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Thread Statistics | Show CCP posts - 8 post(s) |
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
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Posted - 2013.09.05 17:43:00 -
[31] - Quote
CCP Eterne wrote:Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong?
Basically, yes, I think you're overthinking it. If the mechanic of the event is to increase SP gain, do that in the simplest way possible - a simple multiplier applied to SP gained, and to the weekly cap. Getting the extra SP at the end of each match is much more fun than getting it later...both because it's more visceral, and because the event 'pays out' many times (at the end of each match), rather than once. I may not even notice when I've receive my bonus SP afterwards...if I haven't logged on for a couple of days, I'll have forgotten how much I had when I logged off last time, and assume it's just accrued passive SP.
I'm very hesitant to say 'complexity is bad for events' in general, though...that's a pretty broad statement. Maybe 'variety' rather than 'complexity' should be the focus. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1648
|
Posted - 2013.09.05 18:06:00 -
[32] - Quote
Soraya Xel wrote:CCP Eterne wrote:We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong? The complexity of this event causes a problem, because it favors Ambush. It's basically a double SP event, and the added complexity doesn't actually improve the play experience at all. Complexity can be fine, if complexity benefits the player. In this case, it's just really awkward requirements for the sake of awkward requirements. Yep. The current event is an example of obfuscation vs. sophistication.
I welcome complex events! This doesn't mean they need to be hard to understand or require players think twice about logging in and playing. Players view a game as a game as a game; they don't want to be punished or coerced into playing a specific game type or play style (tankers hacking objectives).
I'm all for complex events but the complexity should lie in how requirements and rewards are tiered based on individual (or group) performance. The failure of the Caldari Boot Camp is that is essentially rewards players for playing poorly. We should never encourage mediocrity.
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Mc Ribwich
Subdreddit Test Alliance Please Ignore
363
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Posted - 2013.09.05 18:06:00 -
[33] - Quote
There needs to be more events like Caldari prime where the events actually mean something, don't get me wrong the events we get now are nice but they sort of feel like challenges you would get in games like Call of Duty.
The great thing about Caldari prime was that it made people interested in Dust and the relationship it had with EVE. It also managed to bring new players into the game itself, I remember telling a few friends about the event and they were blown away.
What would be cool is if there was another event in the future that left an impact in the EVE universe like Caldari prime. Perhaps a factional warfare event where you had to fight over a city at a FW district? Which then got badly destroyed in the process and stayed that way every time someone did a FW contract at that district in the future, or in the distance when fighting at districts nearby?
The event could reward you some medal or amour for as a reward, while leaving that battleground forever changed after the event.
What I'm trying to say is make events feel like events, at the moment they just feel like challenges you have to complete to unlock in game items. If you did something that off the walls bat **** crazy like Caldari prime people who don't play Dust will be interested, and players would go out of their way to make take part.
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Vexen Arc
OSG Planetary Operations Covert Intervention
27
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Posted - 2013.09.05 18:22:00 -
[34] - Quote
One thing I don't see very much of anymore is Officer drops. I would like to see a game mode where the loot that drops is more likely to be Officer equipment.
This could be an event week, or it could have a certain probability of spawning every time a new match is created - say 1%.
In this game mode, each side is contracted by a [insert higher grade military faction from lore], which involves MCCs that have 50-100% more EHP. Salvage afterwards is guaranteed to contain at least one or two Officer weapons for the winners, and 50% chance of Officer weapons for the losers. Something to encourage more competition than typical pubs.
Basically, something that adds a little spice to the weekly cap grind. Dropping into a match with your squad and realizing that you're in an officer match, better buckle down? That could be the spice. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
49
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Posted - 2013.09.05 18:34:00 -
[35] - Quote
CCP Eterne wrote:These are some amazing comments guys. Keep them coming. I can't comment on all of them right yet (working on some other stuff), but I did see recommendations for some stuff we've kicked around and a few ideas we haven't thought of yet which are perfectly doable.
One thing I do want to ask, there were some comments about keeping things simple and using the current event as an example of one that is too complicated.
We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong?
