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Incarna HUGZ - The Pre-Production

Author
Eveliy
Coronize
#21 - 2012-01-23 11:10:57 UTC
After I wrote a whole wall of text I will have to try again as it got lost in the process of being posted...bah!

I would, as I mentioned some posts above, create a new skill set for WiS, covering everything WiS related.
Everyone not willing to put any effort into won't be forced to. He will be able to spin ships and shoot with his lazers just as he wishes to. There should be no drawback to ignore that new part of EvE.


Generate three types of EvE-Players after that:

the subscribers:

Access to everything of course. Access to FiS, Access to WiS

the trials:

Access to everything but limited as it is now skill-wise. Access to FiS (limited) and Access to WiS (limited).
As it is now, give the people some glimpse at the game to maybe make them to subscribe and enjoy it as we hopefully do. Also enable F2Pers to upgrade their account to a trial one once.

the F2Pers:

Access to WiS only. Access to a medium ammount of WiS skills with more advanced ones being unlockable through the NeX-Store.
But I would also limit them on the FiS market as well as the trade skills.

A dedicated trader can create a massive income these days. If he can do the same for free and even fund his combat account(s) with a free account, well, I think I do not need go further for anyone to understand what that would mean. :)
Basically there would be a drop (although slightly) in subs which is no real option in any way.



One option would be to split markets but not in a way that we need two trade windows in the end:

The current market stays as it is with all FiS goods being listed, except new WiS ones.
The WiS market is handled by vendors (if anyone remembers SWG) on stations. (Basically, NPCs that open up a trade-list-window on click and present all the goods being placed in them by the owner or the system)
Some goods could also be listed on the FiS market like buff food (will cover that some rows below) and the rest stays "WiS exclusive".
That way you can somehow deny F2Pers access to the FiS market as they have no use for the goods listed there anyway besides generating money for them. Just disable the trade window button for them and you're good.
A trial account/subscriber will be able to use both markets and we're good to go.



Regarding server load:

Create two types of station environments for every race.

The complete one:

Including a large station environment with lots of building lots to rent for creating an establishment, NPC stores and many many more I can think of but am too lazy to write down now.

The limited one:

A basic station environment with little to no lots to be rent but NPC shops covering basic goods.


Use the complete one where it is necessary like at trade hubs that are crowded and very well populated anyway and the limited ones everywhere else.
Design the system in a way that environments are switchable if the community's focus switches to other stations as their favourite ones are maybe too overpopulated or they're not happy with.
That way you prevent that thousands of instances of a complete station environment have to be created, handled and monitored by a server node just because on 990 of those stations there's less then 10 people docked of which 8 are basically just afk, one is sitting around in his quarter and the last one running around, feeling lost in such a huge station.



Buff food:

Why would anyone visit a bar, besides the social aspect, and buy a drink or a steak?
Give people a reason to do so by adding buff food (even a DEV once said that this was an option they thought about afaik).
Quafe Zero is such a thing that perfectly fits into a station vendor but should still be accessable through the FiS market to not force players to WiS.
There are so many options for buff food. Consumables that buff your combat abilites, some that buff your mining, some that buff your industry skills. Let them all be produceable with the new WiS skills and on stations while being sold on both markets.
Categorize them. High quality being made by players, low quality being covered in small numbers by NPCs so that players on non crowded stations are still able to get that little boost.



Clothes and other goods:

Bring the NEX-Store to a good use. Not only sell clothes there but (as mentioned above) new skillsets for F2Pers, exotic clothing BPOs which could then be produced on stations, while basic clothing BPOs are accessable through the market.



Station environment and WiS skills:

As mentioned by previous posters, divide a station into districts and add NPC stores, selling basic stuff on their vendors for the newbies or someone that does not wish to wear the newest jeans or the best buff food.
Add building lots that can be rented. Add FiS BPOs to produce the establishment that can later be unpacked and put into the lot by the renter.
Also create a line of skills that handles the ownership of an establishment. Skills that determine what lot size you can handle, a skill that handles how much NPCs (dancers, waiters) you can set and handle, skills that lower the cost of such an establishment and skills that handle your vendors (basically your shop).




Well, that for now as I have to get lunch with many more ideas flowing through my head Oo
Bloodpetal
Tir Capital Management Group
#22 - 2012-01-23 15:38:15 UTC  |  Edited by: Bloodpetal
I'd say there should be almost no NPC vendors/Goods.


It's very simple, supply equals demand. if there's a demand at a station someone will make it and sell it.

If you're "Stranded" on a station alone, then you should ask yourself why you got stranded, and find a way back. EVE WIS should represent EVE Space. Consequences matter.

WIS needs to be labeled as Social gameplay and avatar based exploration for FiS. The rules of EVE still need to apply so that when someone becomes a subscriber they have the correct "mindset" for EVE and can translate the lessons from walking to flying.


In many ways, I'm not opposed to expanding the Walking in Stations skill trees, I just don't know how likely CCP is to do that given it forces them to produce more and more game mechanics and such. We can come up with a hundred and one ideas for how F2Players can make money off of Pilots if allowed. Mechanics can make money doing repairs, etc, etc... but how does that BECOME a "game" in itself? How do you successfully "repair" a starship? Without making it some "mini-game" thing that focuses more on puzzle mechanics or whatever rather than the sandbox of EVE.

Many of our skills in space are pretty shallow affairs. Level 4 is sufficient and it takes between 1-4 days for most skills to reach that level. The true skills are in the players - and thus the same should be for Walking, for whatever skills are around.





In my opinion, our REAL focus should be on what activities would keep F2Players coming back from day to day or week to week. Getting into some of the details.


