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Replacing Local

First post
Author
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#141 - 2013-12-26 23:39:20 UTC
Silent Rambo wrote:
Shepard Wong Ogeko wrote:

Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.


So if gankers cant find targets then how is it a buff to gankers? Seems its pretty balanced as ganker's wouldn't know who's in the system as much as other potential targets would know there is a ganker in the system.


Except plenty of people here have already pointed out the tactic of warping to places PvE'ers would be at, like belts and anoms. They complain that local lets the PvE'er warp out before the ganker has time to check all the belts/anoms.

I don't have to read between the lines in this thread when people have been very open about their desire to remove local having the result of keeping their targets ignorant of a threat, making the targets easier to catch. This is all about making it harder for the hunted to know they are being hunted.


Tryaz wrote:

I am so sick of the people like you in this thread who are incapable of expanding their imagination beyond the base concern of fear for their own rear-ends and wallets. All of this is only proposal, for God's sake stop idly objecting and get involved in the discussion! There is not ONE PvE pilot out there today whose profitability is in any way threatened by "gankers". Suffering the occasional loss is not the same as not being profitable, I object to anyone who argues for gain without loss in EVE.


Sure I have an imagination. And my imagination isn't enjoying the idea of spamming d-scan, or layering a hypothetical auto-scanner window on my already cluttered screen. Watching gates doesn't sound like fun, or maintaining any sort of check-point-log structure on the gates.

And gankers most certainly affect profitability. Either they keep you in the station, where you don't make the isk to pay off your PvE ship, or they kill your PvE ship before you make enough to pay it off. These mechanics of no gain or actual loss already exist, and they already get used every day.


I'm kind of sick of people dreaming up ways of making the space I live in less livable or more of a chore to use, just to buff one very narrow play style. After all, these ideas almost always exclude highsec and lowsec from local removal. If you want to make changes to my backyard then you better get use to me giving you and earful on what the likely outcome would be.
Tryaz
University of Caille
Gallente Federation
#142 - 2013-12-27 00:13:09 UTC
Shepard Wong Ogeko wrote:
Except plenty of people here have already pointed out the tactic of warping to places PvE'ers would be at, like belts and anoms. They complain that local lets the PvE'er warp out before the ganker has time to check all the belts/anoms.

I don't have to read between the lines in this thread when people have been very open about their desire to remove local having the result of keeping their targets ignorant of a threat, making the targets easier to catch. This is all about making it harder for the hunted to know they are being hunted.

Sure I have an imagination. And my imagination isn't enjoying the idea of spamming d-scan, or layering a hypothetical auto-scanner window on my already cluttered screen. Watching gates doesn't sound like fun, or maintaining any sort of check-point-log structure on the gates.

And gankers most certainly affect profitability. Either they keep you in the station, where you don't make the isk to pay off your PvE ship, or they kill your PvE ship before you make enough to pay it off. These mechanics of no gain or actual loss already exist, and they already get used every day.


I'm kind of sick of people dreaming up ways of making the space I live in less livable or more of a chore to use, just to buff one very narrow play style. After all, these ideas almost always exclude highsec and lowsec from local removal. If you want to make changes to my backyard then you better get use to me giving you and earful on what the likely outcome would be.


Nope I'm sorry but I won't stand for any of that, not after all the excellent discussion that has gone on here. There have been thousands of characters spent discussing low and high-sec, the reason that thousands more have been wasted on null-sec pve especially is because people like you come here barking like frightened dogs forcing ideas to be re-iterated as you find endless ways to rephrase the same tired old concern.
If you'd read and understood anything suggested you'd know that the direction of the discussion is towards an information advantage for sov holders in their home space (which they don't currently possess because of instant-intel local and the star map). To your narrow view that means you hold more cards than any "gankers" that come in to your home Q.Q, with warning of their presence before they ever know you present a target at all.
As to your desire to reduce your already cluttered screen, (which by the way has been a central ideal of those proposing changes to local and scanning mechanics) frankly how dare you! You deserve none of the benefits you clearly enjoy currently "my imagination isn't enjoying the idea of spamming d-scan". Every pilot should have to actively defend their ISK making endeavours: whether it be updating their market orders, scouting their freighter, or (God forbid =O!!!!) using their D-scanner.

