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Thread Statistics | Show CCP posts - 1 post(s) |
Zero Notion
Wraith Company
339
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Posted - 2013.11.13 23:52:00 -
[31] - Quote
No cap. The game is always going to be limited in the type of content that it can provide due to the genre/type of game that it falls into, especially in regards to how it will impact New Eden while remaining a FPS War Simulation. Removing the cap keeps players interested and rewarded.
I want to keep playing the game and I want to be rewarded for doing so. Players who play more will rise ahead of the curve but that's just how life works.
Remove boosters or change the mechanics in how they work. They wouldn't need boosters if they offer more cosmetic choices anyway.
The cap is awful. We don't need rollover.
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Garth Mandra
The Southern Legion The Umbra Combine
206
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Posted - 2013.11.13 23:55:00 -
[32] - Quote
My favourite option which is unlikely to ever happen is to remove active SP entirely.
Put all SP accumulation into passive.
That'd make a rollover unnecessary, remove AFK farming and make battles about Isk and winning rather than warpoints and SP.
This is probably too big a change alas.
Some more suggestions (not all of which are compatible with each other): -Reduce in-battle passive SP and increase in-battle active SP to discourage AFKing. -Increase the in-battle SP in general so "capping out" isn't so much of a grind. -Rollover (trickle type rather than weekly).
As some people have said we need to change the in battle emphasis from earning SP to earning Isk. One part of achieving this is something to spend large amounts of isk on. Something like MCCs or industrial operations or whatever. |
SponkSponkSponk
The Southern Legion The Umbra Combine
511
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Posted - 2013.11.14 01:01:00 -
[33] - Quote
Garth Mandra wrote:My favourite option which is unlikely to ever happen is to remove active SP entirely.
Put all SP accumulation into passive.
That'd make a rollover unnecessary, remove AFK farming and make battles about Isk and winning rather than warpoints and SP.
This is probably too big a change alas.
Doesn't work in a F2P game, sadly.
In fact, I would say that a greedier company than CCP would already have decimated passive SP, but increased the benefit of passive boosters, to ensure that everyone who wants to get ahead "pays a sub".
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Garth Mandra
The Southern Legion The Umbra Combine
209
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Posted - 2013.11.14 02:00:00 -
[34] - Quote
SponkSponkSponk wrote:Garth Mandra wrote:My favourite option which is unlikely to ever happen is to remove active SP entirely.
Put all SP accumulation into passive.
That'd make a rollover unnecessary, remove AFK farming and make battles about Isk and winning rather than warpoints and SP.
This is probably too big a change alas. Doesn't work in a F2P game, sadly. In fact, I would say that a greedier company than CCP would already have decimated passive SP, but increased the benefit of passive boosters, to ensure that everyone who wants to get ahead "pays a sub".
Good point.
You have the same problem (to a slightly lesser extent) with a full rollover too. |
Templar 10
The Southern Legion The Umbra Combine
22
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Posted - 2013.11.14 02:25:00 -
[35] - Quote
how ever i would be more inclined to lower the sp cap which would let you hit the cap fast just a lower cap like 100k not 192 or what ever it is |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7052
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Posted - 2013.11.14 02:45:00 -
[36] - Quote
Solution: give ME the SP without having to play for it. I'm just going to AFK farm anyway and hit the cap, so just give it to me and save me all the trouble. Should only apply to only my characters.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Garth Mandra
The Southern Legion The Umbra Combine
209
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Posted - 2013.11.14 03:31:00 -
[37] - Quote
KAGEHOSHI Horned Wolf wrote:Solution: give ME the SP without having to play for it. I'm just going to AFK farm anyway and hit the cap, so just give it to me and save me all the trouble. Should only apply to only my characters.
In all seriousness I would pay a subscription for this. |
Alena Ventrallis
Osmon Surveillance Caldari State
126
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Posted - 2013.11.14 03:43:00 -
[38] - Quote
KA24DERT wrote:Whenever you go to the whiteboard and come back with a complicated scheme from one of the most hated industries in the world, you need to re-think your strategy.
