't you just admit and come out and say it
all i want is to 07m8/dance with 1000 dudes but i can start with 5 please it is really important to me.

here's an idea, for those with super high standings, they get the honor and privilege of being granted an audience with the major faction leaders, a meeting in personal avatar form. hell you are god damn right you deserve it if you did the grind after all you've done for the faction.
eg. for amarrian loyalists they get to see the empress flanked by her royal templars or whatever, and you have to /kneel before you can speak to the empress, and she is really really really really hawt and there will be a few dialogue things like "gj on the grind here's your symbolic reward" and the RPers will be all YAY! DIS IS AWSUM! OH DID YOU SEE THAT TEMPLAR?! IT'S EXACTLY LIKE IN THE BOOK!

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

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#2931 - 2012-02-15 02:30:59 UTC  |  Edited by: Issler Dainze
Taiwanistan wrote:
Wacktopia wrote:
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal that that massive atrium with 1000 players in whilst providing an excellent function in game.


so we got a 5 dudes to meet up and do what? i hope nothing too unseemly. a map for planning what? yeah i know our alliance leadership really sorely needed that "feature" to "plan" for the invasion of Branch.
here we have a circle-jerking wis-loving support group drowning and grasping on any sort of a floating drift wood of useless ideas,
i like your idea, no i like you for liking my idea, oh i like that, me too

while ignoring the glaring problems that wis simply lacks substance, hell why don't you just admit and come out and say it
all i want is to 07m8/dance with 1000 dudes but i can start with 5 please it is really important to me.

here's an idea, for those with super high standings, they get the honor and privilege of being granted an audience with the major faction leaders, a meeting in personal avatar form. hell you are god damn right you deserve it if you did the grind after all you've done for the faction.
eg. for amarrian loyalists they get to see the empress flanked by her royal templars or whatever, and you have to /kneel before you can speak to the empress, and she is really really really really hawt and there will be a few dialogue things like "gj on the grind here's your symbolic reward" and the RPers will be all YAY! DIS IS AWSUM! OH DID YOU SEE THAT TEMPLAR?! IT'S EXACTLY LIKE IN THE BOOK!


It must be tough when your clone's noggin is all full of space worms...

So let me bounce a theory off of you.

CCP can do more stuff to make Eve better if they have more money. Money mostly comes from folks that subscribe to play the game. Let's call those folks "subscribers". So given that set of facts, here is my theory!

If Eve has more subscribers... now follow me here.... CCP will have money.... OK, here comes the tricky bit... and CCP will use the money to keep making Eve better!! Wow! I mean, pretty radical of me to suggest!!!

Now here is where it gets tricky, many games have more of these subscriber things, and one reason is that folks like to related to their characters, and at the moment, very few spaceships can subscribe and play Eve. As there aren't that many spaceships we know of and most of them are not self aware. Also, most don't have a form of payment accepted by CCP.

On the other hand, there are lots of PEOPLE that would like to play a game about PEOPLE in a scifi setting. These people have found Eve not to their liking because they want to see a representation of a PERSON in this scifi world. If we can get something in the game that makes them feel they can relate and connect, they might become subscribers!!

I'm just putting that out there for you to share with your brain worms.

Issler
Taiwanistan
#2932 - 2012-02-15 02:51:19 UTC
Issler Dainze wrote:
Taiwanistan wrote:
Wacktopia wrote:
CCP Bayesian wrote:
We have in no particular order:

Designers:
CCP Flying Scotsman
CCP t0rfifrans

Software Engineers:
CCP Karkur
CCP Bayesian

QA:
CCP RedDawn


Instead of trying to create the whole "open multiplayer atrium" that will have 1000 toons wondering around in Jita, causign havoc to the server and clients how about scaling it down....

An Idea

- Make the "door" open to a "lift"
- The "lift" goes to a private corp "meeting", "map", "directors" rooms (only other corp members can enter)
- Only available if your corp has an "office" in station
- Limit room capacity. Irl there would be a physical limit to the number of bodies in any given room
- Possibility of allowing access to CEO/Directors of alliances member corps.