One last thing while I'm in the mood for wasting my breath: do I spy a hypocrite??? Don't empower gankers, leave my pve alone says the pilot who happily ganked others in high-sec during Burn Jita this year.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#143 - 2013-12-27 07:36:25 UTC
Tryaz wrote:

One last thing while I'm in the mood for wasting my breath: do I spy a hypocrite??? Don't empower gankers, leave my pve alone says the pilot who happily ganked others in high-sec during Burn Jita this year.


Quite the contrary.

Ganking in nullsec is already a rather easy, low risk, and profitable activity. And I encourage everyone to give it a try.


My favorite example is Laserz Pewpew

https://zkillboard.com/character/1599070531/history/

This guy not only ganked a tons of PvE'ers, but also raided POS for moon goo, and bragged about plexing his accounts just off the loot he took from Tengus he killed. The guy knows the game inside and out, and would even come into our public help channel to explain to people how to play better. But I'll let him speak for himself;
http://themittani.com/features/lifestyles-blaptastic-laserzpewpew
http://themittani.com/features/revisiting-bounty-hunting


As for pure solo and killing just for the sport, there is Zed Mike

https://zkillboard.com/character/1612249532/history/

He hasn't been around for awhile, but he was slaughtering Drakes before Drakes got nerfed for being 'over powered'.


And an example of how low of a bar it really is to fly around nullsec causing grief, General Discussion regular Harry Forever

https://zkillboard.com/character/93239045/history/

Started with destroyers and a cloak, brand new to this whole thing. He isn't the cleverest guy we have seen, but I like him because he actually had the guts to get out there and give it a shot. And while he may not like the stuff we say to him in local, he's never shy about using local to share his latest killmail.


Check out those kill/death ratios. Check out the isk damage. Local is just a chat window that shows who is in system, and is the bare minimum in terms of intel. Not what they are flying, not where they came from, not where in system they are. Just the most basic fact that they are in the system. We already have to do the leg work to find out everything aside from what system they are in. And sometimes we have to do the leg work of flying around to see what system they moved on to. Why add more work for the sake of adding more work?

And for people who genuinely want to have fun, local is no hindrance. If it isn't broke, it doesn't need fixing. No ones game is being ruined by local, and the various schemes to have some automated d-scan or more nullsec structures to babysit doesn't make anything better for those that actually live there.


If these ideas are about dreaming up a new system for the rumored new space CCP is adding, fine. Leave nullsec out of it. Nullsec has plenty of problems that should be addressed, and local really isn't even on that list.
Lucas Kell
Solitude Trading
S.N.O.T.
#144 - 2013-12-27 12:40:17 UTC
Teckos Pech wrote:
Lucas Kell wrote:
The entire "problem" that presents is "I can't gank a PVE player". Honestly, that's not the type of gameplay I think should get the focus of changes. I'd like to see more gameplay where players interact, sure, but not where one side gets to just smoosh the other because they can. That's pointless.

EDIT: By the way, that was written a long time ago. Far back enough in fact that since then, both warp speed changes and anom changes have gone in. Now you do not get 30 seconds at all. If you are really lucky and the guy attacking you is too stupid to bring an interceptor, you get 10 seconds.


The problem is that too much isk was flowing into the economy.

And you are missing t he point here Lucas, which is that CCP realizes it has two ways to respond to an imbalance:

1. Increase risk,
2. Decrease rewards.

Nothing is static or beyond being changed, in CCP's view. Even if they change local and it has a deleterious effect on other types of PvE, that PvE could get a boost to rewards to off set the increased risk.
Which is great, except that will only further the imbalance. If you increase PVE rewards, then groups like our that can afford to own half of the universe can have people working on deep pockets of space to harvest the reward with minimal risk. People that can't afford to own all the space will now suffer a huge amount of risk, for reward they can't obtain.

Even in CCPs minutes, they don't suggest the nuking of local, they suggest the addition of risk to carriers, which i would definitely support. A blanket punishment to all PVE is a terrible idea.