The best solution to the SP cap is to remove it entirely.
You earn what you earn, and that's it. Simple.
As far as a catch-up mechanic... the game already has them built in: Boosters. Give new players 1 month's worth of active and passive boosters. That's enough training to get into a decent ADV suit. It can also lead to increased revenue after they use their last free booster and see the decline in SP gain. This, I like. I'd add in a cap on SP past 5 million though. Otherwise we have the same problem, vets are uncatchable. |
Rannici
Ancient Exiles.
92
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Posted - 2013.11.14 05:14:00 -
[39] - Quote
no. rollover sp, or nothing at all.
honestly. i have capped nearly every week since the game hit open beta.
i have no life, and would be one those constant no-life grinder types.
.... that is, if i actually liked this game. .... i hate this game. honestly, the fact that CCP is devoting time to talking about this, is part of the problem. keep fixing bugs. work on adding content. don't worry about the SP cap. we've all adjusted to it by now.
i had to work for months to level up all of my skills. blueberries should need to exercise that same level of commitment and dedication to their skill planning.
no 'accelerated' sp gaining. no 'bank'.
just. no.
you want to catch up to the vets in terms of total sp? too bad. that's not how eve or dust is designed to work. welcome to new eden. |
Skihids
Bullet Cluster Legacy Rising
2417
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Posted - 2013.11.14 06:23:00 -
[40] - Quote
All this talk of detail is bassackwards.
Before we design a new system we should first specify what the goals are. We can then determine if any of the goals are incompatable and their relative ranking.
Then we can judge the merits of each proposal by how well it accomplishes the goals.
Starting with the details obscures several different goals.
So what are the goals? Here's my impression:
1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream
Several of these seem to be incompatable, specifically 2 and 4. If you remove the cap you create the possibility that somone will no-life for however long it takes. So you have to decide which is more important to you.
Expiring any of the bonus pool goes against 1. Any expiration means you still have to earn the same average point accrual, it's just that the timeframe is relaxed.
3 could be accomplished by a large base bonus pool.
5 could be accomplished by active boosters multiply a certain amount of bonus SP before running out. Making it SP based rather than time based makes it worth a constant amount and not prone to abuse. If you make the active booster add more the pool it wont' be valuable if someone has a great deal saved up already. |
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Rasatsu
Much Crying Old Experts
895
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Posted - 2013.11.14 06:41:00 -
[41] - Quote
There is no need for newbies to 'catch up' with vets in SP.
Pretty soon they'll be vets and a new set of newbies need to catch up, what then? Do we suddenly give them 100M SP in the first month so they'll not feel bad playing against 200M SP vets?
EVE reverted back to 80k starter SP just for this reason. |
Cass Caul
282
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Posted - 2013.11.14 06:46:00 -
[42] - Quote
I have capped out every week since the switch to weekly. Hell, I never missed a daily cap either. I usually cap out on Thursday or Friday at the latest. Anyone remember the thread posted on the first Wednesday? Mr Zitro capped out in about 4 hours. Other tankers were very close (Granted, they had Surya and Sagaris tanks on Manus Peak Ambush). I've capped out on a Wednesday more than 5 but less than 10 times. You think it's a grind when SP gains end at 1000? the daily cap had each and every match after the cap give out 50 SP. (though the active cap was 27200 and passive was 28800 per day)
I am in full support of a cap. No cap and SP gain of 5/sec + WP? I would honestly have every skill at 5 except those skills that don't give bonuses.
I think that new players need an unlimited cap, up to 5 million SP. While increasing this minimum cap by 400,000 per month after it is implemented.
I'd really like the rollover system to only last 1 week. 190400 for normal, take a week off and it is 380800, but take two weeks off and it is diminishing returns. A maximum Rollover of 500000 SP
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
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Cosgar
ParagonX
7752
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Posted - 2013.11.14 06:51:00 -
[43] - Quote
I'm in favor of rollover SP if we have to have a cap or 100% passive SP if we don't have a cap.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Rasatsu
Much Crying Old Experts
896
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Posted - 2013.11.14 07:18:00 -
[44] - Quote
How will DUST look like in 10 years? |
Spectral Clone
Dust2Dust. Top Men.
