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Fox Gaden
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Posted - 2014.01.26 22:09:00 -
[1] - Quote
Lets keep it simple. Start with a DUST only player to player market where we can sell our salvage. Stuff can be transferred between stations on NPC freighters. (After all 47 of the 48 DUST stations can be accessed without going into Low Sec.) Let people get used to it taking 24 to 48 hours for the stuff they buy on the market to show up. Have the time to delivery based on number of jumps, with stuff in the same station available immediately. It will give DUST players a feel for how big the galaxy is without actually going anywhere.
Keep the NPC market for now. Yes, it does put a cap on what you can sell stuff for when they are available from the NPC market, but at least you can get something for your salvage.
EVE integration can be phased in later, such as EVE manufacturing replacing the NPC market, and EVE players buying DUST Drone salvage to build gear to sell to DUST mercs.
It does not have to be done all at once. Take it one step at a time.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 11:29:00 -
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The Black Jackal wrote:Fox Gaden wrote: EVE integration can be phased in later, such as EVE manufacturing replacing the NPC market, and EVE players buying DUST Drone salvage to build gear to sell to DUST mercs.
Actually I'd prefer to keep it within DUST at all times. Being reliant on EVE makes the game subject to EVE whim, and forces us to play EVE to some extent. DUST should be able to be contained just within DUST, but reward for using EVE on top of the 'complete' game itself. So DUST Manufacture would have to replace the NPC Market, with some high-grade weapons, vehciles, armours possible only through interaction between the two (and vice versa for EVE-side using DUST Materials to further augment EVE-based markets items) rather than be dependant on each other. If DUST becomes dependant on EVE, then it's a weighted scaled since EVE would either a) be the 'lord', able to control DUST via markets, or b) ALSO be dependant on DUST in an EQUAL way which would mean changing EVE and probably annoying most of their player base that suddenly they can't master their own universe without help from outside the game itself. Let's keep markets in DUST, DUST controlled, with EVE augmentation, not reliance.
Dependency is a relative thing. I agree that a DUST player, or DUST Corp should be abel to operate without EVE support, but when we are talking about manufacturing and the market we are talking a different scale. Sure if only a few EVE pilots had a monopoly on manufacturing DUST weapons, then the DUST mercs would be dependent on the whims of those EVE players. But when you have hundreds of EVE manufacturers in many different alliances manufacturing DUST weapons, then the market will really be controlled by what DUST mercs will buy and what they are willing to pay for. The only real different between an NPC market, and a market where items are produced by EVE manufacturers is that the price will fluctuate due to supply and demand.
From the point of view of a DUST merc there is no difference between manufacturing being done in DUST or EVE. I am not opposed to manufacturing being done in DUST, but CCP would need some convincing, because they did not originally intend to have manufacturing in DUST.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 11:47:00 -
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Draco Cerberus wrote:Fox, Jackal, I like both of your ideas, but wonder, are mercenaries going to want to spend the SP training manufacturing skills? I have seen numerous posts on ideas from mining to PI to manufacture but can't help but think that New Eden is already reliant on capsuleers for minerals, PI products and research as well as manufacturing.
With such a strong base towards all these things, doesn't it make sense to give Eve players a reason to care about what goes on in the Dust areas? I see little interaction with the Dust players in so far as to not feel rewarded in one bit for successfully dropping an orbital, and while it helps Dust players to have the backup in space there is no payoff for Eve players to do this.
A kill mail doesn't pay for a ship that drops the orbital and it is silly to think that having an Eve fleet of Battleships, Battlecruiser, Cruisers, destroyers and Frigates even at low tech levels and often at higher tech levels, could pay for itself. Where is the benefit to losing a 300mil isk ship, even just one, to make sure the fleet can get the orbital off. Where is the benefit to losing even a 10 mil isk ship to get the orbital off? There is none other than to Dust players.
This interaction of being able to destroy equipment and gear and then sell it to the same person is what makes New Eden great. Only allowing mercenaries to manufacture the equipment used detracts from the interaction that many of us long for and hope for. One of a symbiotic nature rather than just being ants on the ground to be crushed, the lifeblood of a new economy, one that strengthens both parties and binds them together.