My idea is that exploration sites would be the standard "action" content - where you can go and explore, alone or with a group, various ground based places. In stations, you can go down to the "Seedier" parts of the station. How much of it becomes a first person "shoot in face" content of NPCs? While how much is digging around and picking around for "lost goods" or "hack that console".

The main contention with this is a lot of it becomes themepark style, even if random - the concern with "theme park" is more about development time from my perspective - the more stories and the more "dungeons" for exploration you need to make, the more development time it takes - and very quickly they're waiting 2-3 years as though it was a new MMO title...

How do we bridge content creation without excessive reliance on "premade" content. My initial point is that the size of the sandbox IS the exploration content. Eventually, you'd visit stations to find new players and explore their "districts" which have been made more and more unique as time progresses. The ability to customize not only your estabilshment, but also influence those districts is a main link for these ideas working. I know people will take establishments to a whole crazy (hopefully good) level if given the power to do so. With the ability to create their own NPCs and script missions or things to do for other players, making and feeding EVE with their own content to a large degree. Some will be stupid, some will be funny, some will be awesome.

If you keep the average F2Players required income relatively low - then you can actually use them as a quasi cheap work force for paying players. 100,000 ISK becomes a big deal to the F2P. "Go get me 10 Hacked Computer Nodes, I'll pay 100,000 ISK" says the Player Scripted NPC in the Player Owned Establishment. But, does that now just become themepark with a player twist? or is there something more "tangible" about doing it for a player.

I agree that for the average person walking in a station it's very hard to GRASP beyond your station when you're in there. Just like for the noobie pilot sitting in his noob system, mining his first noob rock and has hardly seen a stargate, they can't comprehend how BIG it is as soon as they step out that first set of doors. It's pretty overwhelming, even as they start to "Get it".


EVE WiS should be the realm where the players have gratuitous control of that space. In and out of their "Establishments", if you're walking on a station you should have the sensation that there's something unique going on.


Now, there are a lot of stations in Empire space - and how that gets affected I'm curious to see. For example, Jita alone has more than 6 stations - how does that fit into the scheme of things? I think there's more than enough population in jita to maximize those 6 stations, but will they? Will players actually take over districts in adjacent stations to trade hubs to capitalize on it? And then, as people love to congregate will people spread out and use them, or rather, what is the incentive to spread around? Clearly - the first incentive is to be able to generate your own custom "District". Perhaps each Empire station can only have One District, forcing players to fight over or spread out in order to get the benefits of many various districts all together. This would make trade hubs more interesting based on how many stations there are in there, and how customizable these Districts are would actually allow for a lot of variance even amidst similar districts for what perks and bonuses you can get out of them.

Null Sec would be more clear cut with the number of stations out there. And I would probably say having 2 Districts in SOV owned null sec outposts would be more interesting and reinforce even more Social behavior on a single station - and getting more benefits from the limited stations out there. What does Low Security get? And, if Null and Low sec have some advantages... then what is the "risk" out there.

The concept works because all the people will naturally get attracted to where they want to go, given sufficient ability to direct their own destiny and a desire to do so.

But, how can we give them the desire (aka the Fun).

Where I am.

Bloodpetal
Tir Capital Management Group
#23 - 2012-01-23 15:57:20 UTC  |  Edited by: Bloodpetal
I think a good thought exercise would be going through the steps of a person who was going to do F2P for the first time.

I see 2 entry points into EVE.

The first is you are on a Trial account that you signed up for and have some game time to train and learn.

The second is you are entering as a completely Free 2 Play character.

If you are doing a trial, then it's pretty clear you have some game time and that you will not be forced to subscribe/pay for EVE but will become a station dweller until you pay for more space content. So, the New Player Experience is pretty clear cut in that situation. However, what about if we were players starting without a trial account and 100% F2P without flying at that time.


1. I log on to EVE on my Free 2 Play account for the first time. This isn't a trial account, so I don't get the typical flying in space NPE tutorial and content. How am I introduced to EVE? How are my expectations met for how awesome EVE is supposed to be?


2. What station do I start at? A typical noob station? Will veteran players sit down and then develop the station around noob players and F2Players coming in? Let's focus on the why from a Player Experience perspective, not from a technical and hardware perspective.


3. When I step out onto the station from my "Quarters", where do I come out? Straight into a District? And when I'm there, where should I go first? Or what should I do first? Or should CCP direct more for a newer player in these environments.


4. How do I know where I should go after I finish my "tutorial" or new player experience as a Free2Play character looking for more things to do?

Where I am.

Eveliy
Coronize
#24 - 2012-01-23 17:48:28 UTC
I would say give at least a minimum supply of NPC goods to stations so that at least it looks like a real station environment. Like today where some goods are still being created by the system.
I never meant NPC goods to be an alternative. For me consequences have to matter, as well. :)

It's just for the illusion of something going on at less crowded hubs/stations.
If everything was empty or only filled with NPCs walking around their scripted path you could also delete the environment on low populated/empty stations to save node resources and only enable Captain's Quarter as of now.



Well, to the content of WiS:

Leave first person shooter to Dust 514, I would not use resources on doing anything like that in EvE Online. This game is still about spaceships as the main part and they should keep going that way.

There are other ways to get people to play the station part, like many mini-games which would not interfere with the spaceship content.
Let it be poker, that holo game we saw on that very early preview many months ago, casino style environments, whatever. Maybe some kind of race and Mind Clash. There's much to implement besides combat or station exploration.

In my opinion WiS has to add something and not copy a existing concept into a new layer.

