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[Question] Progressive versus Conservatism

Author
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#1 - 2014-03-14 19:46:22 UTC
tl;dr - Questions about progressive versus conservatism in wormhole development. Questions bolded below.

Something I’m learning a ton about quite recently is the depth and detail of different playstyles outside what my friends and I have enjoyed over the last few years. Take Nightingale’s response, along with many responses I’ve received recently from players about this game and our communities. Some of us, like myself enjoy the war, conflict, and the battlefield; while some players such as a few who replied to my Super Highway article simply like the serene and quiet gameplay where they can live or simulate their virtual life in peace.

The loud voices within the “notable” and more well-known wormhole entities propose ideas advocating change, conflict, and interaction; while some recent voices joining in the conversation advocate conservatism, with respect to maintaining the enjoyable environment they provide for themselves and their friends. They accuse the loud progressives of dismissing their style of gameplay, and disrespecting their view of how to play Eve Online. They refer to the progressives as “bullies”, “griefers”, and simply “disrespectful”.

After observing and participating in these discussions recently, I try to think about how a CSM delegate breaks down this information, reviews the perspective of the various groups, and makes the best decisions for the “community”. The more I’m learning, the less inclined I am to even refer to this as a community, as there seems to be a large community of players (C5/C6 Residents), a couple smaller communities (individual friendships between alliances/corps), even smaller communities to individuals residing quietly in various parts of the greater wormhole area, and then the individual corporations and alliances within wormhole space.

Take the Super Highway idea, for example, where a number of groups were very excited and very much liked the idea of removing the old C4 highway, dead-end pipes, and quiet cul-de-sacs and transforming it into an opportunity to spread throughout wormholes. After the article was published, it would seem a hornets’ nest had been rattled; an outcry from the C1-C4 residents that the idea was more “bullying” from the C5/C6 community. I recall one guy even referring to C5/C6 dwellers as carebears, even though he said he had to run 5x the sites to make what they earn in their systems? I digress.

So, as I spoke with some friends, I asked them, “Apparently our gamestyle and ideas negatively impact the gamestyle of another group, and they seem to think we completely are dismissing them and proposing to ruin the game for them. What do you think?” One reply ofcourse was “well, they’re weak, so who cares…”, another was “I don’t envy that diplo/CSM s***, bruh”, but then I was asked, “do you think that they realize or care that they are equally dismissing our gamestyle and ideas?”

So, I’m curious, what are your views and thoughts on the future of this “community”, wormholes, and Eve Online? Do we shelf the progressive changes to appease one group, dismissing the desires of another; do we act on progressive changes to appease the other group, while dismissing the style of the other; how would you weigh the gains and losses of players, and how would you justify your decisions?

Minister of High Society | Twitter: @autoritare

E-mail: diogenes.proc@gmail.com

My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

Noxisia Arkana
Deadspace Knights
#2 - 2014-03-14 20:00:23 UTC  |  Edited by: Noxisia Arkana
Normally I would say the only poor decision is doing nothing, but because there is a development cycle going on behind the scenes that we're catching pieces of; even if we do nothing we'll see changes.

I think we need to see where POS updates and deployable modules take us. If they make W-space more inhabitable then people will get more pew. There may not be a need for increases in wandering holes, or trying to change C4 or C5 statics.

If T3s get nerfed into the ground the price of nanoribbons will plumit, but it will change the PVP meta which would be nice. Our proposal to the Devs should be to either go easy on T3s or create a new product that we can make in W-space especially since this will kill the cash flow in lower Cs more than uppper Cs (blue loot).

Those two pieces right there will change the wormhole landscape pretty significantly.

Edit: Progression is a better route, even if I don't want to get rolled up by another gang.
Nightingale Actault
Borderland Dynamics
#3 - 2014-03-14 20:11:10 UTC  |  Edited by: Nightingale Actault
There can be a middle ground taking into account both sides and ends of the spectrum.