In conclusion, I respectfully submit that you both are being shortsighted in your desires to contain the market to the Dust community, there is a bigger universe out there with opportunities to bring new Eve pilots into your corporations and teach them about the other half of New Eden. Don't you want to manufacture your own equipment with the support of your Eve pilots bringing their considerable industrial might to bear? Draco, you misinterpret my suggestion. I am saying an DUST only Player to Player market is something that could be implemented fairly quickly. The EVE/DUST player to player market would require a lot of development time. Why would we want to wait another six to twelve months to be abel to sell our salvage, when we could have that ability in one or two months?
Once DUST has an open market, EVE links to that market can be phased in as they are developed. Giving DUST mercs the ability to sell their salvage in the short term would not slow development on an EVE/DUST market.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 13:53:00 -
[4] - Quote
I fail to see the GÇ£ControlGÇ¥ argument. How much control does one EVE manufacture have when there are hundreds more just like him? Or are you looking at EVE as one shared hive mind where hundreds of EVE manufactures collude together to fix prices, and no EVE pilot is going to take advantage of the situation by undercutting the collective for quick profits? I donGÇÖt think EVE manufacturers would have any more GÇ£controlGÇ¥ of the DUST market than they have of any other market in EVE. From an EVE manufactures perspective it is just another market.
Realistically the differences between an EVE High Sec manufacturer and a DUST merc are not much greater that the difference between a EVE High Sec manufacturer and a Null Sec PVPGÇÖer. The High Sec manufacturer is no more likely to fly into Null Sec than they are to create an DUST account. High Sec manufacturing and Null Sec PVP might as well be two suppurate games. Yet most of those ships (at least the smaller ones) that are blown up in Null Sec are made by High Sec manufacturers.
It wonGÇÖt matter to a DUST merc who made his weapon as long as it is available at a fair price. If EVE was ever taken off line, the NPC market could easily be returned to DUST.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 13:54:00 -
[5] - Quote
EVE manufacturing of DUST gear does not preclude DUST manufacturing. DUST based industry is a separate debate in my mind. So I am putting it in a suppurate post.
If you want to add mining to DUST I have proposals for that too. Give access to High Sec and PC districts when Battles are not being fought in them. Be able to hunt Rouge Drones or do mining.
Mining: Mining laser as a turret type (Small, Medium, Large). Have a cargo Module (low slot) and a Refining module (high slot). Have a mineral scanner which creates a heat map so you can see where you would get the highest yield of the mineral you want to mine. Have there be multiple minerals to chose from. Use our current vehicles. (Mining Laser would be short range so using a Dropship would be iffy.) Prospecting would be about driving around to try to find the best seam, and then mine it until it is used up, and then move to the next. The processed ore must be dropped off at a launch pad or other central facility for transport off planet.
Note: For those who donGÇÖt know a Mining Laser contains a Laser for cutting and a tractor beam to pull in the ore.
PVP: Max of 32 people in a district. Your squad is Green. Your Corp is Blue. Every one else is Yellow until they shoot at your Squad/Corp, at which point they turn Red for 5 minutes. Friendly fire is on.
High Sec districts can be qued for in the battle finder, but once you are in the district you are there until you chose to leave or a battle starts (in which chase you are kicked out). When in the district you can hunt Rouge Drones, go mining, or gank other mircs for salvage.
Mining parties have to protect themselves from Rouge Drons and from land pirates (PVP Mercs). So putting that large Mining Laser on your HAV for higher yields means you are sacrificing your defensive capabilities. It is an interesting tradeoff.
For PC Districts, Corp members can que into them just like with the High Sec districts. The mining is more profitable and the drones are bigger and nastier with better stuff. But for PC districts have a cap of 20 people from the owning Corp.
Have the ability for enemy Corps to raid PC districts. Max of 12 attackers. But because it is not a full scale PC battle with an MCC, the attackers do not have clones available on the surface, so initially Drop Uplinks will not work due to not having the range to transport clones from orbit. Attackers spawn in about 500m up, falling toward the surface. Have some control of horizontal drift up until you activate your inertial dampeners, so that attackers can have some control of where they land. If the attackers hack a CRU that should give them access to 50 clones on the ground that can spawn from the CRU or from Uplinks. Raiding will not flip a district, but it can reduce their profitability.
This would introduce Industrial Corps to DUST as well as Bandit (land pirate) corps. I think that appeals to both ends of the spectrum.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 14:05:00 -
[6] - Quote
Akdhar Saif wrote:CCP still consjder dust their little side project. Hilmar said in a recent interview that they would rather work on the fps part instead of improving the connection so I guess we'll be waiting a long time Allowing EVE Manufacturers to produce DUST gear and sell to DUST mercs just adds another market for those Manufacturers. It is not risk to EVE, but would provide a link that would make at least some EVE players interested in what is going on in DUST. So I think that is an area where they can improve the link without putting EVE at risk.