Take Sony's Free Realms for example. I know that it may not be the best example but hell...there are a lot of people playing it and paying for clothes or items for their mini games or to have access to all professions.
And never underestimate the social aspect of a game which makes people come back on its own.


Enable those players to progress in their environment by skilling WiS skills within the current systems and they keep logging in, for progression, for fun, maybe just to look good.
I guess that CCP has their skill system implemented into their engine in a way that it's not that hard to implement new skills/categories so it would only be a matter of balancing and careful decision what makes it into the game.
No super complex system has to be invented for that. Everything can be fitted into the current system as long as it uses the same or similar mechanics.

I would also not split WiS into the already active categories of high/low/null since it would create the need for even more balancing than now. ("But Highsec stations need that feature, too!"; "Fix LowSec Stations, pls"; etc...)
Leave that to the FiS mechanics.
The best way (as always only in my opinion as I do have some kind of experience with things like that and as I cannot speak for everyone else) is to add (as stated above) another aspect (social) to the game.
The community mustn't be split between those that love the WiS aspect and those that hate the WiS aspect because it withdraws resources from the actual game.
People saying they are against WiS mostly do that because they play and pay for EvE Online for the spaceships. Creating a super complex new environment withdraws resources from the actual game. Not good.


Why I am really reserved on "inovation" for WiS is that it is nearly impossible to create another game in an existing game. You should always focus on your main strength (spaceships!) with that little to medium nice to have, non mandatory feature "Oh, and we even have a working social part".

I am pretty sure that many more (me as well) dream of a full, complete universe with flying spaceships, shooting your gun on a station while running around, gambling, smuggling and much more but we have to be realistic. That cannot be achieved in the first steps and in the end this is still a game. :)

In the first steps I think of WiS in addition of a WiS-F2P concept as a new source of income for EvE's further development and a first step into the direction I would like to have this game.
It's also a chance to actually do something else while trading than sitting around on your sofa or spinning your ship, or for the times you're not in a mood to undock.
That's something that keeps players subscribing, besides further progression.
One may think "Okay...don't want to undock anymore...having no fun out in space and I'm not interested in progressing further but okay...I'm still able to waste some money on Mind Clash and have a talk to my mates. Nah...will just subscribe one further month".
That's a reason for CCP to develop such a thing.

Hope it's clear what I try to say.
Eveliy
Coronize
#25 - 2012-01-23 18:22:22 UTC  |  Edited by: Eveliy
Bloodpetal wrote:
I think a good thought exercise would be going through the steps of a person who was going to do F2P for the first time.

I see 2 entry points into EVE.

The first is you are on a Trial account that you signed up for and have some game time to train and learn.

The second is you are entering as a completely Free 2 Play character.

If you are doing a trial, then it's pretty clear you have some game time and that you will not be forced to subscribe/pay for EVE but will become a station dweller until you pay for more space content. So, the New Player Experience is pretty clear cut in that situation. However, what about if we were players starting without a trial account and 100% F2P without flying at that time.


1. I log on to EVE on my Free 2 Play account for the first time. This isn't a trial account, so I don't get the typical flying in space NPE tutorial and content. How am I introduced to EVE? How are my expectations met for how awesome EVE is supposed to be?


2. What station do I start at? A typical noob station? Will veteran players sit down and then develop the station around noob players and F2Players coming in? Let's focus on the why from a Player Experience perspective, not from a technical and hardware perspective.


3. When I step out onto the station from my "Quarters", where do I come out? Straight into a District? And when I'm there, where should I go first? Or what should I do first? Or should CCP direct more for a newer player in these environments.


4. How do I know where I should go after I finish my "tutorial" or new player experience as a Free2Play character looking for more things to do?



Well, offer both methods.

Trials start on station and get to know the environment and are sent to space. They get to explore the universe a bit so they can decide wheter to pay or stay F2P or to just quit and uninstall EvE.


F2Ps could get a pop-up from time to time, telling them that they're able to become trial for a set period of time.
by accepting they're just "promoted" to trials and receive the first space tutorial notifications, showing them how to undock, and so on.


Working down your list:

1. Offer a WiS tutorial first. Showing every player where the most basic things are located. Maybe implement some kind of pathfinding so they don't loose their way when entering another race's station later.
The monitor we already have in game, well, make a way larger mesh of that and place that on the stations, maybe showing real in-game action so that people that have no access to space get a glimpse at what awaits them.

2. Two solutions:

First:

Start at the common noob stations, do your tutorial(s) and then be offered to be transfered to the hubs as there's the largest community available. I doubt that us veterans would move to the newb areas as there's nothing special for us.

Two:

Start at your race's hub directly and be thrown into the harsh, evil world of EvE. (Definitely not my favourite since newbie protection that is performed in the according systems could also apply to station environments then and pretend bad things to happen)

3. I would really like to take my blender/max and cover some of my imaginations but for now and as I am busy coding and working on a larger project at the moment I will have to use written language to give an insight of what I could imagine.

The easiest and most resource saving method would be to create some kind of floor area where there are several quarters. One of them has an instance entrance where everyone enters their personal quarter instance.
To enable people maybe RPing in their quarters because of privacy (whatever they could possibly do there... ;) ) allow for players to be invited into another player's quarter instance.
That's the only way that comes to my mind that saves CCP from creating a station with thousands of seperate quarters inside the station mesh for Jita.

Let's go on:

After exiting your quarter you are in front of your quarter instance's door on that said floor and are able to walk (and run!!!) to a automatic door or maybe even better an elevator leading you to a large hall (like in malls).