I have yet to see any of the events too complex, but I think more so the events have had multiple prizes like the gallente week. I hope you guys don't change anything on the way you have been brainstorming. I never saw so many people respond to an event like the gallente one. Alas I didn't get to participate in the Templar one due to sign on issues, but I thought that one too was very well planned out. |
S Park Finner
Guardian Solutions DARKSTAR ARMY
250
|
Posted - 2013.09.05 18:57:00 -
[36] - Quote
CCP Eterne wrote:... We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong? In an earlier post I implied there were two classes of event.
1) Events that had a clear purpose, simple mechanics and a straight-forward reward consistent with the purpose. An example is promoting the use of a weapon with a skill point bonus for kills and a pack of high-end versions of the weapon if a target number of kills is met.
2) Themed events that had long term impact. An example is battles that change the EVE Universe in some way.
Regarding complexity...
Make #1 events simple -- don't over think them. Have a bunch of them that target different things to keep it fresh.
Go wild with #2 but be sure it's understandable.
If you are planning a complex event I urge you to float the core ideas on the forums before you commit a lot of resources to it. That doesn't mean you have to give up all it's secrets -- but a trial balloon with the core ideas and mechanisms laid out could save a lot of heartache.
I strongly support the other posts that call for continuous feedback on progress during the event. There is a ton of research supporting the value those mechanisms.
Switching topics to event ideas...
How about a "roll your own reward" event where players could pick their own reward -- say some number of advanced items -- if they meet a corresponding performance target using a lower level of the item.
I suspect this would take a lot of back-end work. Players would have to sign up for the weapon they were going after and the reporting system would have to let them know how they were doing. I wouldn't be surprised, though, if those kinds of statistics are lurking somewhere on the backlog anyway.
The idea would be "If you like those advanced shotguns hear is your chance. Get 100 kills this week with standard shotguns and you'll win 25 advanced shotguns." And let the players decide which weapon they would go after during the event -- shotguns, sniper rifles, whatever.
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Epicsting pro
Planetary Response Organization Test Friends Please Ignore
238
|
Posted - 2013.09.05 19:00:00 -
[37] - Quote
Don't base events on win lost ratio. |
Jack Kittinger
DUST University Ivy League
44
|
Posted - 2013.09.05 19:31:00 -
[38] - Quote
CCP Eterne wrote:...there were...comments about keeping things simple and using the current event as an example...
Your Purpose? We want to make things that are interesting and unique, Your Method: so... we go with more complicated requirements.
Therefore: the more complicated the MOAR UNIQUE!
Think of it as a game at the fair. Rewards(Skill Points) are expected and a Challenge(Boot Camp) is expected.
oh wait...But, right now, it takes 1 minute and half to explain it to the people passing by
Who's gonna stay and tolerate the explanation, take on the challenge, appreciate the rewards if the explanation has so many IF's and THEN's?
CCP Eterne wrote: Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex?
Please, tomorrow come back and re-read this quote. The loop will become obvious. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
415
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Posted - 2013.09.05 19:51:00 -
[39] - Quote
Would be cool if, as a reward, we got experimental gear. By this I mean work on a rough draft of items-to-be and give as a reward (obviously the amount given would have to be really low). This would allow players to get a taste of DUSTs future and allows user feedback long before it is ever mentioned in a patch note. If the artwork for the item is incomplete then simply give it the skin of a similar item but place the word "Test" or "experimental" in front of the item's name so that players will know why it looks like a common item (i.e The Ion pistol would look like a common scramble pistol but would be called ""Experimental" Ion Pistol") because players don't mind place holders but they do love new toys.
As for past events I have to say the only thing I dislike is getting useless gear (Neo assault, neo commando, laser rifle, dropships, etc). Players have asked for, and I agree, the events should reward you for doing something challaging and role fulfilling. The rewards themselves should be a direct representation of the challenge (Kill 25 enemies with a hacked vehicle = AUR codebreakers. Gain 100 "Team Spawns" = AUR uplinks. Absorb 1million damage outside of a vehicle = AUR Sentinel suits.).
As far as the SP events go... it's more SP that week than normal which means I get my new skills sooner.... how can someone have an issue with that? Those that complain need to just be grateful for the extra SP and stop nitpicking at every little thing.