487
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Posted - 2013.11.14 09:22:00 -
[45] - Quote
Full passive SP please.
SP grind is not a fun mechanic.
Grinding for ISK is what mercs should do. Maybe even incorporate EVEs skill training system? It would make sense.
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
843
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Posted - 2013.11.14 09:54:00 -
[46] - Quote
tbh I much rather have the SP like it is in EVE, eg remove the active and put it on passive, and just make it a requirement that you need to log in every week or something for it to keep accumulating. Or just let us train towards skills like eve rather than an sp pool. That would make us need to do active decisions rather than farming sp.
The grind for active SP at least for me takes away the fun, I feel I lag behind in terms of SP when I cannot play and I progress slow towards my goals, if I knew that I would get the SP just as fast if I couldn't play for a week or two that would still make me feel happy.
Or some other requirement, but I just don't enjoy the grind for SP.
/c
DUSTBoard - Mercenary sheets
DUSTSearch - DUST Forum mirror
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CCP Saberwing
C C P C C P Alliance
150
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Posted - 2013.11.14 09:58:00 -
[47] - Quote
Hey all,
As someone in on the meeting with the CPM yesterday I can say that it was pretty great and went well!
Having spoken with a bunch of you, the SP Rollover seems to be something that's been thrown around the community quite a while before I joined. It's something we're definitely interested in exploring further and discussing internally, but I'd welcome any thoughts you all have as to what would be the best system to encourage both new and veteran players.
The CPM are going to be continually involved in discussions with us about this and would be a great place to start for getting your thoughts and suggestions heard.
Cheers :)
CCP Saberwing // DUST 514 Community Manager
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Spectral Clone
Dust2Dust. Top Men.
487
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Posted - 2013.11.14 10:06:00 -
[48] - Quote
ChribbaX wrote:tbh I much rather have the SP like it is in EVE, eg remove the active and put it on passive, and just make it a requirement that you need to log in every week or something for it to keep accumulating. Or just let us train towards skills like eve rather than an sp pool. That would make us need to do active decisions rather than farming sp.
The grind for active SP at least for me takes away the fun, I feel I lag behind in terms of SP when I cannot play and I progress slow towards my goals, if I knew that I would get the SP just as fast if I couldn't play for a week or two that would still make me feel happy.
Or some other requirement, but I just don't enjoy the grind for SP.
/c
I couldn-¦t agree with you more, both as a Swede, and as a casual Dust player!
Any hardcore player opinions about if there could be any issues by bringing into a "skill training queue" into dust, like in EVE online?
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
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Spectral Clone
Dust2Dust. Top Men.
488
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Posted - 2013.11.14 10:47:00 -
[49] - Quote
CCP Saberwing wrote:Hey all,
As someone in on the meeting with the CPM yesterday I can say that it was pretty great and went well!
Having spoken with a bunch of you, the SP Rollover seems to be something that's been thrown around the community quite a while before I joined. It's something we're definitely interested in exploring further and discussing internally, but I'd welcome any thoughts you all have as to what would be the best system to encourage both new and veteran players.
The CPM are going to be continually involved in discussions with us about this and would be a great place to start for getting your thoughts and suggestions heard.
Cheers :)
Hey Saberwing,
Any possibility of CCP having a market survey regarding the SP system again?
Maybe now that the game has matured from beta, it could be a good idea.
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3772
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Posted - 2013.11.14 11:05:00 -
[50] - Quote
I'm not bitter or anything
But Operation: Retake Dust 514 thread was TOTALLY made before this one xD
ANON Diplomat -//- I Support SP Rollover ^_^
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shaman oga
Nexus Balusa Horizon
938
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Posted - 2013.11.14 11:09:00 -
[51] - Quote
I would like to turn all the WP in SP when i reach the cap and not only 1000 SP. I'm not against the current system but if you don't reach the cap one week all the points you haven't earned should be added to the next week cap limit and so on, if rollover means that i'm supporting it.