**Edit** I don't speak about a democratic approach either. I simply mean that you can listen to what all sides are saying, and find a solution that all sides will be able to live with without destroying the reason they play.

**Edit2** My response from No-Local:

I do indeed believe that we as a community are leaning towards additional wandering wormholes being the answer we’re looking for. Between calls for stabilizers, generators, and additional static connections we’re looking for more ways to connect and interact with other wormholers.

I do not believe that a random mass wormhole is going to be the answer either. What if instead we have wandering wormholes that have different mass allowances and lifetimes than the normal connections we see in systems. For instance all connections into C4 space have the exact same mass allowance and can all be crushed in the same way.

Having a new connection that required half or even double the amount of battleships would be an interesting way to increase the diversity without making things random. This would increase the need for good scouting and paying attention to the type of wormhole connection you have entered/exited through.
Angsty Teenager
Broski North
#4 - 2014-03-14 20:24:00 UTC  |  Edited by: Angsty Teenager
Game is boring if you let democracy decide how the game is developed.

What we need is a dev who has a vision of what w-space should be and has the ability to implement that vision, regardless of whether or not you, I or anybody else likes that idea. It's up to CCP to figure who has the best vision and whether it will actually gain them players in the long run.

I think that players should have little say in this kind of game design because tbh 99.99% of the time they have no idea what they are talking about.

Many times the devs/company/whatever is being dumb as well, but I really feel that the game's direction should be based on actual results rather than players saying what they think or will do in the case of something being introduced. I'd rather CCP just put in dual-static Cx class WH's and let it play out for a month and see how it goes rather than agonizing over whether or not it's the right decision.

Edit: To answer your specific question, I don't think that the opinion of people who want to be 'alone' in their WH are valid whatsoever. If you want singleplayer, play singleplayer. In the case of C4's and a dual static, I think that for the most part the people in C4's who think it's a bad idea are just afraid of having to deal with the larger playerbase in w-space and I think that the opinion of these people is invalid for the reason above. More player interaction is always a good thing 100% of the time and I think that any change that increases it should be implemented regardless of what people think.
RudinV
Sons Of Mother's Friend
Can i bring my Drake...
#5 - 2014-03-14 20:43:10 UTC
Whatever u gonna do, just do NOT touch local in w-space...
Tul Breetai
Impromptu Asset Requisition
#6 - 2014-03-14 21:31:42 UTC
Priority is player-driven content.

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

Rek Seven
University of Caille
Gallente Federation
#7 - 2014-03-14 22:04:23 UTC  |  Edited by: Rek Seven
For the most part, wormhole space has been designed very well and I don't think CCP need to change the way wormholes and their solar system function. However, i think we can all agree that, at some point in the future, there needs to be a wormhole expansion (new content).

If CCP were to start developing new content for wormhole space tomarrow, i would want them to do two things:

1. Allow players to upgrade/change a wormhole system using deployable structures (not at a pos) that drop loot if destroyed..
2. Introduce new Tech or content that would attract more people to wormhole space.
Nightingale Actault
Borderland Dynamics
#8 - 2014-03-14 22:21:45 UTC  |  Edited by: Nightingale Actault
**Snip**
Jack Miton
School of Applied Knowledge
Caldari State
#9 - 2014-03-14 22:36:36 UTC
Nightingale Actault wrote:
Rek Seven wrote:
I don't think CCP need to change the way wormholes and their solar system function.

How sir, can you then advocate for a module that removes or inhibits system effects?
Rek Seven wrote:
Allow players to upgrade/change a wormhole system using deployable structures (not at a pos) that drop loot if destroyed..

Then go on to say the exact opposite?

it's Rek Seven, why you surprised about this?
basically he doesnt want pulsar effects to stop him from fighting in 40 armour T3s all the time, every time.

whatever, ccp dont need another pure WH space expansion. it would be far better for them to work on mostly separate new content, which looks to be what theyre doing with the new stargates thing.
whs need a LOT less work than people seem to assume.

people keep trying to argue about what changes are needed in wh space when the real question is do whs need changing?
the answer to that is a solid no for me so i basically argue against all of the ideas put forth.

