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First post
Author
Nosum Hseebnrido
Interregnum.
#2561 - 2016-07-19 23:23:50 UTC
CCP Rise wrote:
Okay, let's see if I can provide some context for our decision to add daily opportunities to eve and maybe answer some of your bigger questions.

Why Dailies?
(...)

Why Skillpoints?
There's been a lot of feedback here that this kind of feature would be acceptable if the rewards were more monetary, either LP or ISK or something similar. There's a few reasons that doesn't really work and we feel pulled towards SP. I think the biggest one is that many people simply won't be motivated by LP or ISK, especially in the amounts we would be restricted to giving. SP simply has higher demand across more playstyles and player ages and that just makes it a more powerful incentive. Second big reason that we actually tried designs using item and ISK rewards and it quickly creates a lot of economic imbalances. Any time we are giving something away without much activity cost we are heavily sabotaging someone's gameplay. Whether it's because of devaluing LP, causing major inflation, or crashing item markets, it's all bad for you guys so we would rather avoid it.

Why so lazy?
Lots of feedback about the feature having such a minimalist implementation. First, let me clear up some confusion by saying that this feature has no relationship with the 'Tribute' system that was described last year at EVE Vegas. That feature has actually gone down a path more focused on goal setting and long term engagement than daily activity and so the daily part was broken off and given to our team separately. With that in mind, we are trying to find the right mix of activity and accessibility. We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout but also want to make sure there's some real gameplay associated with it. We think getting to a belt or gate for an NPC is about the right mix and that's why we've landed with this. That said, we've also deliberately tried to keep it simple so that we can deploy fast and adjust based on how it gets used. We are absolutely open to expanding the list of activities in the future and imagined that as one of the most likely first iterations. Small sidenote on activities: many of you mentioned PVP, remember that this is always problematic because the most effective way to PVP for rewards is just kill your own alt, which isn't very fun or interesting.

New players
Seeing a lot of talk about this feature in the context of new players and I can just say that this is not a new player targeted feature. We hope it's good for new players as well but for the feature to be successful it needs to be relevant to everyone.

Wow CCP
And finally the traditional MMO comparisons. While I found most of these comments to be the most entertaining, it's pretty absurd to think that any feature which can be found in a traditional MMO appearing in EVE means we are headed down the road to battlegrounds and dragon killing. If you look at Citadel feature list you should not have any concerns about our commitment to the EVE sandbox and the hardcore nature of our game.

Hope some of this helps. We are taking your feedback seriously and if we don't make any changes before release we will absolutely be following up shortly after release with changes based on feedback and behavior.
I do not know status of this feature, but I would like to let you know that I do not like it, and I do not want it do be deploy in this form.
I'm playing this game since may 2006 - dark times when we did not had any skill queue at all, and in order to start skilling main ship we had to have learning skills. When I travel back in time with my memories I do not recall that reason why I was login more actively then today was obstacles like skill queue. Playing this game was giving me fun, and that's it. I remember that the more difficile and challenging it was, the bigger impact it had on my life, and it was attracting me even more.

"We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout but also want to make sure there's some real gameplay associated with it. We think getting to a belt or gate for an NPC is about the right mix and that's why we've landed with this. " With all respect. There is no real gameplay in loging in to game just to kill one rat on belt. It is a torment like loging in to DuctTape514 every day, just to collect extra sp for doing nothing. YES you will increase daily login with this feature, but in long term it will be harmful for game, and numbers will drop. Please do not make EVE some trash MMO.

If you really, really want to reward somehow active players(the ones that login for longer than 30m. outofstation), and you want to do it with SP. I think you should implement system that generates 0 SP to the game at first, have flat limitation on how mych SP you can get per day, it has to be challenging, and it need to involve social aspects(player that have ingame friends have more reasons to play game with them, then soloplayer).

Now let's look on how T3 Cruiser system works. In order to fly T3 C you need to skill up 5 skills, but if you die with T3 Cruiser you are losing SP from that skills permanently - would it not be wonderful if some part of those skillpoints that are being deleted would be a reward for that kill, and they would go to the same branch. I think that if you want to implement daily changes it has to take a bit more then 10 min. time frame for player, and SP can not come form nowhere - it is again everything this company build so far. That is why I consider your proposal as some unfunny joke.

http://eveboard.com/pilot/Nosum_Hseebnrido

Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#2562 - 2016-07-25 22:16:07 UTC
Nosum Hseebnrido wrote:
I do not know status of this feature

Already come and gone, and good riddence
Tara Eves
Republican Guard
#2563 - 2016-07-29 17:44:17 UTC
Captain Semper wrote:

.....For now the only way to increase SP in the EVE is training...


Or injectors.