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EvE Online II - Enough already

First post
Author
Alia Ravenswing
DARK HAT
#61 - 2015-04-19 19:18:35 UTC
Infinity Ziona wrote:
The game is old, its older than my kid and he's driving around in a car now. Its rustly, crusty, its besieged by bad ideas, outdated code, fixes, patches, updates and fixes to fixes, patches for patches and updates for updates ad nauseum.

CCP had the player base and the development credibility to pull of a nice crowd funder and I personally would be happy to donate the first 10,000 to kick it off.

Its time for an EvE online II, to learn from past mistakes and reboot this game so its not only survives the next half decade but can properly compete with the next generation of space sims coming out soon(tm).


There is nothing smart about re-inventing the wheel. It's popular after about 12 years or so, and it is by far the most dynamic and extensive game on the market.

Bug fixes are all thats required.
Iain Cariaba
#62 - 2015-04-19 19:30:43 UTC
The thread title says it all.

Enough already, it's time to close this thread.
Kaarous Aldurald
Black Hydra Consortium.
#63 - 2015-04-19 20:20:50 UTC
Wait, what kind of chav lets a 12 year old drive a car?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Iroquoiss Pliskin
9B30FF Labs
#64 - 2015-04-19 20:24:38 UTC
Iain Cariaba wrote:
The thread title says it all.

Enough already, it's time to close this thread.


Yes. I thought OP might be reasonable at first, but it turned into "because I wanna!".

Reduntant thread is reduntant. Sad
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#65 - 2015-04-19 22:26:38 UTC
Kaarous Aldurald wrote:
Wait, what kind of chav lets a 12 year old drive a car?


Less than 12. It was specifically said that Eve is older than the child.
Zepheros Naeonis
TinklePee
#66 - 2015-04-19 22:58:48 UTC
Infinity Ziona wrote:
Gate travel. Gate travel is basically legacy MMO zone switching. The majority of MMO's have adapted to use fully open worlds / universes with minimal zone switching. Zone switching is bad. Seemless travel is great.

How many of these MMO's have a single cluster for everyone to play on at the same time? Ah, right... almost none.

Infinity Ziona wrote:
Instead of jumping from one gate - loading screen - to another you simply hit the gate you warp and seamlessly enter the next system.

You want it to work faster than it already does? This is a single cluster MMO we are talking about. I'm already impressed with how fast gate jumping takes compared to just a few years ago.

Infinity Ziona wrote:
Additionally instead of jumping from system a, to b, to c, to d you jump from a to d, traveling in warp through b and c without having to rewarp. If it takes now 10 minutes to move your ship through a, b, c to d then you are in warp for the same amount of time or less able to interact (scan, local list, chat) as you transition and given such travel would require predictable shipping lanes such shipping lanes could be seeded with warp disruptors that could bring a ship out of warp dynamically as needed by players rather than by gates every time even when systems are not being interdicted.

This would single handedly stagnate low/null sec.

Infinity Ziona wrote:
Oh and imagine if interceptors and interdictors actually intercepted and interdicted - were able to probe a ship warping through a system and dynamically intercept that ship as it transitioned through the system. Not possible in EvE 1, anythine is possible in an EvE II.

*waves at Rubicon release*

Infinity Ziona wrote:
Imagine a more efficient system handling server ticks and the reduction in lag that could be accomplished with updated server technologies and lessons learned from EvE I.

'Imagine' is all you're going to do for several years to come seeing as the hardware needed to accomplish these goals doesn't exist.
Iroquoiss Pliskin
9B30FF Labs
#67 - 2015-04-19 23:21:07 UTC
Zepheros Naeonis wrote:
Infinity Ziona wrote:
Gate travel. Gate travel is basically legacy MMO zone switching. The majority of MMO's have adapted to use fully open worlds / universes with minimal zone switching. Zone switching is bad. Seemless travel is great.

How many of these MMO's have a single cluster for everyone to play on at the same time? Ah, right... almost none.


The Elder Scrolls Online. Smile But there's always something to do as you travel.

Space is empty. Sad
Sigras
Conglomo
#68 - 2015-04-20 08:43:50 UTC
I have yet to hear a cohesive argument as to why this is a good idea...

Gate travel is not the horrible thing you make it out to be... It's pretty much the only reason large empires can hold space at all.

Think about UO. It had a system of "reds" and "blues" much like sec status in Eve, but it had a completely open world where you could just head off in a direction. There were criminal empires in that game and complete open world PvP, but the empires of null sec never materialized in that game because there was no way to restrict movement like the gate system Eve has.

Also gate travel provides huge amounts of strategic gameplay because supply lines are a thing... If everyone was just warping to their destination completely invulnerable until they got where they're going, why would we ever need jump freighters?

Sure it would benefit me greatly if all the ISK in game vanished and I was suddenly on equal footing with everyone, but think about the consequences... do you think most people in game right now would put up with ratting in an ibis for hours so that you can afford your first frigate BPO only to realize that they need to mine the minerals for it themselves then train the skill to build it themselves? Most of the player base would evaporate over night.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#69 - 2015-04-20 09:13:45 UTC
Kaarous Aldurald wrote:
Wait, what kind of chav lets a 12 year old drive a car?