Some kind of really large atrium with smaller building lots for corp offices, some plants, things that are nice to look at. Large screens showing in game or premade scenes of things currently happening (advanced version of your quarter's monitor) with pre-created advertisements for quafe zero (consumables...whatever popular may exist there in EvE's universe), titans ( ;) ), products, whatever one can imagine.

From that atrium there are ways that lead to the districts. Entertainment, Industrial, Shopping. Names say it all. Lots specifically for the purpose of the district's meaning. Casinos and bars -> Entertainment, shops for clothing -> shopping...you get it. :)

4. Let the tutorial cover the basic things. "There are the disricts. That's the way you get there. That's what you can do there. That is how you play that game and that's how you play that other game. That's how you buy a new bikini. That's how you sell your old bikini."
Then implement a pathfinding system that leads the way to POIs on a station.
Bloodpetal
Tir Capital Management Group
#26 - 2012-01-23 18:46:04 UTC  |  Edited by: Bloodpetal
My district idea is actually based on the idea that the players would be able to "form" whatever district they wished on the slot available through poltiics.


So, a High Sec station might only have 1 District, and the players will have to coordinate or compete to make it into the district of their choice through various means of imposing force.


For example, in Jita - You'd have 1 District only

The district would be player "run" and would have a limited number of establishments available.

Now, let's say we have 2 groups of players that form coalitions. One coalition wants Jita to have a "Trade District" and the other wants them to have a "Black Market District".


In order to make that happen, they have to find ways of enforcing the type of district that they would want. I don't have any hard ideas on this - but using establishments would be a primary point - but since they're limited, there should be a way to "take over" the establishment from another player.

There could be other ways of investing into them without needing to own an establishment as well.


The establishment would just be a primary way of doing this.


So, if these 2 coalitions to control Jitas district fight over it, socially, politically, economically, then they get the perks of the district.


Let's say a Trade District reduces Broker Fees and Taxes noticeably.

Meanwhile, a Black Market District allows the sale of Boosters and other illegal goods and makes you immune to player "enforced" interaction - perhaps allows for certain kinds of establishments not allowed in a Trade District.

So, those are 2 very profitable things for Jita in the right hands - making Jita even more unique, making player interaction even more important and making the struggle for influence even more valuable.


The districts could have almost any type of establishment, the key is how the owners of that establishment decide to influence the district through whatever means CCP makes available through game mechanics.

Where I am.

Eveliy
Coronize
#27 - 2012-01-23 19:12:42 UTC  |  Edited by: Eveliy
I basically like that idea.

However, that would maybe lead to the problem of F2Pers not being able to really compete.

Since balance should be assured which is mostly done by income and while F2Pers should be limited in that to not be able to afford a PLEX that easily ISK is not an option for the "run for control".
I might also imagine that F2Pers will be seen in a different way by the paying community thus leading to them not being able to be part of a station power block that easily so that they had to form their own thus leading to F2P vs P2P.
Although this is only possible I would still try to prevent that.

I know that EvE is meant to be harsh, rude and rough but if you confront F2P people with too much of it they might as well think "Hell...let them have their game" and quit.
As we are currently thinking of a system that should also support EvE for more customers/income and not only benefit the players that's something to be considered.

Politics in form of a station mayor would be nice but that would be a system that's exploitable by certain organizations.

What actions should a mayor be capable of, how long may he be inactive, doing nothing before the systems sets up a new vote?
What if he bought his votes (which would ofc fit into EvE) only to ruin gameplay for others? How to prevent that?

Don't get me wrong. That would ofc be cool but only for people that are able to move away if they're unhappy with it or unwilling to fight.

That's many questions coming up.

I would however not limit high sec stations to only one district. Stations enabled for F2Pers should cover everything as they would not (and should not) have that many options to go elsewhere. There still must be enough reasons for a F2Per to subscribe besides spaceships.
A system of only one district could also lead to a new form of FOTM since some bonuses may be better than others thus leading to some district type not even being used or black market district everywhere to benefit the traders which would then result in a nerf/buff cycle.

Maybe make it that stations with more districts give a lesser bonus than those with fewer districts.

A Black Market district would also bring the need for a finally overhauled smuggling system as it is nearly impossible to bring those goods to jita without being scanned and charged once.
Bloodpetal
Tir Capital Management Group
#28 - 2012-01-23 19:36:58 UTC  |  Edited by: Bloodpetal
Eveliy wrote:

Since balance should be assured which is mostly done by income and while F2Pers should be limited in that to not be able to afford a PLEX that easily ISK is not an option for the "run for control".
I might also imagine that F2Pers will be seen in a different way by the paying community thus leading to them not being able to be part of a station power block that easily so that they had to form their own thus leading to F2P vs P2P.
Although this is only possible I would still try to prevent that.


I don't have an issue with F2P vs P2P really. ISK definitely needs to be understated - ISK shouldn't be the end all. I think the average F2P should think 100M is a big deal, and that earning 350M+ for a PLEX is a relatively big deal.


Eveliy wrote:

I know that EvE is meant to be harsh, rude and rough but if you confront F2P people with too much of it they might as well think "Hell...let them have their game" and quit.
As we are currently thinking of a system that should also support EvE for more customers/income and not only benefit the players that's something to be considered.


Well, I don't think travel would be that difficult, nor should it be. They shouldn't feel trapped by the stations specifically, and that would be a negative feeling. I think there needs to be some challenge and the F2Pers could be a form of influence if put to use correctly by the system. It's not about ISK, it's also about all the different dynamics that make players valuable in EVE.


Eveliy wrote:

Politics in form of a station mayor would be nice but that would be a system that's exploitable by certain organizations.

What actions should a mayor be capable of, how long may he be inactive, doing nothing before the systems sets up a new vote?
What if he bought his votes (which would ofc fit into EvE) only to ruin gameplay for others? How to prevent that?

