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How would EVE break if we removed skills altogether?

First post
Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#301 - 2015-10-06 18:25:59 UTC
Aerasia wrote:
Tyberius Franklin wrote:
They were never able to fake T2 by spending cash. Though considering the point of tiericide is to remove the issue of meta 4 being the only useful meta level,
Lol

Don't keep me in suspense. I'm on the edge of my seat wondering why Meta4 is the only useful meta level, because apparently it isn't just because of the stat parity with T2.
That should be obvious, because metas 0-3 in those cases were worse in every conceivable way. Meta 4's don't have T2 drawbacks (fitting, cap use, skills, etc) while still having linear power increase over their low meta peers.

That was never an issue with T2.
Aerasia
Republic University
Minmatar Republic
#302 - 2015-10-06 19:24:05 UTC
Tyberius Franklin wrote:
That was never an issue with T2.
Right, so the fact Meta 4 is commonly triple the price of T2 (and yet so rarely quoted as the go-to module in fitting discussions) is because of veterans who can already fit T2 just trying to squeeze a couple of PG out of their fit.

It has nothing to do with people unwilling to spend three weeks topping off some Skill V when they can just throw some cash at the problem.

Roll

And in other news, pirate frigates cost so much because people really like the paint schemes.

Lol
Dror
Center for Advanced Studies
Gallente Federation
#303 - 2015-10-06 20:05:26 UTC
Tyberius Franklin wrote:
People sub to this game because they enjoy it. The timeframe in which one has to sub of forfeit the ability to play doesn't allow for significant SP to accrue. This means that every current player exists in disagreement with your premise and did play and enjoy the game with low SP. Recall for a moment that part of gaming motivation includes interaction and challenge, both of which are facilitated by SP, the former by creating interdependence for competencies you lack and the latter by creating comparative measures of raw power to overcome through creativity and/or skill.

The former statement is a black and white fallacy. Subscriptions can enjoy the game and disagree with the idea of the SP system or find negative effect. Furthermore, interdependence can come much more from unresticted sandbox design, because the average class size trends for increase. That is challenge.. requiring more creativity and skillfulness. Moving carrier fleets around requires logistics and strategy, as do finding farming areas and hauling resources.

Tyberius Franklin wrote:
Predictability isn't reliant on the tool set. It can't be for play to be unpredictable since the toolset is largely static. Also, while the motivation of the skill queue is extrinsic, that's a non issue as removing SP doesn't create any intrinsic motivation as you claim. Rather the intrinsic motivation to find solutions with more limited characters is removed from the game for the extrinsic satisfaction of immediate access to "big ships." This is even more problematic because that extrinsic satisfaction would only be felt by those who had experience with the SP system prior and only leaves a lack of an intrinsic motivator.

This predictability statement makes no sense. If it's trying to say that limited options can't become repetitive and of predictable gameplay, it's really vague. If the implication is also that no corps stagnate from limited SP, that's also a really low quality assessment. As well, how are more options, more effectiveness from getting the baseline stats, and more diversity and depth for the whole game not all about intrinsic motivation? Are you saying nothing about the game is fun? It's all about extrinsic reward? The implication that there's no intrinsic value in learning those fresh playstyles and fleet comps and whatever else comes from, say, industrial viability is worthless. Any intrinsic value in playing with limited SP abounds without it.

Tyberius Franklin wrote:
The reward for subbing is playing, and as stated above we all thought that reward worthwhile while still in our trial periods. Besides that you were never able to tell me in this supposedly linear training progression what comes after and before HAC V. If it's linear you should be able to tell what it is just from my current position. Further, that progression into more specialized tools is designed to assure competence with more general tools to keep that Raven pilot from being locked in should they find issue with it.

So there's less reward with fewer play options?

Are you also saying there's nothing predictable about getting to HACs? There's quite the list of requirements that increases per faction. Are you saying there's some value in telling you exactly when and how you'll take out the trash and clean? That seems pretty underwhelming.