There is no Bob.

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Rek Seven
University of Caille
Gallente Federation
#10 - 2014-03-14 22:53:38 UTC  |  Edited by: Rek Seven
Nightingale Actault wrote:
**Snip**


Why did you retract your statement, Nightingale?

To answer your question, what i was saying is that i wouldn't want CCP to change the way wormholes currently work because lots of people that are happy with their system could be disappointed but i would like them to add content that would allow players to change things and create conflict at the same time.

Proc, would you like me to refrain from debating in this thread? Blink
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#11 - 2014-03-14 23:06:11 UTC
Rek Seven wrote:
Nightingale Actault wrote:
**Snip**


Why did you retract your statement, Nightingale?

To answer your question, what i was saying is that i wouldn't want CCP to change the way wormholes currently work because lots of people that are happy with their system could be disappointed but i would like them to add content that would allow players to change things and create conflict at the same time.

Proc, would you like me to refrain from debating in this thread? Blink


Not at all, Rek. Debate and discussion are welcome.

Minister of High Society | Twitter: @autoritare

E-mail: diogenes.proc@gmail.com

My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

Winthorp
#12 - 2014-03-14 23:28:52 UTC
Rek Seven wrote:
Nightingale Actault wrote:
**Snip**


Why did you retract your statement, Nightingale?

To answer your question, what i was saying is that i wouldn't want CCP to change the way wormholes currently work because lots of people that are happy with their system could be disappointed but i would like them to add content that would allow players to change things and create conflict at the same time.

Proc, would you like me to refrain from debating in this thread? Blink


The problem i have with player driven "conflict driver" ideas is they always come in the form of a module or set of scenarios that only favor the aggressor in the situation, add to that the multiplication factor of an aggressor with numbers to overwhelm the opponent they no longer become "content drivers" and instead become absurd ways to drive out your opponent from the space they/we live in.

I am yet to read a "conflict driver" thread that is even remotely close to being balanced.
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#13 - 2014-03-14 23:40:50 UTC
Winthorp wrote:
Rek Seven wrote:
Nightingale Actault wrote:
**Snip**


Why did you retract your statement, Nightingale?

To answer your question, what i was saying is that i wouldn't want CCP to change the way wormholes currently work because lots of people that are happy with their system could be disappointed but i would like them to add content that would allow players to change things and create conflict at the same time.

Proc, would you like me to refrain from debating in this thread? Blink


The problem i have with player driven "conflict driver" ideas is they always come in the form of a module or set of scenarios that only favor the aggressor in the situation, add to that the multiplication factor of an aggressor with numbers to overwhelm the opponent they no longer become "content drivers" and instead become absurd ways to drive out your opponent from the space they/we live in.

I am yet to read a "conflict driver" thread that is even remotely close to being balanced.


Community questions:

> Do we need "conflict drivers" added?
> Is it possible to balance any of the suggested "conflict drivers"?
> Any particular "modules" or "scenarios" proposed that could work if adjusted?
> What are the pro's and con's of adding or not adding "conflict drivers"?
> If changes to the game aren't desired, what would you expect from your CSM?

Feel free to add questions, answer questions, debate, discuss.

Minister of High Society | Twitter: @autoritare

E-mail: diogenes.proc@gmail.com

My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

Rek Seven
University of Caille
Gallente Federation
#14 - 2014-03-15 00:05:56 UTC
In high sec and low sec, a POCO is a good example of a conflict driver that is fairly well balanced. They provide isk to the owner, which in turn, provides an incentive for people to fight for their control. They don't have the same effect in wormhole space because only the corp living in a system can control them long term and their low value makes it an unnecessary risk to fight over them.