Don't get me wrong. That would ofc be cool but only for people that are able to move away if they're unhappy with it or unwilling to fight.


I don't think you need a mayor - you don't need a single leadership to make decisions as much as I think you need to have a dynamic "Crowd" system that reacts to the influences in the district that creates certain bonuses and parameters to be met.

If there is a "Mayor" then it would be decided by a group of people naturally choosing a leader, rather than a game mechanic structure.


Eveliy wrote:

I would however not limit high sec stations to only one district. Stations enabled for F2Pers should cover everything as they would not (and should not) have that many options to go elsewhere. There still must be enough reasons for a F2Per to subscribe besides spaceships.
A system of only one district could also lead to a new form of FOTM since some bonuses may be better than others thus leading to some district type not even being used or black market district everywhere to benefit the traders which would then result in a nerf/buff cycle.


One district only applies a bonus - it doesn't restrict anything else in the station. You can still have all kinds of establishments is the goal. The District would really be a focus of the players.

Think of the people who own the Establishments as the "Business Owners" of a city. They are trying to make profit, and the "city" (District) responds by providing them the benefits that they ask for. So, even if I own a Retail Store, I can promote a Black Market District, or if I run a Strip Club I can promote a Trade District. THe business owners would work together and collaborate to generate certain goals if they want, or they can be very loosely organized and not successful in generating anything at all from a District in terms of bonuses. Eventually you'd have some business owners leave, or get removed forcibly (not sure how) - and new business owners would be able to step into their place. This makes it more than just a cut and dry "I own this space" but an issue of "This Space is Political Influence". So yes, bigger parties, invested interests WOULD want to get involved and try and take over a space. That's the point, and then another group comes in to compete. Then another. And in between all this, there needs to be thing and goals for the F2Pers and the P2Pers to do, which generates content through the sandbox. What those "things to do" are a bit vague yet and need some thought for sure.

I don't think having one district is negative. You can still have retail, bars, and all kinds of establishments in a Trade District - it makes the politics of fighting for one district more valuable, and I don't think it would negatively impact anyone in particular except the power blocs not able to get everything. The bonuses should definitely be the tweaking factor that makes the system worth fighting for in the first place, otherwise without any conflicts of power, there's nothing to drive the system forward.

Part of the point of having 1 district per high sec station would be to force people to spread out a bit - that goes back to your concerns over F2Pers having some mobility. I think F2Pers should not feel trapped at all, and should have a sensation of being able to travel. The idea of Passenger transports provided by P2Pers is really just a fascination I have at the moment - I think it could really work well, but it could also end up being a pain in certain situations, of course.

Where I am.

Bloodpetal
Tir Capital Management Group
#29 - 2012-01-23 19:56:59 UTC  |  Edited by: Bloodpetal
I think that they should be able to move around. Maybe have an NPC shuttle service that can move them between stations IN a solar system, but not outside of it. Part of me really LOVES the idea of passenger oriented transport services provided by Capsuleers. Move 50 players from Amarr to Jita for 1M ISK each... I think the biggest hurdle to this is a technical one on CCPs part. They might not be able to easily support "moving" players in that fashion on a technical level. They wouldn't have to see "Space" - they could just have a passenger compartment for the duration of the flight.

[EDIT: Another thing to consider about finding yourself somewhere you don't want to be as a F2Player is that the less busy places in EVE will be more difficult to book transport - regularly flown routes will be easier to get moved between - this naturally lends itself to less F2Pers finding themselves stranded too far away from where they need to be.]

Can they get griefed? Absolutely. I think there needs to be some protections against it, but also some exposition to that possibility. Work with companies you trust, don't fly with just anyone, etc. Very important lessons. In high sec there could be some consequences for doing bad things to passengers.

Players need to have sovereignty over themselves and exerting their will to do what they want. Even if that means they make mistakes.

What makes it interesting is how we can give people a whole set of sandbox gameplay within the scope of the "microcosm" of the station along with the "macrocosm" of the EVE Universe.


CCPs big challenge is creating the content that lets you be "Alone" in a station and still have something to do. So even if you end up stranded, or if you TRY to get stranded, you can find something to do. That's the challenge with Social gameplay is that you're relying on people to do what they always would do, and if that fails it collapses quickly.

The reason we have a "money system" in our real world is because it motivates people to "get stuff", which drives other developments. It works surprisingly well for a totally vaporous and intangible system of interaction based on nothing but paper, or "gold" (why's gold so special again, big mystery of economy).


What do you do if you're alone in a station might be the next question?

Maybe you should be able to get recruited by P2P Pilots to go into exploration sites for them and do exploration content on foot while they shoot stuff in space and protect you. 3-5 F2P exploration mercs that can get paid a pretty low wage to do things for you would be pretty fun.

Where I am.

Nova Fox
Novafox Shipyards
#30 - 2012-01-23 20:03:36 UTC  |  Edited by: Nova Fox
Best Free to Play suggestion ever...

Link it with dust 514 make it thier hangout spot too.

Ill have to seriously sit down and read the entire novel here before I can chime in additional feedback.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Eveliy
Coronize
#31 - 2012-01-23 20:10:51 UTC  |  Edited by: Eveliy
Agreeing on the first part, yep.
In a Sandbox like EvE, money determines what you are able to do together with time determining when you are able to do something at a certain level of success as there is no endgame with endgame equipment but a large factor of RNG on officer modules and a smaller one on faction.