Tyberius Franklin wrote:
I feel great and not awful about my total eve experience, so yes, it can be said.

That isn't the question.

The remainder of the post is either already addressed or completely inaccurate.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#304 - 2015-10-06 20:22:34 UTC
Aerasia wrote:
Right, so the fact Meta 4 is commonly triple the price of T2 (and yet so rarely quoted as the go-to module in fitting discussions) is because of veterans who can already fit T2 just trying to squeeze a couple of PG out of their fit.

It has nothing to do with people unwilling to spend three weeks topping off some Skill V when they can just throw some cash at the problem.

Roll
It has something to do with that, but isn't completely that as stated. The full reasons are a combination of supply being RNG constrained compared to T2, which has the supply capacity dictated by player manufacture, more player accessibility, as you state, and a lack of relatively equal mods, as I stated, concentrating demand there.

As it so happens though, I actually do have some compact lml's on my burner kestrel to save some CPU out of my fit.

Aerasia wrote:
And in other news, pirate frigates cost so much because people really like the paint schemes.

Lol
What is expected of the price of an item with a supply limit like LP cost or luck when compared with an item that has no such supply constraints?

What do you think happens to that difference should the supply mechanic for the former mimic the supply mechanics for the latter?

Pirate ships cost what they do compared to other because they lack any BPOs or invention mechanics. If they had them the power difference wouldn't prevent the price from spiraling towards base mineral price like everything else player manufactured, likely settling just above T1 ships and as a result generally obsoleting them as a class because there are no constraints that could make the T1's desirable save specialized roles not present in the pirate ship space...

...just like meta 4's obsolete 0-3's which have similar constraints and concentrate demand while not being able to scale supply like T2. It's really very strait forward.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#305 - 2015-10-06 20:44:07 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
The former statement is a black and white fallacy. Subscriptions can enjoy the game and disagree with the idea of the SP system or find negative effect. Furthermore, interdependence can come much more from unresticted sandbox design, because the average class size trends for increase. That is challenge.. requiring more creativity and skillfulness. Moving carrier fleets around requires logistics and strategy, as do finding farming areas and hauling resources.
Again, independence is not a goal. Interdependence and socialization are goals because of being linked to positive effects on retention. Since SP and the specializations it can create promote interdependence it becomes a positive aspect.

Also, looking at recent eve history disagrees with the notion of the comparative challenge of carrier logistics compared to other logistics endeavors. Jump drives in general have been attributed to trivialization of logistics efforts, or at least providing far greater ease than alternatives. I won't argue whether their use is fair or unhealthy, but there can't be any reasonable argument that states carrier logistics are more challenging than having to move assets across systems using normal transport. The existence of an obvious tool for the job and perfect use of it is not a creative driver in any way. Further it's not a challenge compared to alternatives.

Also, due to current balance we're in a small ship/high speed meta, not a large ship meta.

Quote:
This predictability statement makes no sense. If it's trying to say that limited options can't become repetitive and of predictable gameplay, it's really vague. If the implication is also that no corps stagnate from limited SP, that's also a really low quality assessment. As well, how are more options, more effectiveness from getting the baseline stats, and more diversity and depth for the whole game not all about intrinsic motivation? Are you saying nothing about the game is fun? It's all about extrinsic reward? The implication that there's no intrinsic value in learning those fresh playstyles and fleet comps and whatever else comes from, say, industrial viability is worthless. Any intrinsic value in playing with limited SP abounds without it.
It's not an intrinsic motivation because that's something the game itself could never provide. Intrinsic motivation is internal, not external. If external factors are the determinant, IE ships you can fly, then it's obviously extrinsic. Intrinsic motivation by definition cannot be predicated on SP, or the effects it grants, or granting those same effects without needing SP.

Also, the claim that SP prevents learning aspects of the game is false, as it would have prevented any aspects of the game from being known as SP has always existed as a part of the game.

Quote:
So there's less reward with fewer play options?