Impact

- Lower server overheads because there will be separate rooms with smaller numbers of people
- Lower client needs because the room will be smaller and the number of people will be lower than an atrium
- Limited number of 'rooms' because of corp office costs etc.
- It provides something actually useful that is a small extension from CQ.

Something like this will allow the 5-man team working on WIS to have a smaller, more achievable goal that that massive atrium with 1000 players in whilst providing an excellent function in game.


so we got a 5 dudes to meet up and do what? i hope nothing too unseemly. a map for planning what? yeah i know our alliance leadership really sorely needed that "feature" to "plan" for the invasion of Branch.
here we have a circle-jerking wis-loving support group drowning and grasping on any sort of a floating drift wood of useless ideas,
i like your idea, no i like you for liking my idea, oh i like that, me too

while ignoring the glaring problems that wis simply lacks substance, hell why don't you just admit and come out and say it
all i want is to 07m8/dance with 1000 dudes but i can start with 5 please it is really important to me.

here's an idea, for those with super high standings, they get the honor and privilege of being granted an audience with the major faction leaders, a meeting in personal avatar form. hell you are god damn right you deserve it if you did the grind after all you've done for the faction.
eg. for amarrian loyalists they get to see the empress flanked by her royal templars or whatever, and you have to /kneel before you can speak to the empress, and she is really really really really hawt and there will be a few dialogue things like "gj on the grind here's your symbolic reward" and the RPers will be all YAY! DIS IS AWSUM! OH DID YOU SEE THAT TEMPLAR?! IT'S EXACTLY LIKE IN THE BOOK!


It must be tough when your clone's noggin is all full of space worms...

So let me bounce a theory off of you.

CCP can do more stuff to make Eve better if they have more money. Money mostly comes from folks that subscribe to play the game. Let's call those folks "subscribers". So given that set of facts, here is my theory!

If Eve has more subscribers... now follow me here.... CCP will have money.... OK, here comes the tricky bit... and CCP will use the money to keep making Eve better!! Wow! I mean, pretty radical of me to suggest!!!

what wis will attract new players? new players come and see that wis is only 5 dudes in a room, with no gameplay? really?

that theory, is that all that you got? a bit lacking eh? now i read your bit on mining, i feel that it is a shill for your ambulation agenda.

http://www.evenews24.com/2012/02/14/rvrnicsm7-the-carebear-nation-rats-incursions-and-miners/
read the bits on PVE,
this is how a serious candidate theorizes, not your little wis-lover support group this is a safe place we can speak our minds here.
the point is not try to be a game dev, but to demonstrate that a candidate has a level of logic, intelligence, coherence, and Riverini passes, IMHO.
Riverini is also a known goon hater, and it will be a good thing that he gets a seat on the CSM for "checks and balances" and all.

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

Flamespar
WarRavens
#2933 - 2012-02-15 03:05:12 UTC
Issler Dainze wrote:

So let me bounce a theory off of you.

CCP can do more stuff to make Eve better if they have more money. Money mostly comes from folks that subscribe to play the game. Let's call those folks "subscribers". So given that set of facts, here is my theory!

If Eve has more subscribers... now follow me here.... CCP will have money.... OK, here comes the tricky bit... and CCP will use the money to keep making Eve better!! Wow! I mean, pretty radical of me to suggest!!!

Issler


Not to mention that if Dust514 is a wild success then I think it is reasonable to expect that some of the money gets put back into the game that gave birth to it
Taiwanistan
#2934 - 2012-02-15 03:06:25 UTC
Issler Dainze wrote:


On the other hand, there are lots of PEOPLE that would like to play a game about PEOPLE in a scifi setting. These people have found Eve not to their liking because they want to see a representation of a PERSON in this scifi world. If we can get something in the game that makes them feel they can relate and connect, they might become subscribers!!

I'm just putting that out there for you to share with your brain worms.