Influence of/on F2Pers has to be carefully researched. It would highly depend on how many F2Pers would exist, if they were accepted, if F2P and P2P station community was mixed politics-wise.
As paying subscribers have other/more political interests than only-F2Pers, that would be less possible but still possible.
It would mainly depend on the numbers. If F2P never stood a chance there would be no sense for such a system, if they stood, well, I'm always in for more politics than "All your SOV and MOONS are belong to us!".


There are two systems that actually come to my mind. The one with the mayor would be a very single-player dependent, not the best idea, yea.

The other would be a vote of interest for the stations specialization.
I would still split the station into districts but giving a station the ability to specialize in a certain area like your proposals. Just for the reason of overview and grading I would really divide the station as it would be hard to find anything in a acceptable time span.

Such a system would however assume that you can become a resident of a station somehow. Maybe tie this to your clone position as us POD pilots have a quarter on every station or enable advanced quarters rentable that are more like an appartment (more space, more furnitures, more of everything) which makes you resident of that station in the end for a small fee per month thus enabling you to vote on the stations specialization.
Resident status should only be gainable on one station at a time then.
Set a period of 30 days or so where you get a mail asking you to vote for the new stations spec at a certain terminal.
Most numbers win and enable people to form blocks.
Anja Talis
Sal's Waste Management and Pod Disposal
#32 - 2012-01-23 20:27:17 UTC
You know that Blood Raider site you just scanned down? With all the ancient computers in that you need to access because you are sure there are all sorts of goodies in side?

How about having to go and pick up a hacker/scientist/archaeologist from a nearby station, transport him through low sec and drop him at the site to do his work.

That would be cool :D
Bloodpetal
Tir Capital Management Group
#33 - 2012-01-23 20:33:01 UTC


We're going to get into the idea of what IS influence? it seems.


What options are there for influence?


  • Establishment Types
  • Establishment Owners Decisions
  • "Residents" Voting
  • Activity and Usage by Players
  • Interactive Station Factors



SO, let's say you can run an Establishment, and that generates you a certain amount of influence. Influence is generated by having players actually visit your establishment and use it regularly. Basically, you get rewarded for having a successful establishment. That influence is tabulated and you can as an owner, secretly, "vote" for the kind of district you are trying to promote, or there could be a step in between there - that influence can become a factor in promoting an improvement to the District - and that improvement then by extension defines that it is a certain kind of district.

If you own an apartment in a station, maybe you can vote as well - so the number of players living in a station can also generate a certain amount of influence - and that acts as an establishment in itself. So, if more than 55% of residents vote for a certain enhancement, then you add more influence in that direction. Initially, the idea would be that residents living in a station the most are going to vote for what will help them the most - natural democracy will take place and whatever the station is used for the most will get billed for interest. Eventually, political blocks could form to try and convince players to change their votes to another option and that it is in their interest. That would be 100% metagame.

Activity and Usage of Players ties back into establishment influence - but also in terms of what the station does the most of in general. If missions are run more than trading, then the station itself exerts a "mission" influence - meanwhile if the station deals most with trading (some kind of metrics can be created to judge this) then the station generates a "Trade" influence. Combine that with any other possible options - more manufacturing than trading, etc, then the stations player activities in a passive way become an influence on the area.

Finally, interactive station factors can be in play - such as certain actions that players do while in a station can make the difference. These would be something like "tasks" to be run. This goes a big way into possible content, but it could be as simple as running certain jobs around the station (DANGER: grind factor), exploring parts of the station and being able to make crucial decisions while exploring - activities promoted by player scripted NPCs, or by "agents".


These are what I'd consider primary considerations for generating influence, there may be more.






Where I am.

Eveliy
Coronize
#34 - 2012-01-23 20:50:00 UTC  |  Edited by: Eveliy
Bloodpetal wrote:


We're going to get into the idea of what IS influence? it seems.


What options are there for influence?


  • Establishment Types
  • Establishment Owners Decisions
  • "Residents" Voting
  • Activity and Usage by Players
  • Interactive Station Factors



SO, let's say you can run an Establishment, and that generates you a certain amount of influence. Influence is generated by having players actually visit your establishment and use it regularly. Basically, you get rewarded for having a successful establishment. That influence is tabulated and you can as an owner, secretly, "vote" for the kind of district you are trying to promote, or there could be a step in between there - that influence can become a factor in promoting an improvement to the District - and that improvement then by extension defines that it is a certain kind of district.

If you own an apartment in a station, maybe you can vote as well - so the number of players living in a station can also generate a certain amount of influence - and that acts as an establishment in itself. So, if more than 55% of residents vote for a certain enhancement, then you add more influence in that direction. Initially, the idea would be that residents living in a station the most are going to vote for what will help them the most - natural democracy will take place and whatever the station is used for the most will get billed for interest. Eventually, political blocks could form to try and convince players to change their votes to another option and that it is in their interest. That would be 100% metagame.

Activity and Usage of Players ties back into establishment influence - but also in terms of what the station does the most of in general. If missions are run more than trading, then the station itself exerts a "mission" influence - meanwhile if the station deals most with trading (some kind of metrics can be created to judge this) then the station generates a "Trade" influence. Combine that with any other possible options - more manufacturing than trading, etc, then the stations player activities in a passive way become an influence on the area.

Finally, interactive station factors can be in play - such as certain actions that players do while in a station can make the difference. These would be something like "tasks" to be run. This goes a big way into possible content, but it could be as simple as running certain jobs around the station (DANGER: grind factor), exploring parts of the station and being able to make crucial decisions while exploring - activities promoted by player scripted NPCs, or by "agents".


These are what I'd consider primary considerations for generating influence, there may be more.