Are you also saying there's nothing predictable about getting to HACs? There's quite the list of requirements that increases per faction. Are you saying there's some value in telling you exactly when and how you'll take out the trash and clean? That seems pretty underwhelming.
Did someone tell me that? Did someone tell me I had to train HACs? Did someone tell me when to train HACs? When I started 5 years ago did you know when I was going to train HACs? I didn't. I didn't even think I was going to train HACs. It wasn't in the plan. But since the plan is non-linear and highly variable that can change, as it did.

Quote:
That isn't the question.
It is the question, because the skill system has played a positive role in that experience.
Teckos Pech
Hogyoku
Goonswarm Federation
#306 - 2015-10-06 21:19:53 UTC  |  Edited by: Teckos Pech
Tyberius Franklin wrote:
Aerasia wrote:
Right, so the fact Meta 4 is commonly triple the price of T2 (and yet so rarely quoted as the go-to module in fitting discussions) is because of veterans who can already fit T2 just trying to squeeze a couple of PG out of their fit.

It has nothing to do with people unwilling to spend three weeks topping off some Skill V when they can just throw some cash at the problem.

Roll
It has something to do with that, but isn't completely that as stated. The full reasons are a combination of supply being RNG constrained compared to T2, which has the supply capacity dictated by player manufacture, more player accessibility, as you state, and a lack of relatively equal mods, as I stated, concentrating demand there.


Technically, there is a RNG process in invention (Tech 2) as well.

But there are usually alot more T2 for sale for a specific item than the meta 4 variant, so the RNG may favor T2.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#307 - 2015-10-06 21:24:12 UTC  |  Edited by: Tyberius Franklin
Teckos Pech wrote:
Tyberius Franklin wrote:
Aerasia wrote:
Right, so the fact Meta 4 is commonly triple the price of T2 (and yet so rarely quoted as the go-to module in fitting discussions) is because of veterans who can already fit T2 just trying to squeeze a couple of PG out of their fit.

It has nothing to do with people unwilling to spend three weeks topping off some Skill V when they can just throw some cash at the problem.

Roll
It has something to do with that, but isn't completely that as stated. The full reasons are a combination of supply being RNG constrained compared to T2, which has the supply capacity dictated by player manufacture, more player accessibility, as you state, and a lack of relatively equal mods, as I stated, concentrating demand there.


Technically, there is a RNG process in invention (Tech 2) as well.

But there are usually alot more T2 for sale for a specific item than the meta 4 variant, so the RNG may favor T2.
Yes, you are correct, there's RNG in invention. I guess it's more correct to say I can mass roll the dice for a particular item in invention where I can't target one piece of loot specifically vs all others in a given NPCs drops?
Dror
Center for Advanced Studies
Gallente Federation
#308 - 2015-10-06 21:43:36 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
Dror wrote:
The former statement is a black and white fallacy. Subscriptions can enjoy the game and disagree with the idea of the SP system or find negative effect. Furthermore, interdependence can come much more from unresticted sandbox design, because the average class size trends for increase. That is challenge.. requiring more creativity and skillfulness. Moving carrier fleets around requires logistics and strategy, as do finding farming areas and hauling resources.
Again, independence is not a goal. Interdependence and socialization are goals because of being linked to positive effects on retention. Since SP and the specializations it can create promote interdependence it becomes a positive aspect.

Interdependence and socialization -- the same socialization potential that increases with more SP and decreases with less? Also, is that post not clear? It says interdependence right in that quote, that more is required from a more dangerous average. If the average fleet is more dangerous, more skill is required to win.

Also, looking at recent eve history disagrees with the notion of the comparative challenge of carrier logistics compared to other logistics endeavors. Jump drives in general have been attributed to trivialization of logistics efforts, or at least providing far greater ease than alternatives. I won't argue whether their use is fair or unhealthy, but there can't be any reasonable argument that states carrier logistics are more challenging than having to move assets across systems using normal transport. The existence of an obvious tool for the job and perfect use of it is not a creative driver in any way. Further it's not a challenge compared to alternatives.