Plus, the repose I was responding to there was your link to the "THE LOCAL PROBLEM" article, which basically states that he can't catch PVE players, thus local must be destroyed. That's nothing to do with ISK generation, that's to do with a ganker not getting ganks way before the grav changes, the anom changes and the ceptor changes.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#145 - 2013-12-27 12:50:28 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
If local, as has been demonstrated, has such a significant impact on gameplay, why isn't it affected by gameplay?

Specifically, why can't pilots target and attack this gameplay element?

Why isn't local, actually in the game?

Why is any game mechanic there? Why don;t I have to manually rotate my guns? Why don't I have to just look in space to see what's on grid with me? Why do I have a quick menu to select celestials in system?

Because it's a game and mechanics are good for that. Not every single little piece of the entire game needs to be player driven. At some point you get to a situation like now, where any change is going to cause most people to simply have less fun.


Your ship can be blown up. Your guns won't participate or affect other players in that event, so your guns are in the game.

To get better than default results, it is customary to make a direct effort.
It is impossible to make a superior direct effort for pilot presence than is provided by local. It is also impossible to hinder or prevent local from doing this, meaning no counter is available.

A blob can take out your POS, your Outposts, and force your fleets to run or be crushed before them, but noone knows how to simply turn out the the lights for automated intel.
If you pod me and I'm not set to that system as my home, my "local" window doesn't work either. So it seems that would be a counter. A contact watchlist on the other hand has no counter. You can kill me, pod me, send me anywhere in the universe, and the contact watchlist will still provide me that information.

The point is mechanics aren't bad just because they are automatic. There are many mechanics in the game which occur automatically. Why are you picking local out as the one? And most importantly what "problem" is local causing. Beyond "i can't gank", none of you have been able to articulate a problem. You all keep saying "it's automatic!" and "it's free". That's a statement of the current system, not a statement of the problem you are trying to address. And there are literally hundreds of other things that are both free and automatic (watchlists, overview, station guest lists, for example), which you don't discuss. How can you expect people to get on board with a solution if even you are unable to accurately convey the actual problem the solution is for?

Seem to me like there is no problem, you just don't like the idea of something being automatic, so you are trying to "fix" something that isn't broken. That's an awful lot of dev time to create a system which will probably kill nullsec, just to satisfy your personal dislike of the word "automatic".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#146 - 2013-12-27 12:52:50 UTC
Silent Rambo wrote:
Shepard Wong Ogeko wrote:

Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.


So if gankers cant find targets then how is it a buff to gankers? Seems its pretty balanced as ganker's wouldn't know who's in the system as much as other potential targets would know there is a ganker in the system.
You realise gankers don't actually fly through every system in the universe looking at local right? They use sov indices, and map statistics to find targets. Then when they arrive, they use d-scan to ensure there's targets outside of a station.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#147 - 2013-12-27 12:58:37 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Consider if you are one of these PvE pilots. Add to this the idea that you play PvE as the primary interest, and you want to define yourself as better than average.
Right now, you have two options. Use more accounts than most players, or spend more time than most players.
Neither addresses quality of play, just quantity, and frankly this is hardly a distinguishing characteristic for a better player, just one with more time or more money to multibox with.

From another perspective, we already have high sec space to play the quantity angle with. Why are we duplicating that experience with null?
We certainly don't approach PvP as a duplicate between these regions, why should PvE be so much alike?
No, just no. this is YOUR view of PVE. Most PVE players don't want to add PVP to their day to make their PVE more "exciting". PVE players, shockingly enough want PVE. YOU want PVP integrated directly into your PVE. This show you are not a large scale PVE player, which are an absolute requirement for the survival of null.

What you want is to have a WH/low PVE experience, based around dodging attackers constantly but in null. It simply would not work. Efficiency (through a huge increase in effort per character and a huge decrease in the number of PVE players playing) would be reduced. Null is not free. Please take some time to actually work with high level industry in null before talking about concepts your clearly do not understand. I'd actually like to continue being able to have 4k player battles in null, and they absolutely require quantity of PVE.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

DragonGrace
Voyeur Vanguard
#148 - 2013-12-27 13:41:44 UTC
I have read through the majority of this and i am smiling my ass off.

i would like to maybe add a little thing to the "constellation" local idea.