Should CCP desire, i feel confident that they could come up with balanced conflict drivers that work in wormhole space. ISK doesn't have to always be the reward, it's just the first motivating factor i think of.
Winthorp
#15 - 2014-03-15 00:10:38 UTC  |  Edited by: Winthorp
Rek Seven wrote:
In high sec and low sec, a POCO is a good example of a conflict driver that is fairly well balanced. They provide isk to the owner, which in turn, provides an incentive for people to fight for their control. They don't have the same effect in wormhole space because only the corp living in a system can control them long term and their low value makes it an unnecessary risk to fight over them.


This is simply not true, We and a few other groups infact control POCO's in several inhabited WH systems.

To call the POCO system balanced is a bit odd as the only small groups that own POCO's in HS are in small dead end systems and they will long term be owned by the major groups like the popular POCO's are now. Is it a conflict driver? yes, Is it well balanced? No.
Rek Seven
University of Caille
Gallente Federation
#16 - 2014-03-15 00:24:23 UTC  |  Edited by: Rek Seven
Are these groups controlling POCO's in systems owned by PVP'ers or just a few farmers that do not have the ability/will to fight back?

Balance doesn't mean that heavy objects should way as much a light objects. Blink Can you think of a gameplay mechanic (or conflict driver) that is balanced for both sides while making the size of your alliance irrelevant?
Thor66777
Hard Knocks Inc.
Hard Knocks Citizens
#17 - 2014-03-15 02:52:28 UTC  |  Edited by: Thor66777
Should probably for this idea, and similar future ideas, propose both opposing ideas to devs, if you cant find common ground. Ultimately this is CCP game as much as it is ours. And give them both ideas and let them figure it out and find out where one fits with their future scheme of the game.
Winthorp
#18 - 2014-03-15 02:56:59 UTC
Rek Seven wrote:
Are these groups controlling POCO's in systems owned by PVP'ers or just a few farmers that do not have the ability/will to fight back?

Balance doesn't mean that heavy objects should way as much a light objects. Blink Can you think of a gameplay mechanic (or conflict driver) that is balanced for both sides while making the size of your alliance irrelevant?


I never said we controlled the POCO's in a balanced way, you in fact are claiming POCO's are a balanced system i was only correcting you on the fact that you can't control them long term in WH space. And yet you still ignored my first comments so well...
Adoris Nolen
Sama Guild
#19 - 2014-03-15 04:05:14 UTC
Just add some more pve content/loot that can be turned into usable products for all of eve. All the new mobile structures should have come from wh content.

Everything else is fine.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#20 - 2014-03-15 08:39:54 UTC
Proclus Diadochu wrote:
Community questions:

> Do we need "conflict drivers" added?
> Is it possible to balance any of the suggested "conflict drivers"?
> Any particular "modules" or "scenarios" proposed that could work if adjusted?
> What are the pro's and con's of adding or not adding "conflict drivers"?
> If changes to the game aren't desired, what would you expect from your CSM?
I dont think we need more conflict drivers. Most of us are already pretty driven towards conflict. What we need is more conflict opportunities - ie. more interaction, meeting each other more often, cross each others paths.

This can be done imho in two ways:
- increasing the occurence of connections
(adding statics to C4s, boosting spawnrate of random holes for example, adding new space accessible via WSpace)
- making preventing others from interacting with you more difficult
(making crashing holes more risky, not showing new sigs on overlay immediatly, incentivizing farming outside your WH)

I'd also like to post my idea I floated during the townhall and some seemed to like it:
The higher the ship mass, the higher the warp accuracy deviation. Ie. small ships would come out of warp and land pretty much exactly on the BM. Larger ships would land gradually farther and farther, until capitals would have decent chance to land let's say 5km off, so that you might need to slowboat a bit towards the hole in order to jump through...

So this would be "making crashing riskier" kind of idea - thoughts? how terrible would that be?
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