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Fox Gaden
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Posted - 2014.01.27 14:45:00 -
[7] - Quote
The Black Jackal wrote:Ok, let's look at this from an EVE point of View.
(And yes, there are trader coalitions that force set price bubbles in systems and / or regions to maintain profit... if you undercut them, they buy at your discounted price, and relist it at their price. It is VERY common in EVE.) This could be done just as easily on the DUST side. What is the difference? I was even considering doing this myself.
The Black Jackal wrote:The smallest ship that EVE players can make is the Shuttle. It has a 5,000m3 Volume, and 1,600 metric tonnes. It requires 2750 Tritanium (Extremely Common Element) at 'perfect' skills to mak.
Now though we don't have the detailed information of volume and weight in DUST, we can be pretty accurate that a HAV weighs at least 1/10th of that (16 metric tonnes) probably less, but I'm doing this to illustrate a point.
Now the Caldari Shuttle sells for an average of 10-15k ISK in The Forge (Main Trade Hub is Jita). You reduce the materials by 1/10th and the cost as well (since EVE pilots wont need as much materials to manufacture) and you get a Tank on a rough equivalent scale of 275 Tritanium, and an average sale price of 1 - 1.5k for 'baseline' averages.
Imagine if HAVs started costing that little... and suits, weapons, anything that is DUST, since it's relative scale is so much smaller. Where as, if you make the materials to build things DUST-side, you have the ability to further modify the prices by changing the requirements to build it outside of EVE-based material levels. You can adjust the cost of producing a HAV up to where CCP wants it by including some rare and expensive materials in its manufacture. Thus you have a HAV which can not be sold too cheap.
For infantry items you are dealing much smaller quantities of materials, but much greater quantities. Manufatureres would be producing in batches of thousands or tens of thousands. (We do burn through our gear awfully fast.) But again, CCP can get the cost of manufacture where they want it by including some expensive materials in their production.
CCP has some control over the manufacturing market in New Eden by controlling both the quantity and quality of the materials needed to manufacture an item.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
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Posted - 2014.01.27 18:51:00 -
[8] - Quote
Soraya Xel wrote:I think this problem, is in part, one of the costs of poor implementation of the currency values in DUST, compared to EVE, but yeah. All you need is for DUST mercs to gain special materials used for DUST gear. Eventually through PvE perhaps, but one source, for now, could be the reprocessing of salvage. DUST ISK and EVE ISK make me think of the two versions of the Cuban Paso.
The Convertible Paso which is about equivalent to 1 US dollar and is used to purchase gas and other luxury items. Tourists can exchange foreign currency for Convertible PasoGÇÖs, which is what the GÇ£ConvertibleGÇ¥ stands for.
The Cuban Paso is worth maybe 20 cents and is used to purchase day to day necessities such as food. Cubans get paid in Cuban PasoGÇÖs.
They are both Pasos used in Cuba, but they are not the same currency.
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Fox Gaden
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Posted - 2014.01.28 14:32:00 -
[9] - Quote
Draco, that was a well thought out post and a solid argument.
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Fox Gaden
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Posted - 2014.01.28 16:42:00 -
[10] - Quote
If CCP starts over from scratch it would take years to get back to the quality of game we have now.
I think a better solution is for CCP to do as much as they can within the bounds of their current technology, and then expand on that as the technology improves. Maybe someday they will be able to unlock that door in your merc quarters.
But for now, we could get a semblance of Open World by allowing players to enter their CorporationGÇÖs districts when there is not a battle going on. We could have less formal conflicts by having a total Cap for number of mercs in a District (due to hardware restrictions), but not capping how many per side (or having uneven caps so that defenders have a home field advantage and attackers have to behave like a raiding party.)
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Fox Gaden
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Posted - 2014.01.28 20:28:00 -
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Draco Cerberus wrote:Fox Gaden wrote:If CCP starts over from scratch it would take years to get back to the quality of game we have now.
I think a better solution is for CCP to do as much as they can within the bounds of their current technology, and then expand on that as the technology improves. Maybe someday they will be able to unlock that door in your merc quarters.