Issler


look at you editing that in, if PEOPLE/AVATAR is your angle on getting new subbers, then jesus christ you are a bigger scammer than The Mittani.
it is like you are trying to scam the general public into eve "hey we have avatars too".
it is like you herd busloads of new players into eve, drop them off at a shopping mall "welcome to eve, and here's the wis parts"
but these new players only find a decrepit shopping mall with whole sections taped off "coming soon" and "under construction" oh but the nex gift shop is that way so buy some crap. and the new players asks is that it? yup that's it. what about the other stuff, oh you do that in space.

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

DeMichael Crimson
Republic University
Minmatar Republic
#2935 - 2012-02-15 03:12:16 UTC
Taiwanistan wrote:
Stuff


Wow, you're still here trying to gather support for the 'WiS is Killing Eve' group?

Besides the fact that it's here to stay, no matter what type of 'Doom and Gloom' scenario you preach, nobody is listening. Maybe if you posted some constructive ideas to help influence it's growth into something you'd be interested in, you might not be such a 'sourpuss' about it.

Other than that, please stop trying to derail this thread.
Mas Yelwok
Clan of the blue spotted goat
#2936 - 2012-02-15 05:17:56 UTC
Hi,
I've been reading this thread since it started on and off. Now, I haven't read every post but I do think that there are some good ideas being thrown around.
I have a couple of ideas for WIS as well, dont know if they have already been thought of but...here goes:
What about instances on station? What I mean by this is you dock your ship and there might already be say 150 people on station each instance could be limited to 100 people for arguments sake. So the 50 other people in station are on a second instance with exactly the same environment. If you want to meet up with a corp mate just type in /instance XX and you meet up in the same instance. If no one is one station then no instances are generated. This might get over the lag issue that seems to be talked about with stations like JITA.
Secondly, instead of having things like the loyalty shop, market, science, research and manufacturing on your UI place them in the station as shops. So anyone that has CQ enabled would not have these on their UI but someone with just the ship hanger would have them enabled on their UI.
Just a couple of thoughts..........Cheers
Flamespar
WarRavens
#2937 - 2012-02-15 05:26:33 UTC
Personally I hope CCP does not go down the instance route. I think they are terrible and immersion breaking.

They should set a (high) limit on the number of avatars that can be in any single environment at the same time. And then design WiS is a way that encourages players to spread out so that this limit is rarely reached.
Taiwanistan
#2938 - 2012-02-15 07:39:45 UTC
DeMichael Crimson wrote:
Taiwanistan wrote:
Stuff


Wow, you're still here trying to gather support for the 'WiS is Killing Eve' group?

Besides the fact that it's here to stay, no matter what type of 'Doom and Gloom' scenario you preach, nobody is listening. Maybe if you posted some constructive ideas to help influence it's growth into something you'd be interested in, you might not be such a 'sourpuss' about it.

Other than that, please stop trying to derail this thread.


lol you were the ones crying, without wis eve is doomed, because yeah fis is at the ends of its potential?
i just posted another idea earlier today. oh and keep dodging the issue.

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

DeMichael Crimson
Republic University
Minmatar Republic
#2939 - 2012-02-15 10:16:30 UTC  |  Edited by: DeMichael Crimson
Taiwanistan wrote:


lol you were the ones crying, without wis eve is doomed, because yeah fis is at the ends of its potential?
i just posted another idea earlier today. oh and keep dodging the issue.


I don't remember crying but yes, there's lot's of potential game play content that can be gained from WiS. As for FiS, I haven't seen any new game play content but I definitely see a lot of 'Fixes', 'Enhancements' and 'Balancing' being done which is excellent. Oh wait, there was some new ships just recently added to the game which could be considered as new game play content.

Sorry I missed your idea, was it something like a 'Bomb in Jacket' allowing you the option to suicide gank multiple Avatars in a single location all at the same time?

Just exactly what 'Issue' am I dodging?
Rek Seven
University of Caille
Gallente Federation
#2940 - 2012-02-15 10:22:06 UTC
DeMichael Crimson wrote:
[quote=Taiwanistan]

Just exactly what 'Issue' am I dodging?



I think he is rattling on about the fact that there is no gameplay in incarna, as if we didn't already know.

I'd also be interested in hearing what NEW things he would like to see added to the game other that the typical "duhr... fix faction warfare".