"Just another piece of duct tape"
Some love for gunners
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deepfried salad gilliam
Sanguine Knights
127
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Posted - 2013.11.14 11:20:00 -
[52] - Quote
1/3 of sp cap that you haven't reached goes into the roll over pool. then next week if you hit the cap you start using roll over
Also maybe stop collecting rollover after a month of no login
Christ is lord
Sanguine knights , open recruitment, join now.
Dust should add open world , kinda like arma!
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Mia Romani
Nexus Marines
44
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Posted - 2013.11.14 11:42:00 -
[53] - Quote
Skihids wrote:1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream I agree that any serious design discussion needs to begin with requirements. Thank you for bringing this up.
If there's anything we've learned from this latest triple SP event, it is that people will grind endlessly and hate themselves for it if they perceive they will gain an advantage from doing so. Removing the pressure to grind SP in the first place strikes me as a top priority for avoiding player burnout. This is where I think Blizzard got a few things right, with their mantra of "gated, not grindy".
On the topic of avoiding player burnout, I don't see temporary disincentives as automatically bad for the long-term health of the game. Burned out players stop playing, and having a reason to turn off your PS3 at the end of each night can help avoid that. When those disincentives sometimes discourage you for logging in for 2 or 3 days at a time because you capped out too quickly, then you've got a problem.
New player competitiveness is extremely important, but I do not believe accelerated SP gains are the appropriate way to address this issue, especially since that just makes point 4 an even bigger concern.
Interstellar Crossroads
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Spectral Clone
Dust2Dust. Top Men.
491
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Posted - 2013.11.14 12:02:00 -
[54] - Quote
I just got this idea:
If you have a system like EVE, where you put skills in queue. Would it make sense for you to acquire SP faster if you are actually using that dropsuit or weapon or module in combat?
I mean, in real life this would make sense, since most learn quicker from combining theory with practice.
Add a booster on top of this to accelerate the learning. Damn we got a fine system ladies and gents. It does not punish you for not playing and it definately does not punish you for playing too much.
One problem with such a system would be how to classify that you have been 'training' with said equipment. Can be a complex problem so solve..
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
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dustwaffle
Xer Cloud Consortium
671
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Posted - 2013.11.14 12:14:00 -
[55] - Quote
The only problem I see with complete removal of active SP, and only leaving passive SP is:
In EVE, SP gain is monetized by having to pay a subscription to the game so keep gaining SP over time.
In Dust, no subscription is required to play. In this case, this would bring about: 1. Players who think, I can never catch up to the vets in SP, so why bother? This is similar to how a lot of people mistakenly believe this in EVE. However, the difference between both games is that player skill and knowledge does not give you as much of an advantage in a first person shooter.
2. Players just signing up, creating an alt and leaving it to accrue SP over a long period, finally coming back to the game and having the same amounts of SP as someone who started at the same time. As it is, the game already suffers from a low player count, this would, IMO, compound the problem.
3. Players who think there are no rewards for playing apart from ISK gain. See point 2.
In any case, this would reduce a revenue stream in the form of active boosters, and we have no way of knowing if passive booster sales would increase, though in all likelihood they probably wouldn't.
While some people play for fun (I hardly cap and genuinely enjoy playing Dust), for a lot of gamers today, it's all about the carrot and stick. All passive SP would not be a large enough carrot to entice them to play, as they hold the mentality that they should be rewarded some way or another just for participating.
My 0.02 ISK |
Mia Romani
Nexus Marines
45
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Posted - 2013.11.14 12:34:00 -
[56] - Quote
dustwaffle wrote:1. Players who think, I can never catch up to the vets in SP, so why bother? This is similar to how a lot of people mistakenly believe this in EVE. However, the difference between both games is that player skill and knowledge does not give you as much of an advantage in a first person shooter. I believe the real difference lies in the rock-paper-scissors nature of EVE. All players start out being able to use rocks. SP eventually unlocks paper, and then finally scissors... Which actually cause rocks to become even more relevant.
dustwaffle wrote:2. Players just signing up, creating an alt and leaving it to accrue SP over a long period, finally coming back to the game and having the same amounts of SP as someone who started at the same time. As it is, the game already suffers from a low player count, this would, IMO, compound the problem. You can still have differing levels of passive SP gain.