But for now, we could get a semblance of Open World by allowing players to enter their CorporationGÇÖs districts when there is not a battle going on. We could have less formal conflicts by having a total Cap for number of mercs in a District (due to hardware restrictions), but not capping how many per side (or having uneven caps so that defenders have a home field advantage and attackers have to behave like a raiding party.) I don't think this would necessarily need to be a start over from scratch, CCP can modify code, Eve has proved this with it's Open World play style and it shows that there is promise in the idea that Jackal posted during Open Beta. I can't find the link but I am sure he would remember it. Still the idea that the each part of new eden should need the other is important for this game. I don't think that asking for this kind of interconnection is unrealistic and rather would help introduce new things to do in both Eve and Dust, allowing us to have more fun. Honestly, it makes no sense to me as to why anyone would want to be trapped in their quarters all the time unless given a gun to go shoot some random redberries. Just so you understand the problem, it is not hardware restrictions, rather it is coding restrictions, problems with the Unreal Engine that are causing the trouble. It was only ever meant to be a holdover until Open World gameplay had time to be developed. They were talking about designing their own engine to deal with Open World. This is something I feel should have its own separate team of Devs to accomplish, working alongside to maintain the game mechanics changes as they happen and implement them into the Open World coding. Why live in a box, there is a whole universe out there? EVE pilots can only leave their quarters by boarding their ship. Yes EVE is open world, but that world is space, which by definition is virtually empty. It is a sky box, and a few props scattered in a sea of black nothing. I donGÇÖt think the equivalent could be done with DUST. You could make a flat grey surface which stretched for miles in every direction, but it would not be very interesting.
I know WOW did open world by splitting the map into zones, so only one zone would load up at a time. Maybe something like that could be done in DUST with districts.
For all your 10 years of experience programming, your ideas sound like vapour-ware to me. You say the Unreal Engine is not good and that CCP could easily create a new Game Engine from scratch that would fix all their problems and allow them to do massive open world game play on the PS3. I may not have a lot of programming experience compared to you and Soraya Xel, but that sounds a bit far fetched to me.
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Fox Gaden
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Posted - 2014.01.29 16:42:00 -
[12] - Quote
Draco Cerberus wrote:Fox Gaden wrote: For all your 10 years of experience programming, your ideas sound like vapour-ware to me. You say the Unreal Engine is not good and that CCP could easily create a new Game Engine from scratch that would fix all their problems and allow them to do massive open world game play on the PS3. I may not have a lot of programming experience compared to you and Soraya Xel, but that sounds a bit far fetched to me.
I didn't say it wasn't good, what I implied was that there are issues with it. It is great for a lobby shooter, but that is not what having a combined PVE/PVP environment where people can move between districts implies, and I think it would cause issues due to the current issues it is having with 16v16 battles and equipment spam. Now add NPCs and an undefined number of players all being instanced in the unreal engine (which at its hey day supported if I remember correctly up to 24 players). What is clear is that CCP has issues with lag spike and their current engine, what is not clear is what would be the best fix. I am just suggesting that going with their original plan may be best, to build their own engine from scratch, something they have proven that they can do, as show with Eve, Eve Valkyrie, and that Vampire game they were building. I hate how everyone thinks that CCP can't do this or that, look at Eve GodDammit its a masterpiece. I'll bet when the first person suggested Dust, there were those that thought it was vaporware too. If CCP is going to switch to using a different Game Engin, particularly if they are going to create that Game Engin themselves, they should do so as part of the move to PS4. Much of the game will have to be replicated in a new format for the PS4 anyway.
Starting over with a new Game Engin on the PS3 would seem to me to be a waist of resources. Can we agree on this point?
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Fox Gaden
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Posted - 2014.01.29 17:05:00 -
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Draco Cerberus wrote:Soraya Xel wrote:Dude, you were specifically talking about the game engine. Pot, meet kettle.
I believe they make perfectly fine software, but I also realize it takes a lot of time, something you don't seem to grasp. Indeed, I mentioned that if it were not possible within the existing one that there are alternatives to be explored, not that it had to be done now. You still have missed the topic though in almost all of your posts, One Universe::One Market. This market endeavor needs to be pursued more fully and it requires certain things to be complete, I fully realize this. I also notice that there are several things even just as recently as this last patch that didn't need to be in place for this to happen, such as all the new faction items. This massive influx of "new gear" that replicates what the old does, is not necessary, but it is here now. I assume from the move to complete the asset list for all classes is at the moment more important to CCP but I still think we can have a viable connected market if they chose a direction and started on their way down that path. It still seems a very long road to travel with only an NPC market and so many industrialists in Eve able to produce gear for us just waiting and watching to see if CCP connects the games in a way that makes a difference to them. This would do it. If I remember correctly the EVE/DUST link and a real economy was one of Soraya XelGÇÖs priorities.