`Sigh. Just another fun game of DUST. |
ladwar
Dead Six Initiative Lokun Listamenn
1489
|
Posted - 2013.09.05 20:23:00 -
[40] - Quote
keep your events simple enough that you don't need a full page to explain it. caldari prime great event, real simple. Mordu's and caldari bootcamp, bad events, to complex. next the rewards, the challenge should be as great as the rewards and vice versa; Mordu's & caldari prime good examples and Kameiras is a bad example.
hope that helps planning the next events |
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Parson Atreides
Ahrendee Mercenaries EoN.
643
|
Posted - 2013.09.05 20:33:00 -
[41] - Quote
CCP Eterne wrote:
One thing I do want to ask, there were some comments about keeping things simple and using the current event as an example of one that is too complicated.
We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong?
I think most people here mean complicated, not complex. Complexity is a good thing and allows for more strategy, depth, path to completion and replayability. Complicated stuff is frustrating, tiresome and sometimes confusing (especially when it's needlessly complicated like this current SP event).
Don't make things complicated that don't need to be. For example, just double the SP you get per game and the cap and have it over with. Now you do this silly 3000 SP max, which screws everything up, and half the people playing Skirmish and Domination right now don't even realize that they should be playing Ambush if they want to make the most of the bonus.
Complexity is like the new maps, which have a lot of layers and paths to the same area so it keeps things different between games and allows for more strategy involved in each match.
EDIT: Alright you used both words in your post, but complicated = bad, complex = good unless you're talking about something that should be very simple and straightforward like a double SP event (can you tell I'm bitter yet?). |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1548
|
Posted - 2013.09.05 21:05:00 -
[42] - Quote
- Please try to be constructive. If you really, really hated, say, the Templar Manhunt we want to know that. But we also want to know WHY.
I really, really hated pretty much every event as far as rewards go. The rewards are nothing worthwhile, maybe for new guys but not for the long time players. Why not have limited run rewards of super rare stuff? And better yet, why not let us choose from a list of rewards so we can get something we actually want - not all players are the same.
Also really, really hated all the events in general because you can't really tell anything is going on, it's all been pretty much "Do what you've been doing anyways and we'll give you rewards." Make it feel unique from normal days somehow.
- Similarly, if you really liked an event, we want to know why as well.
I really loved the Battle for Caldari Prime event because we had an impact on the lore as well as changes to the environments made so that it feels like something bigger is going on, something out of the usual. Only gripe was that we couldn't pick our sides back then.
Also liked the Templar Manhunt event, because spotting the Templars and going all out for them was quite interesting. Of course, the rewards were still terrible.
- Shoot for the moon with your suggestions for future events, but be aware that certain things aren't feasible in the short or long term. If you really, really want an event where you get to fight against a 60-meter tall monster you can tell us, but it's probably not going to be something that comes any time soon.
Play the devs event? I would definitely appreciate more events in light of Caldari Prime where we could impact the games lore. Also what about some crazy events that have you mess with the core mechanics, but put it in the "Other contracts" section sort of like a test lab. So say perhaps an event held exclusively on tiny planets so the gravity is really low, for example.
- Conversely, ideas that utilize current game mechanics are the best, because we can do them without asking for extra game development. Of course, if everyone likes an idea that requires development time, it gives us a good case to ask for it.
As for an event that requires some development time, what if you could add the rogue drones to PVE? So you have two teams fighting it out and this third party rogue drone "team" that's out to get everyone. Could be fun for a temporary event.
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SILENTSAM 69
SONS of LEGION RISE of LEGION
526
|
Posted - 2013.09.05 22:34:00 -
[43] - Quote
For me the best event ever was the crashed Titan.
Besides any story or side stuff, I really liked that it made changes to the maps. It made a temporary mood, and it put fallen debris on the map that made our regular maps something a little different.