Wouldn't your system kill the ability to form a block?
A power block will never be able to drive all mission runners off as they're not able to remove the agents there.

Wouldn't it be better to be able to vote as a resident and provide the ability to form a powerblock?

Let's say you own an establishment and you are resident of that station. You have your right to vote every month.
Your establishment is something like a bar with gambling and dancers and holo games in it and your customers like your bar as well as you and want to support you as they are residents there as well.
They will provide you with a vote for the district / station type that offers you the most.

Sadly this station has a very active trader who doesn't want his station to have entertainment bonuses so he flips around some money to buy himself votes for a trading spec.

That's what I find to be good EvE politics, we may not be able to shoot and melt each other while walking but we're still able to betray and get advantages wherever possible. Keeps the idea of the game, imo, and even reflects the real world very good. ;)

F2Pers, well, they might not have the big money but as you said (and I am slowly also coming to the conclusion) they will find their support, as well.




One further thing regarding player transporting:

That would be a total loss of control which should never happen in any way.
While in space you might be double webbed, scrambled, jammed and whatsoever but you are still able to tell your ship where to fly to. At least you are able to hammer your warp to button as the last chance to save your pod.
Although you only have a minimal form of control at that moment, you are still in control.

As I doubt that ship interiors will ever make it into the game as they're not even closely lore-wise for capsuleers the only way would be to let the transported guys watch the ships exterior without any form of self sov.
Ofc there might be ships nowdays that are still controled by a crew but those are NPC steered. The ship of a capsuleer has the capsule, afaik bigger ships have a crew but they are only and will always remain supernumeraries.
Creating interiors for all of those ships available would be too much work for nearly nothing.



Editing for more as there are characters left:

System as it would be designable in my opinion:

A Capsuleer has a quarter on every station. Let that be the way it is. We are semi-gods. We deserve that.

Add the ability to buy/rent a advanced quarter at one station at a time leading to you becoming a resident of that station.

That opens up the ability to vote for the station's specialization once a month.

Becoming a resident should also enable the ability of renting a lot for an establishment (one lot per player as it will most likely be the way "first come, first serve")
Eveliy
Coronize
#35 - 2012-01-23 20:57:32 UTC  |  Edited by: Eveliy
Possible establishments:

Corporation Offices (which could be placed in that atrium I mentioned. Having a center or activities from where you start is always a good to have overview-wise and Corp Offices fit there best, imo)
Casinos
Bars

If station production/crafting should be introduced as suggested earlier:

Shops (Either specialized for certain goods or general with the ability to sell everything)
Production Facilities with several specializations for different goods (no one should be able to produce all station goods in one area. That should require team work of several industrialists)


A casino would contain gambling, obviously.
Slot machines, maybe some sort of poker, whatever CCP thinks is producable as a mini-game (with multiplayer ofc).

Add a Mind Clash arena to every station where people can play that game and add betting to the casinos so that one is able to loose/win some money.


Bars contain dancers, screens with videos of something entertaining, mini-games that are more gamish than the gambling ones and are more ment to be played for fun (although there should be a way to play for money) and ofc NPCs that sell consumables and maybe offer missions that were created by the player or at least through a construction kit to prevent abuse.


Corporation Offices contain a NPC for recruitment, screens with links to the corp window, a direct link to recruitment, etc.
Maybe a corp exclusive place to hang out with something special, maybe a meeting room with some holos, screens, think there will be something that fits in. As they are already in game they have to be placed and represented somehow.


Shops contain NPCs that sell various stuff...well...everything that could possibly be produced on a station because it doesn't need a whole construction lane and production facilities would produce those goods.
Bloodpetal
Tir Capital Management Group
#36 - 2012-01-23 21:05:20 UTC


The multiple influences were just ideas for different options, not all the ones I would implement, or at least without thought.


The influence wouldn't have to be linear application.


If you generate a value of interest based on different criteria, then you can determine which influences are the most valuable.


For example...

Your establishment would generate influence based on how many people come in and use it.

So if your establishment is not successful, it might only generate 10 influence.

If the population of the station is high, then you have to overcome the powerbloc of voting, but not all stations will have a lot of residents, so for some stations, resident influence is very low. If for each resident you generate 1 influence per body as a block of votes, then that will actually vary depending on how many people reside in that station.

For example : You have 100 people living in your station, whatever the majority decides, 100 influence is applied in the direction desired by the population. So, even if only 55 people vote for a Trade District, 100 points is applied (electoral system, more or less). This can be a direct vote, but I like that the station residents get 1 wholesome vote based on the majority rather than breaking it down - but we can debate that all day.


The influence generated by activities in the station (i.e. mission runners, industrialists, etc) would honestly benefit the people who don't want to be too involved in the system, but would be a kind of "passive" influence, which I think should be taken into account. At the same time, it shouldn't be a VERY relevant influence that it overturns everything else.


If you think about why I'm proposing it in this fashion is pretty simple...


If you look at some low population systems, you end up with almost no residents to end up "Voting" - so the influence has to fall on some other factors - even if not totally in control by the players. So, establishment owners can easily dictate what their district is doing because they don't have to compete with residents or other influences (and competitive influences amongst themselves).

Meanwhile, there could be some stations with almost no resident population from F2Pers but a lot of P2P mission runners who don't care about stations. They generate influence on the area, it's not enough to necessarily stop a player attempted take over of the station district, but enough to generate enough passive influence that there is SOME influence on the district to be something - creating a station district that represents the forces at work there (rather than a bland and empty station).


Essentially, I see something where each influence generated is composited, and not on its own is enough to make a total take over the district, if that makes sense - it also relies on the AMOUNT of interest generated.