Visit a Council estate in the UK for the answer to that question :D
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#70 - 2015-04-20 09:16:37 UTC
Alia Ravenswing wrote:
Infinity Ziona wrote:
The game is old, its older than my kid and he's driving around in a car now. Its rustly, crusty, its besieged by bad ideas, outdated code, fixes, patches, updates and fixes to fixes, patches for patches and updates for updates ad nauseum.

CCP had the player base and the development credibility to pull of a nice crowd funder and I personally would be happy to donate the first 10,000 to kick it off.

Its time for an EvE online II, to learn from past mistakes and reboot this game so its not only survives the next half decade but can properly compete with the next generation of space sims coming out soon(tm).


There is nothing smart about re-inventing the wheel. It's popular after about 12 years or so, and it is by far the most dynamic and extensive game on the market.

Bug fixes are all thats required.


Changes to the underlying core of the game are most likely ongoing on an incremental basis anyway. Defining something as Eve II is pointless as the code evolves rather than being completely replaced in one fell swoop. Such a Big Bang style release would take huge resources and would be inherently fraught with risk. In other words it would be an insane undertaking!!
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#71 - 2015-04-20 11:55:45 UTC  |  Edited by: Infinity Ziona
The arguments against that have been put forward are pretty much nonsensical and show a lack of understanding of software development, sequels and core EvE mechanics:

1. Warping from gate a through gate b through gate c to destination gate d is a bad idea because it'd reduce the amount of fights, interaction, whatever.

Ships already warp from gate a to gate b to gate c to gate d anyway. The main difference between this old clunky system and a new system such as the one I proposed is efficiency.

Given that I stated interdiction if required could be set up at intermediate points (gates) and also via interceptor / interdiction type in warp probing the system I propose actually increases interaction. Not only does it increase it but it eliminates one of the most useful anti-pvp tactics in current EvE and that is using a scout alt to check each gate.

Obviously you could still do that by choosing to jump system to system rather than setting an endpoint many systems away however given people are lazy many will opt for quicker method and get caught by gate camps strategically placed or be caught in warp by a quick probing interdiction ship.

2. EvE can be upgraded as we go.

Well its been 10+ years and there is a whole bunch of technical aspects and decisions that haunt the game to its detriment that cannot be easily changed.

3. It would create lag.

Utilization of existing technologies and lessons learned from EVE aside much of the lag is caused by EVE not implementing or planning for existing lag causing effects.

Take grids for example. A grid is a see everything or see nothing system. If a ship warps in on grid at 1km its visible to all ships, whether they're 1km, 100km or 1000 km away. This means the server has to provide information on that ship to every other ship on grid as well as providing information of every other ship on grid to that one ship. This occurs despite that ship being unable to target or otherwise interact with any other ship because its out of range. This occurs for all ships every 1 second meaning much of the server processing is irrelevant to the player since that information being given to the server is not important Information for the player. Players need to strategize on necessary information, data thrown enmasse by the server at players simply because of grid is extremely bad.

A superior system would be to have grids around each ship with ships entering each other grids dynamically being transferred into single grids. The difference is current mechanics is like trying to cram 100 people into an elevator for one single trip vs the elevator making necessary trips as required.

Disclaimer: my ideas are not proposals for implementation, they are simply examples of how improvements might or could be made to a new EvE online rather than vainly trying to fix a fatally broken system like EVE.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

WhyTry1
Comply Or Die
Pandemic Horde
#72 - 2015-04-20 12:02:24 UTC
Infinity Ziona wrote:
The game is old, its older than my kid and he's driving around in a car now. Its rustly, crusty, its besieged by bad ideas, outdated code, fixes, patches, updates and fixes to fixes, patches for patches and updates for updates ad nauseum.

CCP had the player base and the development credibility to pull of a nice crowd funder and I personally would be happy to donate the first 10,000 to kick it off.

Its time for an EvE online II, to learn from past mistakes and reboot this game so its not only survives the next half decade but can properly compete with the next generation of space sims coming out soon(tm).


so crowdfunding usually comes from projects that start from nothing that have no cash. CCP have millions in subscription and we should expect this as part of us paying for it anyway!
WhyTry1
Comply Or Die
Pandemic Horde
#73 - 2015-04-20 12:03:30 UTC
Nevyn Auscent wrote:
Yes, lets ruin everyones progression, halt all updates on EVE for two years, destroy all the empires and reputations everyone has built up, and see how many people are around for Eve Online II.
I mean, if it was a great idea we would have had World of Warcraft II years ago surely.....

Progression based MMO's don't make sequels if they are still alive, because people hate loosing all that progression



Personally i think we should have a second and third new instance of eve.
Rawketsled
Generic Corp Name
#74 - 2015-04-20 12:04:16 UTC
Say hello to the deepest of deep safes.

Warp a freighter between systems. Get a friend to interdict you. Bookmark the location.