"Carrier logistics" is more than just flying carriers, but developing them also. More demand is more transport and plausibly more required farming.

Also, due to current balance we're in a small ship/high speed meta, not a large ship meta.

Maybe that's because frigates are the first open class, and they're small and fast. The design philosophy of a lot of large instigations, everywhere, is both plausible and supposedly the goal. A "B-R" of frigates is of little effect for the economy or news or interest, because the other fleet can just upship. There's little upshipping with capitals, and if that becomes about being competitive with the capital fleets that are already in the game, then there can actually be "content" over something (freshly designed or already in the game). Nothing can challenge the largest sovereignties without equal gameplay options.

Quote:
This predictability statement makes no sense. If it's trying to say that limited options can't become repetitive and of predictable gameplay, it's really vague. If the implication is also that no corps stagnate from limited SP, that's also a really low quality assessment. As well, how are more options, more effectiveness from getting the baseline stats, and more diversity and depth for the whole game not all about intrinsic motivation? Are you saying nothing about the game is fun? It's all about extrinsic reward? The implication that there's no intrinsic value in learning those fresh playstyles and fleet comps and whatever else comes from, say, industrial viability is worthless. Any intrinsic value in playing with limited SP abounds without it.
It's not an intrinsic motivation because that's something the game itself could never provide. Intrinsic motivation is internal, not external. If external factors are the determinant, IE ships you can fly, then it's obviously extrinsic. Intrinsic motivation by definition cannot be predicated on SP, or the effects it grants, or granting those same effects without needing SP.

Also, the claim that SP prevents learning aspects of the game is false, as it would have prevented any aspects of the game from being known as SP has always existed as a part of the game.

Is this literally saying that no intrinsic motivation comes from video games? Why would the NPE video discuss switching over to intrinsic motivation, frankly? Why even post this?

How can a class playstyle be learned if it's locked? SP prevents gameplay options, thus preventing that experience.


Did someone tell me I had to train HACs?

From another post,

"EVE skills are largely the same. There are a few ways to completely ignore some mechanics, yes. I can choose to go full combat and put nothing into trading.. But take trading. Once you have Industrial I, Trading I and Contracting I, that's largely going to be what you need mechanically to be a market trader. You certainly won't be a titan of industry or anything, but from there on out all the skills are "What I can do now, only more so."

So that's not really an 'opportunity cost', considering your options are to become better at what you've chosen to do... or become better at what you've chosen to do in a different order.

Follow that thread if you like, but I'm not going to argue the existence of infinitesimal opportunity cost in choosing between "Adv. Industry I" vs. "Mass Production II" for the next spot in my skill queue."


Quote:
That isn't the question.
It is the question, because the skill system has played a positive role in that experience.

I feel great about a lot of the EVE experience, but I've quit because of SP limitations. It obviously happens. There's nothing interesting about being told "no" for very basic features of a sandbox game.


Quote limit, btw.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#309 - 2015-10-06 22:20:11 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Interdependence and socialization -- the same socialization potential that increases with more SP and decreases with less? Also, is that post not clear? It says interdependence right in that quote, that more is required from a more dangerous average. If the average fleet is more dangerous, more skill is required to win.

Socialization is not dependent on SP. In fact there are groups that show preference to low SP.

"Carrier logistics" is more than just flying carriers, but developing them also. More demand is more transport and plausibly more required farming.

Which is wholly irrelevant regarding your proposed argument that proliferating carrier logistics increases logistical challenges since it increases the ease of moving the resources fueling that activity vs alternatives. This is on top of the fact that such a surge would likely only be temporary if it occurred at all unless those carriers were more prone to loss, and with that metric in mind less efficient alternative are actually better.