I think the whole argument between you two started when you mentioned that GÇ£Yesterday in Null Sec there were over 1000 people duking it out with Titans and Sub Caps, that is the ability I want for DustGÇ¥ and he pointed out that their were technological restrictions preventing that from happening. Then you got mad at him for being a downer, and the two of you started arguing over what was possible from a programming standpoint. To be fair to Soraya Xel, he was mostly talking about ISK exchange rates and similar on topic posts before that.
Back on topic. My suggestion to start with a DUST only market is for faster implementation, and to test and refine the interface, as the same interface would be used in an EVE/DUST market. I am also not suggesting that they hold off on development of the EVE/DUST market. I just think that will take longer to develop, so they can release the DUST/DUST market soon, and add in the other components as they are ready. I just don't want to wait another 6 months to sell my salvage.
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Fox Gaden
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Posted - 2014.01.29 19:57:00 -
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Draco Cerberus wrote:I don't think Soraya Xel is in it for anyone other than Soraya Xel and I really don't care what he is selling, I'm not buying, everyone wants a market. As for the merits of his argument, just saying no it can't happen without a reason for it is stupid. It gives the illusion of knowledge without any proof and sounds like my kids when they don't want to eat their vegetables. Do you and Soraya Xel have history? Because if you formed that opinion of him based on this thread, then you and I are interpreting what he has been saying very differently.
Draco Cerberus wrote:Your Dust to Dust market idea seems ok but I'd like to point out that there is gear loss, salvage is not 100% and this means we need people to manufacture the gear for us. Plain and simple the easy route in this is an Eve to Dust to Eve market. This reduces overhead on Dust and would only require CCP to implement a PVE with salvage mode to make it work in addition to the market, whether it is whakamole in the MQ for salvage or all out PVE with an Open World. The NPC marked would have to remain until EVE manufacturing is implemented. I donGÇÖt expect EVE manufacturing to be implemented in 1.8 or even in the following patch. I do expect to be able to sell my salvage in 1.8 or the following patch.
Draco Cerberus wrote:Edit: Salvage could also be in the form of Scrap Metal or "Charged Sniper Scope", a slight change to how the PVP battles are salvaged with greater salvage acquired, with no need for PVE although this would disappoint a few people. I think the idea behind salvage in a match is that the salvage is picked up after the fighting is over, although I am not sure how that works with the losing side. In open access to a district for PVE, it would be better to have salvage happen during game play.
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Fox Gaden
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Posted - 2014.01.29 20:06:00 -
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Draco Cerberus wrote:Edit2: So basically you don't think the OW expansion is a near future thing, still something they indicated during Closed Beta was possible and probably in the nearish future. This tells me that they believe it is. If CCP decide to give us Open World it will still take them a few months to develop it. The task of the CPM is to convince CCP to start working on it. Since they donGÇÖt seem to be working on it right no, the answer is No, it will not be a near future thing. When they do start working on it, then it will be an In a Couple of Months thing.
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Fox Gaden
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Posted - 2014.01.29 22:37:00 -
[16] - Quote
Soraya Xel wrote:Fox Gaden wrote:Draco Cerberus wrote:Edit2: So basically you don't think the OW expansion is a near future thing, still something they indicated during Closed Beta was possible and probably in the nearish future. This tells me that they believe it is. If CCP decide to give us Open World it will still take them a few months to develop it. The task of the CPM is to convince CCP to start working on it. Since they donGÇÖt seem to be working on it right no, the answer is No, it will not be a near future thing. When they do start working on it, then it will be an In a Couple of Months thing. No. It's not a near future thing. An open world game design (aka, no redline, you can go from district to district on the ground) is more likely an almost probably never thing. The CPM5 might have to deal with that. That sort of depends on your definition of GÇ£Open WorldGÇ¥. There is a concept which elsewhere I have been referring to as GÇ£Open DistrictGÇ¥ which refers to the ability to enter a specific district at any time, except when you are locked out due to a match occurring in that district. This takes it beyond being just a Lobby Shooter, and gives an Open World feel, without moving the red line.
Of course you sort of need PVE to give it a purpose.
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