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Player Features and Ideas Discussion

 
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Character / Quarters Expansion Brainstorming (Including some WiS)

Author
Aura Vampriss
Doomheim
#81 - 2013-11-22 03:45:08 UTC
+2 (repost + bumping for sweet justice) TwistedPirate
Isis Dea
Society of Adrift Hope
#82 - 2013-12-06 10:11:04 UTC
Bumping as well.

More Character Customization :: Especially compared to what we had in 2003...

Roime
Mea Culpa.
Shadow Cartel
#83 - 2013-12-06 11:07:26 UTC
Read the thread and couldn't find any gameplay-related ideas?

I'm not against WiS, quite the contrary, but implementing it in a way that is somehow connected to the current New Eden gameplay is the the hard part.

Try to think of the average EVE player, who subs to the game so he can fly awesome spaceships with his mates. He socializes primarily via voice comms and chat channels while doing stuff in space. Now to make WiS successful, you need a reason for these guys to dock up and stop playing the game as they currently love to play- what is compelling and awesome enough? How does it tie to the existing game universe?

.

Isis Dea
Society of Adrift Hope
#84 - 2013-12-08 00:41:40 UTC
Roime wrote:
Read the thread and couldn't find any gameplay-related ideas?

I'm not against WiS, quite the contrary, but implementing it in a way that is somehow connected to the current New Eden gameplay is the the hard part.

Try to think of the average EVE player, who subs to the game so he can fly awesome spaceships with his mates. He socializes primarily via voice comms and chat channels while doing stuff in space. Now to make WiS successful, you need a reason for these guys to dock up and stop playing the game as they currently love to play- what is compelling and awesome enough? How does it tie to the existing game universe?



A lot of us argue the game's universe includes its lore. Of which we'd like to dabble more within and enjoy our characters more beyond the capsule. That's all WiS should be, according to the majority of us still pushing for it. As for being successful, I don't understand your thought process. Nobody should be forced to it, like mission running, pvping, or anything else in EVE: it should just be optional.

What's not to like about more things to explore?

Especially in a game this big... Straight

More Character Customization :: Especially compared to what we had in 2003...

Seranova Farreach
Biomass Negative
#85 - 2013-12-08 00:57:58 UTC
ill just say this now... WiS will not be comming for another year or 2 as there is still the rebalance to finish, possable new ships, fixing SOV, fixing low/null, "fixing" POS's.. and much more

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#86 - 2013-12-08 14:28:48 UTC
Solkara Starlock wrote:
I support the whole WiS ideas here.

It should be important for the whole Wis Experience to become a succes that you can not only do the same things as while ship spinning, but there should also unique things that can only be done while WiS.

Things that spring to mind are casinos, social interaction, pit fights, walkways, warrooms, corporation headquarters with stunning view of the spae/moon/ planet outside.

Introduce an smuggling economy that takes place inside shady areas of stations.

Outside stations, walking in ruined spaceships or stations searching for salvage could be a great replacement for the archeology minigame, which is now an exact copy of the hacking minigame but with different loot.

Work on it CCP! It has great potential!


i personally think WiS should just be for social interaction of your avatar with other avatars. And u could include little games like Poker or what else u find in a casino.

Seranova Farreach wrote:
ill just say this now... WiS will not be comming for another year or 2 as there is still the rebalance to finish, possable new ships, fixing SOV, fixing low/null, "fixing" POS's.. and much more


i think alot of ppl in this thread know that, but WiS should be developed farther and the NeX Store should be destroyed all u can get with aur should be produceable ingame and sold on the market for isk and especially it shouldnt be that expansiv. But thats another topic the players in this thread just try to remind ccp that they ruined incarna with how they handled it (only CQ and NeX Store) but there are alot of Players out there who would love WiS.
Karma Codolle
Chimera Research and Development
#87 - 2013-12-10 00:48:41 UTC
WIS is neat idea but honestly it can't have too much content that takes away from spaceships. If everyone is able to walk around in station and do tons of things they aren't going to go out in space.

EvE is a game about spaceships, Captain quarter nicknacks are nice, just as long as they don't come at the expense of the actual game.
Isis Dea
Society of Adrift Hope
#88 - 2013-12-11 07:32:42 UTC
So... screw all the lore to the rest of the game? Really? O.o

More Character Customization :: Especially compared to what we had in 2003...

Zvaarian the Red
Evil Leprechaun Brigade
#89 - 2013-12-11 07:40:10 UTC
I literally have zero interest in expanding the avatar elements of the game, especially when the actual space content has so much work that needs to be done. This is a game about space ships, not The Sims in space.
Jane Shapperd
Quafe Commandos
The Obsidian Front - Reborn
#90 - 2013-12-11 09:40:32 UTC
Supported. !! Big smile
Ronny Hugo
KarmaFleet
Goonswarm Federation
#91 - 2013-12-12 07:14:25 UTC
Bumping for more ideas. I can add that we should try to look for administration tools for things that are basically spreadsheets now.
The visual interface in an economically complex real time strategy game can make the game either:
1. So complex everyone are in a constant state of confusion because information can not be gathered and analyzed efficiently, so everyone has a really hard time making good decisions. The government of Greece has such an interface.
2. A magnificent visual interface that is logical and allows the players to quickly gather all the information they need on one single screen and then make a good decision in no-time.
Most good RTS games are in the latter.

Walking-in-station can offer three-dimensional interfaces on our two-dimensional screen. We just have to design an interface for what we already do that make us able to do more in less time and less confusion. And be able to do it in a more enjoyable fashion.