It was that feeling that what I was taking part in was something different that I really liked. That mattered more than getting any bonuses or prizes. |
fawkuima juggalo
Pawns and Kings The Superpowers
2
|
Posted - 2013.09.05 23:02:00 -
[44] - Quote
okay the 60 ft monster thing sounds cool..... as long as its not wearing proto |
fawkuima juggalo
Pawns and Kings The Superpowers
2
|
Posted - 2013.09.05 23:10:00 -
[45] - Quote
Okay, on the real though.. I like the idea of do 100 this or destroy 50 that to get somthing. I'm semi new to dust so i cant comment on past events. I loved the double skill points for aug. but i think a cool idea is to throw in a easter egg that give you points, do it for the holidays. you could spawn like 10 turkeys in a match on thanksgiving and if we shoot them like 500 bonus sp or a gun or something. It would be really nice to be able to earn/win some blueprint stuff (not militia) .
honestly i'm just so happy theres a ps3 fps that constantly evolves and i can even make suggestions that could end up affecting the game that i play.... I LOVE YOU GUYS.... no homo. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
53
|
Posted - 2013.09.05 23:16:00 -
[46] - Quote
Brush Master wrote:About dam time Things to do overall:
Events: Hackfest - Null Cannon (300)/CRU(150) / Supply Depot(150) hack WP reward is tripled.
Chain of Command - Squad Orders give 50% more WP.
Death or Taxes - Every time you die, the cost of your suit is subtracted from the tax you owe your corporation. Don't have taxes or death cost is greater than taxes then give Isk bonus (like 25% of cost)
Bring Them Back - Revives and repair bonus are tripled
Cut Off the Head - Get triple WP when you kill an enemy squad leader
Acceptable Losses - Win a match where you have 25% fewer clones than the enemy at the end of the match. Get a Isk bonus.
Active Duty - Play for 1, 2,5, 10, etc hours on dust and get xx SP bonus.
Airborne Assault - Turret kill rewards tripled for dropship gunners, double for pilot direct kills.
Rolling The Big Guns - Turret kill rewards tripled for tank gunners, doubled for driver direct kills.
Team Player - Get bonus SP based on the number of mercs in your squad. So something like a squad of 2 = 100 SP, 3 = 200... 6 = 500 SP. Static SP reward that stays in place, even after you cap.
Assimilator - SP is gained 3 times faster (no cap increase)
Just a couple ideas in my head. Most encourage trying different types of game play. I think increasing WP helps to slightly increase SP gain and still be fun. The double ad triple SP are what get people around though. Making scalling rewards where you don't have to track your progress is the best bet until you have a system in place.
Absolutely spot on. +1
I like the concept and format (very much like accomplishments in most games) and you can easily cycle through having 3 to 5 of these or others like them active on a weekly or even daily basis. Could be kinda cool to have the SP bonus of the day event.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
53
|
Posted - 2013.09.05 23:27:00 -
[47] - Quote
Hold a Dust Merc championship inconjunction with the annual EVE tourney. Once you get to the Final Four of both the system they fight it out in is shared. 1x Merc team and 1x EVE team per side...orbitals, space battles, and headshots in the same matches.
The EVE players playing ship to ship combat and providing orbitals while the Merc teams fight for a critical objective on the ground. Just structure it so that even if your sky partner / ground partner fails you can still win the championship and they aren't entirely interdependant. If CCP is really on the ball they have a special map that is unveiled for the final matches and that get's released in the game after the championship; maybe even name it after the winning team.
I would be better than the ridiculous tourney we just did (or may still be dragging on for all I know). |
Conan420s
RBD Inc.
0
|
Posted - 2013.09.06 00:02:00 -
[48] - Quote
I have not read previous to posting this so if it has been asked....sorry. How about 1 bounce rounds for the mass driver? They bounce 1x then detonate on impact as usual. Not all the time, as a prototype round or random salvage of a limited amount.
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Torneido Achura
The Suicide Kingz
28
|
Posted - 2013.09.06 07:59:00 -
[49] - Quote
1.- I don't mind waiting for events, just donGÇÖt make them like the last few 2.- Whit point 1 in mind, please bring back 2x or 3x sp weekends or weeks, every month (these aren't events, retake of Caldari Prime was an event) 3.- DonGÇÖt make shi*** events like this Bootycamp nonsense 4.- DonGÇÖt make mediocre events like the Kaimeiras crap 6.- If you take 2-3 months in the making of a really good event then you can make it a great event
So keep us entertained with the 2x SP and work hard in events, btw I think events are supposed to be related to the lore but right now the past ones are lacking purpose in total opposite to Caldari Prime
+Resume We are mercs! Give us extraISK, extraSP, Unique Goodies, etc. Set high goals, and equal the prices Put meaning on those events or donGÇÖt make them SP events arenGÇÖt events, they are just fun times, bring them back |
Breakin Stuff
Goonfeet Top Men.