As an example, just for the sake of conversation: You could cut the current passive SP gain in half, and provide an activity bonus that grants players triple SP for a week if they won 5 or more matches in the previous week. This would stack multiplicatively with the Passive SP booster, so an active boosted player would get 4.5 times the SP that an inactive character would get.
Interstellar Crossroads
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Tebu Gan
Dem Durrty Boyz
202
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Posted - 2013.11.14 13:31:00 -
[57] - Quote
Nova Knife wrote:Personally, I'm a strong supporter of the rollover system, but if given the choice I would much prefer no cap at all.
While this may encourage some heavy farming by some, for the most part we shouldn't need to fear exploiting too much with the new system CCP Greyscale has tossed out that limits WP/time, which was the largest concern with having no cap.
I feel that any cap (However large it may be) sends the message "After X point you should stop playing our game and do something else." which I feel is a pretty silly message to send to your loyal customers. As a gamer, I have absolutely hated the "You cannot pass GO until Z timer expires" prevalent in many F2P games. Further, limited progression implies that progression itself is the entire goal of the game (Which until we get some actual content, it kind of is) and I think that is incredibly wrong. SP shouldn't be the primary focus of the game. SP and progression should be something secondary that happens naturally as someone is enjoying the other content, in my opinion.
While we enjoy a (sort of) soft cap rather than an abrupt stop to progression, that is almost worse in my opinion. With the soft cap players are still rewarded for grinding, but trying to eke out progression one match at a time can be nothing short of painful after one hits their cap.
Even if players do not approve of removing the cap entirely, I think it is very important that however this system is revamped, a day 1 player should be able to catch up to someone who has been playing for months, if that new player wants to grind like a madman while the "vet" is only playing an hour or so a day.
Agreed, on weeks I actually hit the cap, I stop. Why play if I can't improve my character anymore. No doubt it was a "grind" to cap in the first place.
But why is it a grind?
We should enjoy playing, and stop referring to it as grinding. But after doing some of the same things for months now, with hardly a change of pace, it becomes a grind. Going to work every day is a grind, I don't always enjoy it, but I have to do it if I want to get any better. Look, I don't want to come home to do more "work". I want to drink my beer, sit in my chair, and play a fing video game. I want to relax, not stress about remaining competitive, or grinding to become competitive. I want to play a few games, and I want to do decent in them.
Interesting enough, I was just thinking about this last night. I have recently started a brand new character. Checked out the tutorial btw (not impressed). Anyways, going into heavy suits with this char, probably a forge gun I think. So I've spent my points split between the skills for the suits and weapon. Need more points so I was like hey, I'll play some matches.
Que for ambush, milita suit is setup with a repper for points, and proto stomped. 2nd place on my side in WP, 2000 sp. An hour later, I've accrued 12,000 SP.
Every single match was a proto stomp, minus 2 I can think of. I had nightmares about duvolles and exile assault rifles last night. Point is though, this never happens on my main. At this rate, it's going to be a long while until I get my suits, or weapons for that matter. Then I need my armor and shield skills on top of that.
I feel bad for newberries, how are they going to accrue those WP needed for that SP. Me, with my experience, was able to rack up a few, half the norm of my main. New guys though, and I know I had some on my team, averaged 50, and lots of 0 or 5. One game I did pretty poorly and got 1500 sp at the end. That number familiar at all??
So for a 18,000 point skill, you would need to play roughly 18 games, 9 if you average 2000. Mind you this is ambush, and games tend to go much faster, that's still a lot of ass whoopins. And I can get stomped only so many times before I bore of playing.
The wall between new players and vets, must be destroyed. New players need an edge.