I think its a good idea, however i do see a little bit of a failing.

Would it not be better idea to have a "so many jumps depending on your skills" local. I mean if you are in a constellation, and you think its pretty quiet. You are in a party of 3 or something in low sec. You jump into another constellation and all of a sudden there is 100 people in your local, 30 are gate camping where you are. YOU WILL BE SCREWED :P which is nice. but a skilled pilot wouldnt want to be forced to make this mistake. I think it would be a good idea to have a skill.

Something like "vacinity radius" or something. Level 1, you can see in your system and up to 1 jump from where you are in any direction, all the way to level 5 where you can see up to 5 systems in either direction of the system that you are. Of course, there has to be gates. so, if you are in a dead end system, you will only see the systems linked to that 1 gate.

I think this would be a better way of having a nice dynamic local. The people who dont train they vacinity skill will be the ones who get a nasty surprised, and the one that do, deserve to plot their course well.

I hope i have explained that properly. I would like to have gone into more detail but im at work :P

thoughts on this?
Tryaz
University of Caille
Gallente Federation
#149 - 2013-12-27 13:46:17 UTC
DragonGrace wrote:
I have read through the majority of this and i am smiling my ass off.

i would like to maybe add a little thing to the "constellation" local idea.

I think its a good idea, however i do see a little bit of a failing.

Would it not be better idea to have a "so many jumps depending on your skills" local. I mean if you are in a constellation, and you think its pretty quiet. You are in a party of 3 or something in low sec. You jump into another constellation and all of a sudden there is 100 people in your local, 30 are gate camping where you are. YOU WILL BE SCREWED :P which is nice. but a skilled pilot wouldnt want to be forced to make this mistake. I think it would be a good idea to have a skill.

Something like "vacinity radius" or something. Level 1, you can see in your system and up to 1 jump from where you are in any direction, all the way to level 5 where you can see up to 5 systems in either direction of the system that you are. Of course, there has to be gates. so, if you are in a dead end system, you will only see the systems linked to that 1 gate.

I think this would be a better way of having a nice dynamic local. The people who dont train they vacinity skill will be the ones who get a nasty surprised, and the one that do, deserve to plot their course well.

I hope i have explained that properly. I would like to have gone into more detail but im at work :P

thoughts on this?


This seems like a better idea, I can't think of a reasonable objection to it.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#150 - 2013-12-27 13:50:54 UTC
Tryaz wrote:
This seems like a better idea, I can't think of a reasonable objection to it.
Adding more intel. Yup. Nobody is going to go against that at all...

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tryaz
University of Caille
Gallente Federation
#151 - 2013-12-27 13:54:08 UTC
Lukas Kell et al. I respect your experience and don't doubt the validity of your concerns, it's the way you choose to express them that I take issue with. Would you please stop perceiving the contents of this thread as a directed attack against Null sec PvE (I for one am passionately disinterested in it). Whatever form it eventually takes it is apparent to me that the status quo re. Local will not persist forever.
Please suggest the changes to Local that would make your EVE better instead of just objecting to other people's suggestions

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#152 - 2013-12-27 14:10:01 UTC
Tryaz wrote:
Lukas Kell et al. I respect your experience and don't doubt the validity of your concerns, it's the way you choose to express them that I take issue with. Would you please stop perceiving the contents of this thread as a directed attack against Null sec PvE (I for one am passionately disinterested in it). Whatever form it eventually takes it is apparent to me that the status quo re. Local will not persist forever.
Please suggest the changes to Local that would make your EVE better instead of just objecting to other people's suggestions
But I think there should be no changes to local. I think that any change will cause more problems than generate content. I don't think gankers should be able to decide someone dies, with no ability for the PVE players to react, and I don't think cloakers should be buffed any further than they already are. Overall, I think the whole situation is a massive waste of dev time that could be better served on one of the many parts of the game that could have realistic benefits to the game.