Maybe that's because frigates are the first open class, and they're small and fast. The design philosophy of a lot of large instigations, everywhere, is both plausible and supposedly the goal. A "B-R" of frigates is of little effect for the economy or news or interest, because the other fleet can just upship. There's little upshipping with capitals, and if that becomes about being competitive with the capital fleets that are already in the game, then there can actually be "content" over something (freshly designed or already in the game). Nothing can challenge the largest sovereignties without equal gameplay options.

No, the meta has been largely determined by cumulative changes in mobility and performance at the lower levels causing larger ships to fall behind in favorability when it comes to skirmishing and roaming. That isn't to say that large ships have lost their role, but even stationary elements for sov have fallen prey to small ship harassment tactics.

And the biggest current asset wielded by a sov coalition is several thousand strong membership, knowledge of sov warfare and deep pockets of isk and resources to fund themselves. No new player entity can even remotely hope to provide something remotely resembling competent resistance to the point of creating a new B-R.

Is this literally saying that no intrinsic motivation comes from video games? Why would the NPE video discuss switching over to intrinsic motivation, frankly? Why even post this?

How can a class playstyle be learned if it's locked? SP prevents gameplay options, thus preventing that experience.


By definition, no, intrinsic motivations don't come from games. Rather games allow an arena for intrinsic motivations to be expressed and compete. So the switch is easily described, allow players to find their way organically into goals and means rather than the NPC based extrinsic reward system. Again, the game can't give intrinsic motivation, it can just get out of the way of it.

As far as advanced roles, those are evolutions of of simple roles so the experience gained before they are accessible contributes to them.

From another post,

"EVE skills are largely the same. There are a few ways to completely ignore some mechanics, yes. I can choose to go full combat and put nothing into trading.. But take trading. Once you have Industrial I, Trading I and Contracting I, that's largely going to be what you need mechanically to be a market trader. You certainly won't be a titan of industry or anything, but from there on out all the skills are "What I can do now, only more so."

So that's not really an 'opportunity cost', considering your options are to become better at what you've chosen to do... or become better at what you've chosen to do in a different order.

Follow that thread if you like, but I'm not going to argue the existence of infinitesimal opportunity cost in choosing between "Adv. Industry I" vs. "Mass Production II" for the next spot in my skill queue."


So your argument now is to marginalize SP to minimize the idea of meaningful skill choices, but at the same time argue that same system is entirely and strongly detrimental to the overall game experience because it's holding people back to a significant degree?

How do those 2 positions reconcile with each other?

Either there is little meaning in those choices and thus the system as a whole has little gameplay effect and thus can't be as detrimental as you claim, or there is some meaning in them. And if there is we have coherent arguments regarding SP providing challenges to overcome, providing meaningful decision making and promoting cooperation between complementary competencies.

I feel great about a lot of the EVE experience, but I've quit because of SP limitations. It obviously happens. There's nothing interesting about being told "no" for very basic features of a sandbox game.

Good thing you aren't that limited. It just seems your intrinsic motivation wasn't enough to sustain your interest nor enough to drive interaction with the tools you had. And it won't for everyone, but that's not a bad thing, though at the same time it doesn't make the game bad due to everyone not liking it.
Cidanel Afuran
Grant Village
#310 - 2015-10-06 22:45:54 UTC
Y'all need to train the "reply using quotes instead of with bolding" skill up a level
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#311 - 2015-10-06 23:00:05 UTC
Cidanel Afuran wrote:
Y'all need to train the "reply using quotes instead of with bolding" skill up a level
You can only have so many quotes, else we would.
Dror
Center for Advanced Studies
Gallente Federation
#312 - 2015-10-06 23:11:53 UTC
Tyberius Franklin wrote:
The game can't give intrinsic motivation, it can just get out of the way of it.

So, if learning how a ship plays is limited by SP, that's a problem for intrinsic motivation.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Cidanel Afuran
Grant Village
#313 - 2015-10-07 00:22:09 UTC
Tyberius Franklin wrote:
You can only have so many quotes, else we would.


Multiple posts yo

Dror wrote:
So, if learning how a ship plays is limited by SP, that's a problem for intrinsic motivation.