On an aside note, illustrate me an example where I undock from Jita 4-4, and dock in the station in Iyen-Oursta. I'm having a hard time picturing how the mechanics work when it comes to precisely where I am while navigating.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#75 - 2015-04-20 12:05:44 UTC
WhyTry1 wrote:
Infinity Ziona wrote:
The game is old, its older than my kid and he's driving around in a car now. Its rustly, crusty, its besieged by bad ideas, outdated code, fixes, patches, updates and fixes to fixes, patches for patches and updates for updates ad nauseum.

CCP had the player base and the development credibility to pull of a nice crowd funder and I personally would be happy to donate the first 10,000 to kick it off.

Its time for an EvE online II, to learn from past mistakes and reboot this game so its not only survives the next half decade but can properly compete with the next generation of space sims coming out soon(tm).


so crowdfunding usually comes from projects that start from nothing that have no cash. CCP have millions in subscription and we should expect this as part of us paying for it anyway!

Crowd funding is simply asking people interested in a product to provide some of the funds so that product can be delivered. If enough people want a product then crowd funding can be used to turn the "there will never be project X" into "there will be project x".

Crowd funding is not exclusive to start ups.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#76 - 2015-04-20 12:10:48 UTC  |  Edited by: Infinity Ziona
Rawketsled wrote:
Say hello to the deepest of deep safes.

Warp a freighter between systems. Get a friend to interdict you. Bookmark the location.


On an aside note, illustrate me an example where I undock from Jita 4-4, and dock in the station in Iyen-Oursta. I'm having a hard time picturing how the mechanics work when it comes to precisely where I am while navigating.

Interdiction can only occur in system.

Ship goes to a gate, clicks the gate, selects destination system from gate menu. Gate warps ship from system A to system D. Since the ship needs to first travel through system b and system c before arriving in system d the server puts ship into interstellar warp (loading system b) to system b. Apon arriving in system b the server drops ship from interstellar warp into normal warp. Ship warps through system as usual after interdiction check comes up clear. As ship moves out of system b server puts ship back into interstellar warp (loading next system)... until interdicted or arriving at gate in system d.

At each gate between destinations the gate auto warps the ship back into interstellar flight without requiring the ship to come out of warp (cannot be dropped out of).

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Iroquoiss Pliskin
9B30FF Labs
#77 - 2015-04-20 12:24:03 UTC  |  Edited by: Iroquoiss Pliskin
Rawketsled wrote:

On an aside note, illustrate me an example where I undock from Jita 4-4, and dock in the station in Iyen-Oursta. I'm having a hard time picturing how the mechanics work when it comes to precisely where I am while navigating.


All in-system current local warp mechanics would apply, with only difference being the increase in warp speed passing the interstellar boundary barrier in Jita-Perimeter, and Perimeter-Iyen-Oursta. Smile

So if you warp directly from 4-4 to a station in that Gallente system, you'd experience normal warp throughout Jita, followed by accelerated warp to Perimeter, then normal warp through that, and another interstellar crossing to Iyen-Oursta.

Space speed limits with Spacepolice. Shocked But really, lore-wise it could be explained that the interstellar warp speeds are impossible due to the density of particles inside the solar systems, hence no change in current local warp speeds. P

I quite like the concept, but no more than 3 current solar systems should be combined into such pockets as to not reduce player interaction significantly. The chokepoints would naturally move to the entrances and exits of these new mini-constellations.
Kaarous Aldurald
Black Hydra Consortium.
#78 - 2015-04-20 12:36:54 UTC  |  Edited by: Kaarous Aldurald
Infinity Ziona wrote:
The arguments against that have been put forward are pretty much nonsensical and show a lack of understanding of software development, sequels and core EvE mechanics:


No, you're thinking of the arguments for.

Quote:
2. EvE can be upgraded as we go.

Well its been 10+ years and there is a whole bunch of technical aspects and decisions that haunt the game to its detriment that cannot be easily changed.


But yet, to suggest that this very same company would have trouble coding a new game from scratch(which they have been proven to have trouble with) is a "lack of understanding of software development".

You are quite simply the biggest hypocrite I have ever encountered.

[edit: Oh, and I still want to know what kind of chav lets a pre teen drive a freaking car.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Rawketsled
Generic Corp Name
#79 - 2015-04-20 12:44:48 UTC  |  Edited by: Rawketsled
Elaborate on the interdiction checks, please.

And tell me what happens with my capacitor when I re-enter normal warp.


Currently, this sounds like an anti-bumping auto-pilot mode. Your proposal is a stealth ganking nerf. To be blunt, this doesn't sound fun at all. It'd very likely be trivial for CCP to implement in the current engine.

Based on your current description, the space immediately around gates are going to be dead silent along trade routes. The only gates that will have any indication of human beings playing a game together is going to be found in trade and mission hubs.

Honestly, re-work your idea because you're taking more player interaction out than you're adding with interdiction.
Lloyd Roses
Artificial Memories
#80 - 2015-04-20 13:39:15 UTC
Over here in civilized country #24 police wouldn't agree with 10yo drivers.

Unless you mean laps around the barn, which isn't really driving.