The reason my comments come across as harsh and dismissive is because we've had this same conversation hundreds of times over. There's quite literally nothing you can say that I won't have heard before. People don't like how automatic local is. I get that, I really do. But it is not causing any problems, and is in fact a necessary evil unless CCP plan to reshape the entire economy as well as all null mechanics. So much would need to be rebuilt, that it means they practically have to create EVE 2.

So consider the scale of the changes that are actually possible and realistic. At best, it will be practically what we have now (minus a bit of detail maybe), but with some buttons being pushed or a skill being learned, or possibly some structures too. How does that make a damn bit of difference to gameplay overall? It's just more isk and time sinks for most people and a handful of people that want to harass being able to do so slightly easier (until they get bored with pew pewing structures).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#153 - 2013-12-27 14:53:51 UTC
Lucas Kell wrote:
Tryaz wrote:
Lukas Kell et al. I respect your experience and don't doubt the validity of your concerns, it's the way you choose to express them that I take issue with. Would you please stop perceiving the contents of this thread as a directed attack against Null sec PvE (I for one am passionately disinterested in it). Whatever form it eventually takes it is apparent to me that the status quo re. Local will not persist forever.
Please suggest the changes to Local that would make your EVE better instead of just objecting to other people's suggestions

But I think there should be no changes to local. I think that any change will cause more problems than generate content. I don't think gankers should be able to decide someone dies, with no ability for the PVE players to react, and I don't think cloakers should be buffed any further than they already are. Overall, I think the whole situation is a massive waste of dev time that could be better served on one of the many parts of the game that could have realistic benefits to the game.

So, we agree that gankers should not have the ability to decide if someone dies, with no ability for the PvE players to react.

That said, I don't recall seeing any ideas that would actually create this environment.

I DO recall seeing ideas that result in PvE needing to do more than stare at their screen, and cycle lasers to the next rat or asteroid.

We logged into EVE in order to play with other people.
Watching local is not playing. Watching local is observing, as there is no interaction involved.
You may as well be watching the game being played by someone else.

Now, the really great part of playing against other people, is that they surprise you. You can expect to encounter something cool and clever, not so much limited to only a few possibilities, but really unknown.
Local limits that. It doesn't wait for you to ask, it doesn't respond with the intel for you to do anything, it sends the information to your screen automatically.
This means it is asking the questions for you, it is watching each gate, and inside of each POS and Outpost, with every inch of space in between.
If someone pops up anywhere, it tells you.

Sure, it won't tell you enough to know the specific location, but for many uses you don't need to know that in order to know enough to react.
You know they aren't likely to be in that Outpost. You know your POS shields won't let them inside, so that leaves a login to open space somewhere, or coming from next door through a gate.
And since they just changed session, that means they are probably active.

The only way you could play any less, is if your ship had a check box to warp automatically if a non blue/green became listed. For a lot of players, they are just duplicating this function manually already.

For a real PvE player, and not just a PvPer resentfully grinding from need, this can be a disappointing substitute for play. Let them auto-grind somewhere else, and AFK put in the time so they can PvP live. They don't WANT to PvE in the first place...

That is my opinion, and it fits the information presented here pretty darn well too.
Lucas Kell
Solitude Trading
S.N.O.T.
#154 - 2013-12-27 15:23:33 UTC
Nikk Narrel wrote:
So, we agree that gankers should not have the ability to decide if someone dies, with no ability for the PvE players to react.

That said, I don't recall seeing any ideas that would actually create this environment.
Any idea that gives "imperfect" intl will create this. Any time a player is unable to know if someone is warping to him, this will be happening.
Now if a change gets put in that requires something but provides perfect intel, nothing will change except there being a time or isk sink added to the current system. I really don't get why that's such a hard concept to grasp.

Nikk Narrel wrote:
I DO recall seeing ideas that result in PvE needing to do more than stare at their screen, and cycle lasers to the next rat or asteroid.

We logged into EVE in order to play with other people.
Watching local is not playing. Watching local is observing, as there is no interaction involved.
You may as well be watching the game being played by someone else.
Please by all means try just staring at local and see what happens. So when someone warps up to you, you are not aligned, you haven't even bothered moving. You won't magically survive. This utter nonsense that "all" a PVE player has to do is watch local is exactly that, nonsense. You could boil any system down to just having to watch X if you miss out most of the other activities surrounding it.
All a WH player needs to do is stare at their overview.
All a market trader has to do is stare at the market screen.
All a missioner has to do is stare at red crosses.