1287
|
Posted - 2013.09.06 09:19:00 -
[50] - Quote
CCP Eterne wrote:
Please try to be constructive. If you really, really hated, say, the Templar Manhunt we want to know that. But we also want to know WHY.
Similarly, if you really liked an event, we want to know why as well.
Shoot for the moon with your suggestions for future events, but be aware that certain things aren't feasible in the short or long term. If you really, really want an event where you get to fight against a 60-meter tall monster you can tell us, but it's probably not going to be something that comes any time soon.
Conversely, ideas that utilize current game mechanics are the best, because we can do them without asking for extra game development. Of course, if everyone likes an idea that requires development time, it gives us a good case to ask for it.
[/list]
Ok I'll bite: My constructive criticism.
1) Your events are thus far of only marginal useful utility to the game in that the "darwin's grab-bag" of BPC rewards is of limited utility. When the rewards are only useful to a small subset of players, then only a small, subset of players will care about your event. The only event I have cared about was the templar manhunt event because it gave out ISK, the reward everyone benefits equally from.
Seriously. use ISK as your reward. It's the best one out there for physical in-game item reward.
2) For my next trick, you are all overcomplicating the rules for the extra SP events to minimize farming. It's not working. The rule "Keep it simple, stupid" (KISS) should apply mercilessly. the rules should be simp[le, easy to understand and cause little or no confusion on the mechanics. Further I will use the latest event, the caldari bootcamp event, as my example.
People rapidly figured out for maximum return, you simply perform crappily and max out around 3k SP/match. this is screwing off in an ambush every so often. Your event rewards the people who perform poorly and makes it harder for people who actually PLAY the game to reap similar benefits. This means I care not one whit about your caldari bootcamp reward. As it stands I don't play for active SP, since the per-game rewards are crap and it takes 10+ hours of slogging to hit the cap. I play to hang out with friends and make people scream on occasion. Your event has failed to provide me an incentive to play.
3) My suggestion for future events would be free-for-all killfest arenas where everyone has a limited number of clones. the last man standing gets the most rewards, and it trickles down to the other winners of the endurance match as it goes.
King of the hill. Squads take and defend objectives, accruing points, as they claim the resources therein for themselves.
Don't reward BPCs, as we never have a choice in rewards we may or may not be able to use at random. Give out ISK as rewards, or SP. But don't make convoluted win conditions that everyone gets confused by or get gamed (see caldari boot camp). Keep it simple. I say again the templar manhunt rewards for the non-templars were the best rewards.
4) Quit trying to be more clever than the min/maxers with the event rules. Someone, somewhere is just as good at math as you are, and can figure out how to maximize the reward for minimal effort. It always happens. Balance the events around the people who play the game, not the people who screw off in the corner while they browse for pornograpic materiel on their laptop. We want maximum fun, not maximum convolution.
In case you haven't figured it out, I haven't really cared about any of the events because I, the amarr fatsuit wielding player, have seen little to no incentive for my effort. When you award caldari suits, only the caldari players win. When you give out ISK, or a choice of rewards divvied by racial preference, everyone wins. |
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
61
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Posted - 2013.09.06 10:22:00 -
[51] - Quote
i thought it was cool when we had the event that listed various kills or hacks needed , the only downside was you couldnt see your progress, also i would really love to see some sort of like X3 isk event or something , |
Brush Master
HavoK Core RISE of LEGION
858
|
Posted - 2013.09.06 12:56:00 -
[52] - Quote
CCP Eterne wrote:These are some amazing comments guys. Keep them coming. I can't comment on all of them right yet (working on some other stuff), but I did see recommendations for some stuff we've kicked around and a few ideas we haven't thought of yet which are perfectly doable.