- Accelerated training, a MUST. - No cap up to 2.5 or 3mil. Need to look at how much sp it takes to get into an advanced suit with decent skills.
Also something that could help the new people
-Milita only game mode!! Meta level 0 items only, make milita versions of all weapons!!
A mode where nobody has an edge equipment wise. It's all about skill!
Ugh, gotta go grind out some work now.
Nuff Said
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Vrain Matari
ZionTCD Public Disorder.
1221
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Posted - 2013.11.14 13:51:00 -
[58] - Quote
The attraction of a passive sp system is that it removes the OCD-like need to grind, which is an unpleasant game experience for many. Nobody wants this to feel like a second job. On top of that the step up players have to make to accommodate running merc corps in New Eden is already fairly joblike and consuming.
The attraction of an active sp system is that it rewards players for personal performance in battle and for contributions to the team and the win.
I think we can have both of these sp-accrual methods working together in a much more synergistic fashion.
Proposed:
Mercs accrue only passive sp, but at a rate modified by performance in-match.
So every merc would get sp at a constant trickle, just like we do now. Warpoints would be rewarded in-match just like they are now. At the end of match these warpoints would be converted to a bump up in the rate of passive sp accrual.
This bump up would not be permanent, but would last for a day or a week or whatever timeframe seems reasonable. To simplify the accounting on our devs writing the code to keep track of this, it would be nice if today's total warpoint->sp bump up would accumulate throughout a day's playing and get applied to the passive trickle rate the next day.
Caps could still apply, active and passive boosters could still work, rollover could still work. My belief is that because the rewards were not an immediate sp-payoff, the pressure to grind would be somewhat ameliorated.
That's really the core of my proposal. i think we could still give out lump-sum sp rewards at end of match, but these would be only for team and squad-based performance.
- A team bonus for the win.
- A squad bonus based on the total extra WP a squad earned from their squad bonus WP only.
I support SP rollover.
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Noragee Silverfire
HavoK Core RISE of LEGION
37
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Posted - 2013.11.14 13:53:00 -
[59] - Quote
New players don't need to catch up, they need something they can do to be effective and feel like they are supporting the Corp. While not an entirely bad thing, currently you only want to field your top 16 people. And having participated in PC it disheartens those that are not part of that group, as they feel like they do not have anyway to support the corp's goals.
The following ideas are more to get discussion going, but in short I don't think the problem really lies in SP accrual for new players, the problem is how the can contribute to their corp. To change that requires more changes than just fiddling with SP gain and cap.
I much rather see a full passive system with a second system available from WP.
Passive SP is the primary way people earn SP and it goes toward a skill you queue up. Double the current rate.
You build up WP separately and then can spend it like now to unlock skills, no caps. Cut WP gain in half to compensate increased Passive.
Boosters to boost either as they are right now.
To make this work, we need a mode where the ISK gain is large, but the WP gain is minimal. PVE for example where every drone kill is only 1-5 WP, but ISK is 5x as much as current payout for a ADV kill. Thus giving a mode focused on generating ISK, and removing the passive income from districts.
Eventually the payout shifts to resource generation, that in turn is sold for ISK.
Remove ISK gain from PC, cut it drastically in Pub matches against other mercs.
New players now become vital to a corp as they can become ISK generators for the Corp to fund the vets in PC, Pub, etc. While those with more SP fight the major corp battles. I would think this would solve the issue of proto stomping as all corps could do it and the new players would have a more meaningful use than just being cannon fodder to the vets like they are now. |
David Spd
Caldari State
88
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Posted - 2013.11.14 13:54:00 -
[60] - Quote
Can people please stop saying "EVE does this, let's be more like that!"
For starters, EVE is pay to own AND pay to play. Dust is neither.
Secondly, Dust is a completely different genre where gameplay mechanics are the main focus and appeal.
Thirdly same universe doesn't (and shouldn't) mean same exact everything. If you EVE players want to play a game with all the same mechanics and under the hood logic of EVE then....oh.... I don't know... play EVE?
We don't need two EVE Online MMOs. One is more than enough.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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