No, it's a benefit to motivation. It's motivation to think creatively and figure out how to use lower level ships in different ways, as opposed to blindly following a guide you found online.

It's one of the great things about EVE. It's one of the reasons I quit all other MMOs I used to play.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#314 - 2015-10-07 00:41:11 UTC
Cidanel Afuran wrote:
Tyberius Franklin wrote:
You can only have so many quotes, else we would.


Multiple posts yo

5 quotes yo, not sure if that counts as multiple.

Agree on the other point though.
Dror
Center for Advanced Studies
Gallente Federation
#315 - 2015-10-07 00:44:52 UTC
Cidanel Afuran wrote:
Tyberius Franklin wrote:
You can only have so many quotes, else we would.


Multiple posts yo

Dror wrote:
So, if learning how a ship plays is limited by SP, that's a problem for intrinsic motivation.


No, it's a benefit to motivation. It's motivation to think creatively and figure out how to use lower level ships in different ways, as opposed to blindly following a guide you found online.

It's one of the great things about EVE. It's one of the reasons I quit all other MMOs I used to play.

The problem with what you're saying is that it's completely inaccurate for motivating intrinsically. It feels unintersting to be limited to a tiny selection of ships and effectiveness. It seems nothing like a sandbox, that basic gameplay is behind something that nothing can really be done about. These are objectively common ideas. They're established philosophies.

The last set of responses portray a very low resolution of the research definitions and media. Intrinsic and extrinsic motivations being exclusive is unnecessary. I've provided a lot of links for the information. It's really simple.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#316 - 2015-10-07 01:02:14 UTC
Dror wrote:
The problem with what you're saying is that it's completely inaccurate for motivating intrinsically. It feels unintersting to be limited to a tiny selection of ships and effectiveness. It seems nothing like a sandbox, that basic gameplay is behind something that nothing can really be done about. These are objectively common ideas. They're established philosophies.

The last set of responses portray a very low resolution of the research definitions and media. Intrinsic and extrinsic motivations being exclusive is unnecessary. I've provided a lot of links for the information. It's really simple.
"Feels uninteresting" sounds characteristic of a lack of intrinsic motivation. The issue seems to be the need to have one thing at your disposal rather than being motivated to explore the limits of another. Will that go away if you have all the things?

If you can't enjoy low level hauling will you like being a JF pilot?

If you can't find a thrill in frigate PvP when will you start? Cruisers? Battleships? Titans? Never?

Will having a hulk over a venture make you like mining more?

What is the turning point that supposedly makes the game so much more palatable and enjoyable with everything accessible?
Dror
Center for Advanced Studies
Gallente Federation
#317 - 2015-10-07 01:21:33 UTC
Tyberius Franklin wrote:
Dror wrote:
The problem with what you're saying is that it's completely inaccurate for motivating intrinsically. It feels unintersting to be limited to a tiny selection of ships and effectiveness. It seems nothing like a sandbox, that basic gameplay is behind something that nothing can really be done about. These are objectively common ideas. They're established philosophies.

The last set of responses portray a very low resolution of the research definitions and media. Intrinsic and extrinsic motivations being exclusive is unnecessary. I've provided a lot of links for the information. It's really simple.
"Feels uninteresting" sounds characteristic of a lack of intrinsic motivation. The issue seems to be the need to have one thing at your disposal rather than being motivated to explore the limits of another. Will that go away if you have all the things?

If you can't enjoy low level hauling will you like being a JF pilot?

If you can't find a thrill in frigate PvP when will you start? Cruisers? Battleships? Titans? Never?

Will having a hulk over a venture make you like mining more?

What is the turning point that supposedly makes the game so much more palatable and enjoyable with everything accessible?

There's a very clear, colored display of some prevalent points in that picture.