What you want is PVP forced into your PVE. So you have to go to great lengths just to live, and the doing the PVE part is secondary. The large scale PVE players enjoy providing the huge volumes of items to their alliances and tot the community. If they wanted to be forced to engage in PVP, they would go out and PVP.

Nikk Narrel wrote:
For a real PvE player, and not just a PvPer resentfully grinding from need, this can be a disappointing substitute for play. Let them auto-grind somewhere else, and AFK put in the time so they can PvP live. They don't WANT to PvE in the first place...

That is my opinion, and it fits the information presented here pretty darn well too.
You are not a REAL PVE player. You are a PVP player that doesn't like to go find PVP. You want to do a bit of PVE and have PVP delivered to you by force so you can actively run away from it.

And it's got **** all to do with auto-grinding, it's to do with PVE players generally striving for efficiency. Cutting down that efficiency and forcing them to partake in PVP is not a good idea.
By the way, if they were AFK, then local wouldn't matter would it?

Believe it or not, you do not speak for the majority of PVE players. You seem to be a PVE player that would be much happier in low sec or a wormhole, and you want to force your "PVE" on null as well, regardless of the consequences.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#155 - 2013-12-27 15:46:47 UTC
Lucas Kell wrote:
Believe it or not, you do not speak for the majority of PVE players. You seem to be a PVE player that would be much happier in low sec or a wormhole, and you want to force your "PVE" on null as well, regardless of the consequences.

I am not claiming I do. I am not trying to speak for all of them.

You have to remember that you do not speak for the majority either, so bringing this up is a meaningless detail.

And noone is trying to create an environment where a PvE player is unable to know ANYTHING.
But automatic play is a contradiction in terms, so they should need to at least ask, or activate something to repeat the question.
They SHOULD need to interact.
Lucas Kell
Solitude Trading
S.N.O.T.
#156 - 2013-12-27 15:58:10 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Believe it or not, you do not speak for the majority of PVE players. You seem to be a PVE player that would be much happier in low sec or a wormhole, and you want to force your "PVE" on null as well, regardless of the consequences.

I am not claiming I do. I am not trying to speak for all of them.

You have to remember that you do not speak for the majority either, so bringing this up is a meaningless detail.
I'm pretty sure if you took a poll, most real PVE players would like their PVE without forced PVP. Even if you labelled it as "excitement".
Nikk Narrel wrote:
And noone is trying to create an environment where a PvE player is unable to know ANYTHING.
But automatic play is a contradiction in terms, so they should need to at least ask, or activate something to repeat the question.
They SHOULD need to interact.
Why SHOULD they?
What benefit is there to clicking a button (for example) to achieve exactly what local gives you now?
From a gameplay perspective it means literally nothing. They already have to watch local constantly, and click on all of the other bits on their screen anyway, so adding a button, other than adding a bit more RSI to the game, how does that make anything better?

And it's not "automatic play". It's a single mechanic that requires no interaction but full attention in an activity that requires a lot of preparation and fast reactions. You act like the fact that local requires no buttons to be clicked means their WHOLE activity is automatic. That's utter nonsense.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#157 - 2013-12-27 16:21:25 UTC
Lucas Kell wrote:
I'm pretty sure if you took a poll, most real PVE players would like their PVE without forced PVP. Even if you labelled it as "excitement".

Nothing is being forced.

You keep throwing up this straw man, by implying that PvE player are UNABLE to click buttons, or toggle on a function.
I don't care if most PvE players like myself are suddenly able to better avoid threats, by trivial efforts such as this.
I DO care that we are interacting in order to earn this benefit.

Nobody will be forced to do anything, but players will have more chances to interact and define a personal standard for their own play.

Lucas Kell wrote:
Nikk Narrel wrote:
And noone is trying to create an environment where a PvE player is unable to know ANYTHING.
But automatic play is a contradiction in terms, so they should need to at least ask, or activate something to repeat the question.
They SHOULD need to interact.