One thing I do want to ask, there were some comments about keeping things simple and using the current event as an example of one that is too complicated.
We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong?
I think the keep it simple is resulting from the lack of good event progress tracking. You solve that and I think you can add some complexity to it.
Out of the last event, the examples made it very confusing when a simple we double your sp reward up to 3k per match with booster giving 50% bonus would have made it pretty clear.
You can still add fun things that you have to do that are unique but don't make confusing rules and limitations.
- Multiple ways to earn the same reward
- Progressive rewards where I know I'm working on the event but don't have to worry about writing it down on paper
- Keep the rules and limits toned down
- A variety of rewards that can cater to different player types
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Croned
The Generals EoN.
375
|
Posted - 2013.09.06 13:56:00 -
[53] - Quote
A weekly tournament for lots of ISK would be cool. On, say, Fridays, put a battle in the "Other" sections of the battle finder, and then match everyone who joins together into skirmish matches. Then at the end of the battle, take the person in first place on each team and display another battle in their battle finder in 5 minutes only for them. This would match them with the winners from the previous round and could be repeated for several rounds until all remaining players are in the same battle. Once that happens, the top person from the winning team in the final round would win the ISK. Squads would have to be disabled for people joining/already in one of these battles |
J3f3r20n Gh057
Molon Labe. RISE of LEGION
89
|
Posted - 2013.09.06 14:58:00 -
[54] - Quote
Greetings everyone,
I have some thoughts about the rewards of those events.
I am a Gallente Logi, and most of those rewards that you are giving are pointless, beause most of them are available at the Market.
So, instead of gave us some 'Neo' Commando A/1, you can gave us some Salvage Officer weapons, like some Balac's whatever-its-called AR. Last time i've earned one was on Chromosome. You can give those Quafe Dorpsuits too, i saw a couple of guys using during Chromosome and its really cool too.
So, that's it, instead of aur itens, give us Officer weapons or unique items and modules.
"May the Gods be with you, while you praise the sun \o/....UMBASA!
-Jeferson, The Ghost |
Demetrius Miliardo
Algintal Core Gallente Federation
4
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Posted - 2013.09.06 19:59:00 -
[55] - Quote
fawkuima juggalo wrote:okay the 60 ft monster thing sounds cool..... as long as its not wearing proto ... CCP SocksFour posts," Next event WILL only consist of 47.5 foot Proto Commando w/ freedom massdriver and Duville Ass. riffle." CCP LogiCome@meBro confirms. |
Cross Atu
Conspiratus Immortalis
1680
|
Posted - 2013.09.07 08:17:00 -
[56] - Quote
CCP Eterne wrote:Hello DUSTies, DUSTettes, and those in between. The DUST 514 Community Team has been running events for several months now and we've been monitoring your feedback in threads across the forums, but now we want to collect your thoughts in one location. We want to hear what you've liked about previous events, what you've hated about them, and what you want to see in the future. Just a few ground rules to start off:
- Please try to be constructive. If you really, really hated, say, the Templar Manhunt we want to know that. But we also want to know WHY.
- Similarly, if you really liked an event, we want to know why as well.
- Shoot for the moon with your suggestions for future events, but be aware that certain things aren't feasible in the short or long term. If you really, really want an event where you get to fight against a 60-meter tall monster you can tell us, but it's probably not going to be something that comes any time soon.
- Conversely, ideas that utilize current game mechanics are the best, because we can do them without asking for extra game development. Of course, if everyone likes an idea that requires development time, it gives us a good case to ask for it.
Lore in events is great, it can drive the combat and provide context for the goals of the event.
However the catch is that the lore needs to be more than superficial or it gets dismissed, thus serving no role, or feels arbitrary which is a detraction.
The Quafe event didn't have a huge helping of lore but it matched the event, it was more simple and it worked. The Caldari prime event had good lore content and great back up, in part because the 'lore' in question was both historical and real time. This mixture, as well as connecting action in both games, is ideal.