Making intrinsic motivation seem like an initiative problem instead of a game design problem is fallacious. From the picture, if it seems like there's very little choice or effect for and on progression, if that idea of belonging is undermined by limitations that have nothing to do with gameplay, if there are limitations on mastery through locked ships and modules and stats -- there's no reason to try to reinvent personal goals around these designs. Limiting learning and exploration are detrimental to interest. For relatedness, the limitations are effecting [social] status. For autonomy, it's about creativity, choice, freedom, and responsibility.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Cidanel Afuran
Grant Village
#318 - 2015-10-07 01:23:26 UTC  |  Edited by: Cidanel Afuran
Dror wrote:
The problem with what you're saying is that it's completely inaccurate for motivating intrinsically. It feels unintersting to be limited to a tiny selection of ships and effectiveness. It seems nothing like a sandbox, that basic gameplay is behind something that nothing can really be done about. These are objectively common ideas. They're established philosophies.

The last set of responses portray a very low resolution of the research definitions and media. Intrinsic and extrinsic motivations being exclusive is unnecessary. I've provided a lot of links for the information. It's really simple.


Given the fact thaht was literally the only reason I kept playing EVE, you are wrong.

You are 100% against the idea of a sandbox. you don't seem to have any clue what a sandbox game means.

EVE isn't a video game, it's a hobby. Stop trying to push your freshmen in college philosophy course "insight" and realize where you are.
Dror
Center for Advanced Studies
Gallente Federation
#319 - 2015-10-07 01:45:19 UTC
Cidanel Afuran wrote:
Dror wrote:
The problem with what you're saying is that it's completely inaccurate for motivating intrinsically. It feels unintersting to be limited to a tiny selection of ships and effectiveness. It seems nothing like a sandbox, that basic gameplay is behind something that nothing can really be done about. These are objectively common ideas. They're established philosophies.

The last set of responses portray a very low resolution of the research definitions and media. Intrinsic and extrinsic motivations being exclusive is unnecessary. I've provided a lot of links for the information. It's really simple.


Given the fact thaht was literally the only reason I kept playing EVE, you are wrong.

You are 100% against the idea of a sandbox. you don't seem to have any clue what a sandbox game means.

EVE isn't a video game, it's a hobby. Stop trying to push your freshmen in college philosophy course "insight" and realize where you are.

So instead of replying on established science, it seems more interesting giving anecdote?

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#320 - 2015-10-07 02:47:51 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
There's a very clear, colored display of some prevalent points in that picture.

Making intrinsic motivation seem like an initiative problem instead of a game design problem is fallacious. From the picture, if it seems like there's very little choice or effect for and on progression, if that idea of belonging is undermined by limitations that have nothing to do with gameplay, if there are limitations on mastery through locked ships and modules and stats -- there's no reason to try to reinvent personal goals around these designs. Limiting learning and exploration are detrimental to interest. For relatedness, the limitations are effecting [social] status. For autonomy, it's about creativity, choice, freedom, and responsibility.
Intrinsic motivation is an initiative issue. It's not a game design problem beyond the fact that a chain of extrinsic rewards in the NPE builds a false initial expectation of what progress looks like and provides a poor representation of the range of freedom the game allows with Eve specifically.

Eve is and continues to be reliant on intrinsic motivations and SP does not detract from this. It's not about autonomy so that's a non issue. If you want autonomy you are in the wrong game as advanced functions are often enhanced if not fully enabled by cooperation. And there is every reason to use creativity to get around skill limitations.

That you see none is practically a confession of a lack of initiative; you have no desire to be creative, to work through challenges and to find ways to exercise your freedoms in the game. You simply want full efficiency and per your own characterizations need it before you can be creative, motivated, social or in any way capable.

Having a titan/carrier/T3/whatever would not solve any of those issues. You need an actual motivation or curiosity, not just more tools in place of one. Tool based motivations end the moment you get them and them being given destroys their capacity as such.

Edit: Also if you're referring to something like gamification for using extrinsic motivators to manipulate intrinsic motivations (IE: completionism) that doesn't work in a sandbox as there is no objective measure of overall success as that is personally driven.