Why SHOULD they?
What benefit is there to clicking a button (for example) to achieve exactly what local gives you now?

Every time you play a game, you try to do things correctly, or better than the player you are opposing.

If the game does it for you, you are not playing.

I want to play, turn on my own sensors. Maybe most can do the same thing, but if noone can screw up, then noone can do it right more often either.

If you don't play, you can't win.

If you don't care about winning, why are you even playing?
Silent Rambo
Orion Positronics
#158 - 2013-12-27 16:27:39 UTC
Nikk Narrel wrote:

Every time you play a game, you try to do things correctly, or better than the player you are opposing.

If the game does it for you, you are not playing.

I want to play, turn on my own sensors. Maybe most can do the same thing, but if noone can screw up, then noone can do it right more often either.

If you don't play, you can't win.

If you don't care about winning, why are you even playing?


Nikk knows what's up.

You really think someone would do that? Just log into EvE and tell lies?

Lucas Kell
Solitude Trading
S.N.O.T.
#159 - 2013-12-27 16:37:00 UTC
Nikk Narrel wrote:
You keep throwing up this straw man, by implying that PvE player are UNABLE to click buttons, or toggle on a function.
I don't care if most PvE players like myself are suddenly able to better avoid threats, by trivial efforts such as this.
I DO care that we are interacting in order to earn this benefit.

Nobody will be forced to do anything, but players will have more chances to interact and define a personal standard for their own play.
Again with the "let just call everything a straw man since that's the FOTM response".
And it's simple. I've explained it 1000 times. I'm NOT saying a PVE player is unable to click a button. I'm saying that if they need to click a button, but receive perfect intel, then there is NO GAMEPLAY BENEFIT to the change. But if they can't receive perfect intel, clicking a button or not, they are FORCED TO DIE mechanically.
So far nobody has given a good reason for what problem is trying to be solved, and every mechanic either falls on the "why bother" side or the "this kills PVE" side, simply because there is no point in making a change. Nooone can articulate a problem because there isn't one. There's just a handful of people sad about the word "automatic" but only in a single instance of that word.

Nikk Narrel wrote:
Every time you play a game, you try to do things correctly, or better than the player you are opposing.

If the game does it for you, you are not playing.

I want to play, turn on my own sensors. Maybe most can do the same thing, but if noone can screw up, then noone can do it right more often either.

If you don't play, you can't win.

If you don't care about winning, why are you even playing?
LOCAL DOES NOT DO IT FOR YOU!
Are you simply not reading this or are you legitimately unable to comprehend that.

The only reason a lot of people survive is because a lot of people have mastered their play style around the mechanic. If you replace it with ANYTHING, people will be able to master that too. Why have you got such a ******* stick up your ass about how many buttons need to be clicked for that mechanic to exist?

If it added any gameplay benefit AT ALL I'd be on board, but it doesn't, it's more effort for the sake of it.

Seriously though, PVE is PVE mate. Stop trying to force people to have to PVP just because that's what you want. Just go play in wormholes or something.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#160 - 2013-12-27 16:41:28 UTC
Silent Rambo wrote:
Nikk Narrel wrote:

Every time you play a game, you try to do things correctly, or better than the player you are opposing.

If the game does it for you, you are not playing.

I want to play, turn on my own sensors. Maybe most can do the same thing, but if noone can screw up, then noone can do it right more often either.

If you don't play, you can't win.

If you don't care about winning, why are you even playing?
Nikk knows what's up.
Really? Because that sounds more like rambling nonsense to me.
I think he's got this thing in his head that they will change local to something else, and he'll be wizzing around in his venture, dodging missiles by mere millimeters and saving the day while other people we be exploding left right and centre.
It's nonsense. One of two things will happen:

1. the mechanic will be masterable, most people will master it and all will be exactly the same as it is now, with more RSI for industrialists.
2. The mechanic will not be masterable, providing imperfect intel, and most of null PVE will simply leave null. Renters won't bother renting and null will die down to the active population of a wormhole.

It's a pointless change that he wants to bring PVP to his PVE, because he can;t be bothered to move to WH space, where he could have exactly what he wants because WHs were in fact designed for it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.