The Templar Manhunt was fairly solid in theme, but tech issues shortened it and there was a bit less game side sophistication than the lore seemed to call for. Another example is the current 'boot camp' event. I love SP events and in that light it is already a win but the context and story of it is totally absent within the actual game. As recently as today I've spoken with active players who hadn't even heard the event was happening much less knowing anything about it, that's something which wouldn't happen with more in client feedback, hopefully some of that being in match as well.
A FW event of some kind which happened on maps, or required the use of weapons/gear, that emphasized the theme/flavor of each empire would be a lot of fun (and a great way to kick off the use of LP in Dust, hint, hint ).
Events such as Mordu's Challenge but with a direct ISK and/or SP, preferably "and", payout tied to each challenge accomplishment and then a 'bonus' for completing them all, would be great. Providing rewards that are useful to everyone is an important aspect, the alternative to which is providing rewards that are very clearly linked to the event theme. The later idea works, so long as the themed events are evenly rotated to offer everyone a chance at an event for their primary role. Much like the assault, logistic, etc. themed 'weeks' of the past.
The key aspect to avoid is use of events or rewards that feel arbitrary. It's fine if every player knows which hoops we are supposed to jump through to compete in the event, in fact we should know, but dress the hoops up a little so it doesn't feel like that's all we're doing. A lot of that is going to be based on in game feedback from the UI, and interaction via things like in game mail, themed map alterations, etc.
Also, whenever possible do not let server side tech issues truncate an event, that sort of thing just feels frustrating.
0.02 ISK Cross
ps ~ this is one of those aspects I'm going to be giving quite a bit more thought so I may end up adding a second post to this thread. |
Cross Atu
Conspiratus Immortalis
1680
|
Posted - 2013.09.07 09:01:00 -
[57] - Quote
CCP Eterne wrote:These are some amazing comments guys. Keep them coming. I can't comment on all of them right yet (working on some other stuff), but I did see recommendations for some stuff we've kicked around and a few ideas we haven't thought of yet which are perfectly doable.
One thing I do want to ask, there were some comments about keeping things simple and using the current event as an example of one that is too complicated.
We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong? Keep understanding and being able to play the event simple.
Make the actual event intricate and stimulating.
This ratio is been a bit backwards thus far. The challenging part of most events thus far, maybe aside from writing things down by hand to manually track your progress, has been reading the event rules to figure out how to play and what will or will not fulfill the requirements. The actual play of the event, once understood, has been pretty simple. Invert this relationship, make events easy to play difficult to master.
The trouble with the Bootcamp is a highlight of this, the hard part was figuring out how to get the most out of the event, once that was done the actual event wasn't a challenge at all. In fact the play side of it encouraged less challenging and active play.
A tweak such as using the standards of the Kal event - win X% of Y games- to determine how much matching SP you receive up to cap, this could also be a % based award since being matching it's naturally limited and scales with cap, would work much better. Seeking the win encourages team play and having a number of games required encourages logging in while the reward of more SP motivates people to participate.
A complex event, say for example if the Cal Prime event had allowed you to choose your side and fight within a series of maps that illustrated the story of a progressive engagement and held implications for the battle being conducted in the sky, would be great. That's the sort of complexity which enriches the event because the event itself is complex, but playing in it is not, in the case of this example it would require only choosing a side and deploying to battle.
Executive summery - Make complex events. Do not make complex event requirements.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
1680
|
Posted - 2013.09.07 09:19:00 -
[58] - Quote
Oh, and new rewards.
Give AUR discount coupons. Players win because they get access to AUR stuff at a lower price. CCP wins because more people play the event and more people buy AUR stuff because they have a discount.
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fawkuima juggalo
Pawns and Kings The Superpowers
3
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Posted - 2013.09.07 11:17:00 -
[59] - Quote
should have deals for playstation plus members.....
btw i liked the kaimeras objective |
Vell0cet
Royal Uhlans Amarr Empire
136
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Posted - 2013.09.07 19:15:00 -
[60] - Quote
I hate to be negative, but I worry these events distract from development. If the racial suits/vehicles/weapons were in place, and things were moving along according to the schedule outlined at fanfest, then this stuff would be great. The fact that so much basic content is missing makes these events seem like a misallocation of scarce and valuable resources. |
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