A very active establishment can generate more influence than all the residents in a station for example. And that is the residents own fault! They should boycott the establishments if they don't want to give it so much influence over their lives.

Meanwhile, if a mission hub is super active, it should generate enough influence that Establishments and Residents should make a concerted effort if they want to change the districts influence by the passive influence of that station.


Does that make sense? It allows for more dynamic experiences than relying only on player voting (experience shows individual humans care little for voting democracy anyways - too much thought). So, there has to be other factors to fall back on to allow manipulation of the environment, and really would be the most successful to allow various groups to be involved. Corporations today have MASSIVE amounts of influence, much more than any individual or set of voting blocks do - able to push legislation through, etc without needing to appeal to the voters themselves.


Chew on the idea that all stations will not be equal in population or activity type, and that in some places low residents voting influence makes it easier (And thus more appealing) for Establishment Owners to want to establish their power there because they have less competition over their ability to exert influence.

I think it'll make sense for you then.

Where I am.

Eveliy
Coronize
#37 - 2012-01-23 21:13:45 UTC  |  Edited by: Eveliy
Ah, okay.

Yes, well-thought.
That's a system I can totally agree with as it benefits all sides. Must admit that I hadn't thought that far, yet. (Damn you semi-afk mission running + trading while the in-game browser is open)
Although I have to say that I also like the idea of a mission runner having to live with his own fault if he is to lazy to set his residence and vote once a month. ;)

Edited post above yours as the forum ate my first edit again.
Bloodpetal
Tir Capital Management Group
#38 - 2012-01-23 21:20:14 UTC
Eveliy wrote:
Ah, okay.

Yes, well-thought.
That's a system I can totally agree with as it benefits all sides. Must admit that I hadn't thought that far, yet. (Damn you semi-afk mission running + trading while the in-game browser is open)
Although I have to say that I also like the idea of a mission runner having to live with his own fault if he is to lazy to set his residence and vote once a month. ;)

Edited post above yours as the forum ate my first edit again.



I totally agree that the passive influence should be minimal from activities - I think it is also something hard to "metric" correctly, and really could be argued all day.


It can be easily put aside in favor of better options - and I'm totally cool with that. It was just an idea that things that people do in the station should probably dictate what the station thinks is important.

There is definitely something important about the idea that "if you live out of this station, you should really think about setting up a residence to have a say in what happens" - and I agree with that.

Where I am.

Eveliy
Coronize
#39 - 2012-01-23 21:53:43 UTC
Bloodpetal wrote:
Eveliy wrote:
Ah, okay.

Yes, well-thought.
That's a system I can totally agree with as it benefits all sides. Must admit that I hadn't thought that far, yet. (Damn you semi-afk mission running + trading while the in-game browser is open)
Although I have to say that I also like the idea of a mission runner having to live with his own fault if he is to lazy to set his residence and vote once a month. ;)

Edited post above yours as the forum ate my first edit again.



I totally agree that the passive influence should be minimal from activities - I think it is also something hard to "metric" correctly, and really could be argued all day.


It can be easily put aside in favor of better options - and I'm totally cool with that. It was just an idea that things that people do in the station should probably dictate what the station thinks is important.

There is definitely something important about the idea that "if you live out of this station, you should really think about setting up a residence to have a say in what happens" - and I agree with that.


No need to put it aside, at the moment, as it is a decent system to reward everyone involved in the way he deserves, measured with the effort he puts into.
Morgan North
Dark-Rising
Wrecking Machine.
#40 - 2012-01-23 22:31:02 UTC
I'm of the oppinion that there should only be two classes available to a player:

1. Licensed Pilot (Paying).
2. Unlicensed Pilot (Not Paying).

A Licensed Pilot should be able to do anything a Capsuleer does, and choose to hang around in the Unlincensed areas. That alone already promotes the whole "Plex up! Join in space you mongering idiot."

About the whole adventuring in space. Stations, unless they are being invaded, are not star-wars-y / babylon-y places, unless they happen to be at the center of some refugee crisis. In reality, these things should be air-tight in terms of security and mutual survival.

Therefore, I propose, as simply this, for Unlicensed Pilots:

Allow them to deal with operations such as docking up NPC haulers and order/cargo hauling inside the station. Allow them to replenish a station's repair/medical/whatever systems. The player then receives a payment equal to the total isk made by the repair/medical bays proportional to the amount of money spent, on that station, per day. As such, lets say you have a character working in a Mission hub. Repairs, might be heavilly in order for some players, and as such, the nanite paste used by the station's automated services, needs to be replenished. This is similar to how industry is made, except players can only acess the console every now and then. Namely, when is empty. This has the added bonus of allowing players who run multiple accounts to repair themselves, and maybe costing them less isk.

That way, you have a dwindling resource (station fuel for dedicated shops), and a reward for providinga service (payment). You then need to spend that payment to maybe buy air, food, etc. If its free to play or paying player, its irrelevant, but I don't see a necessity for skills (in fact, a player might enjoy working on station, but he might also use the Industry-related skills to provide himself with higer ratio of sucess or reward, which in itself, promotes PLEX'ing up).

Follow that up with allowing players to board a space-suit and perform maintenance tasks on NPC ships (Capsuleer ships get repaired instantly, and if using the before proposed sytem, they already get paid for replenishin the nanite paste), allowing players to just move around a ship's hull. Maybe jump or what not, nothing fancy.

Lastly, and more contetuously, allow players to fly a Simulator for Spaceships in Space, but witha twist.

They can only fly the newbie ships. Allow them to shoot at each other, say at a "special unacessible system suspiciously textured like the Matrix", using their civilian modules and free ships.
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