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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
86
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Posted - 2015.03.20 00:08:00 -
[1] - Quote
https://youtu.be/x_RgGJpoUeg?t=18m22s
Rattati asked this question at Fanfest 2015:
How can we strengthen the EVE lore connection without enforcing 1 to 1 relationships?
go for it!
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
87
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Posted - 2015.03.20 16:21:00 -
[2] - Quote
Rattatti mentioned that one of the problems they've had incorporating into the existing EVE lore is the overwhelming complexity of injecting new mechanisms into the intricate existing EVE systems.
I suggest chaining it into features planned to get an overhaul anyway:
Deployable Structures. An overhaul (announced in the eve keynote as a 'phased overhaul taking place alongside existing POS systems for now, beginning "this year" ) is already planned, and not yet implemented. Tie in some Dust Loot, or Crafts, or Battle Results, with the acquisition of key components needed for construction/deployment/operation of these new deployable structures.
Additionally, linking into new content would be compelling:
Valkyrie Again, this is still under development, so getting a series of links into things now rather than later should be easier. Lore wise, the Cerebral Links that allow clone transfers look like low hanging fruit.
Mostly, How about if you're serious about linking the games together, you form a team that develops those links between all New Eden games?
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
87
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Posted - 2015.03.20 18:29:00 -
[3] - Quote
It seems that there are a few lines of conversation going on.
One, which increases the immersion in new eden.
Making static things more dynamic and reflective of time and place in New Eden. (skyboxes, Player and NPC information/propaganda, Merc Quarters TV, MOTD). Making all the little things connect together really makes the difference here. The planet overview in the PC Warbarge should absolutely positively be the exact same (720p res) view you would see in orbit in EVE.
Probable/possible Environmental conditions (space weather, but on the planets) should be available information for ALL planets Dust Mercs fight on. Location of the planet relative to its Sun, location of the district (relative to the poles) should all be taken into account to give each district a specific set of conditions that are likely to exist when visiting that district and presented as adverse conditions that can be overcome by a well equipped and skilled Mercanary.
Incorporating links to txts to Official Lore for entities (Faction/Corp/Alliance) would be very helpful.
I'll add in to this keeping EVE (or any other game in NE) up to date on changes in it's sister games. Things like this: https://forums.dust514.com/default.aspx?g=posts&t=196778&find=unread need to be updated and maintained (again probably by a team focused exclusively on linking the games more deeply together.)
The other discussion, and more interesting to me, is about creating reasons for cooperative gameplay (either direct or indirect) between New Eden games. So far we have the Orbital Bombardment. It's awesome and should be a cooperative requirement in all game modes, increasing in capabilities based on the level of gameplay. (PC>FW>Pub)
There should be compelling reasons for the EVE player to travel across a constellation or two, to provide an Orbital Bombardment. Automating this as NPC Missions in EVE would be a huge incentive to serve Pub Matches.
With the OB as the sole 'player to player' cross connect link, you should make it more precious, more important, but not terribly rare.
The more common, and relative variety of effects an 'OB' provides, the better. It's a special snowflake, go with it!
Some things have been said to be completely off the table:
Boarding Ships (you wouldn't like it either) Planetary Interaction (source of Fuel for EVE Starbases and PvP self-repair goo.), Boarding Starbases (planned for a complete design overhaul per Fanfest2015)
But they do encourage core gameplay: FPS face shooting (in the face!)
Other things have been identified as too cumbersome, anti-core gameplay, or complex to consider:
Mining (in Dust. BORING!) Industrial Production of Dust Equipment (by EVE Players, with their markup?!) PvE (too complex for rapid development) Exploration Based Gameplay (Rhymes with Region...) Walking in Stations (non core gameplay, too complex for rapid dev)
I still like the idea of interrupting and possibly stealing an EVE player's Planetary Resources. Those are valuable and important in EVE and due for a future iteration.
Shooting back from Ground to Space should be discussed. Relatively expensive to the Dust Players and not be a Killshot for the EVE player.
I like the idea of Dust Mercs "Stealing Things" (Capture the Flag) from Player or NPC Corporations, and each other, that are then placed for sale on New Eden Markets, with players receiving isk only when the items are sold on the market. Use pirate/merc nomenclature for Prizes/Shares/Ranks. Could create a Contract Marketplace for battle groups/squads.
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
89
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Posted - 2015.03.21 15:09:00 -
[4] - Quote
I'll point out that a 3rd line of conversation is emerging.
1) Immersion: Making Dust players more aware of the New Eden Universe in general. Bringing elements to Dust that are accurate reflections of its existing and evolving nature, inhabitants, and storylines.
2) Cross Platform Cooperation: The so called "EVE Link". Methods of interaction and communication between New Eden Game Platforms.
3) Dust 2.0: "Completion of Concept"
The lack of 'complete' parity between available Faction options sticks in everyone's craw, most especially anyone steeped in EVE lore, a sizable % of the vocal population. Having been shown a vision of what will turn out to possibly be "release + 5 yrs" well before public availability didn't help, but it is easily overcome with sustained effort. Keep up the long slog, continue to add things when they're ready as you've been doing for the last 2 years.
thoughts? |
Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
89
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Posted - 2015.03.21 16:27:00 -
[5] - Quote
Speculating on technical implementations, improvements, testing, deployments, etc are completely off topic, let's assume CCP is aware of their capabilities and delivers changes to the best of their ability.
Rattati has already described (and I think i detected a nod from Frame) a phased deployment of market trading, shown no hesitation at 'adding some sort of planetary store/currency' and expressed interest in cleaning up other technical things. All of these were within the 'presently working on' context of their presentation. |
Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
91
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Posted - 2015.03.22 16:22:00 -
[6] - Quote
I've altered the wording of the 3rd line of requests to attempt to be more accurate with what people are articulating.
Sigourney Reever wrote:I'll point out that a 3rd line of conversation is emerging.
1) Immersion: Making Dust players more aware of the New Eden Universe in general. Bringing elements to Dust that are accurate reflections of NewEden's existing and evolving nature, inhabitants, and storylines.
2) Cross Platform Cooperation: The so called "EVE Link". Methods of interaction and communication between New Eden Game Platforms.
3) Incorporating New Eden Conflict Strategies
Drawn by the potential for the complex and overlapping game conflict drivers developed by CCP, many requests exist for a 'completion' of the initial variety of options to be considered "balanced competition".
The continued addition of these elements to the game represent 'growth' in the number of possible options for the long term player, and serve as a continued draw for new players. Given that the game rewards the individual for adherence to faction doctrine (suits/weapons, vehicles/weapons), an Incomplete toolset stands out.
New additions to the game should strive for increasing complexity through specialization and present available counter balances by requiring a minimum (based on Faction) of alternative specialization routes.
Game content should be filtered through the lens of established New Eden Conflict Strategies. Not for rigorous adherence to canon, or copying established mechanics, but to ensure that the game continues its established approach of rewarding specialization and counterbalanced play styles.
Taken further than the means of conflict, the reason for conflict has been addressed, but developing motivators and incentives for players (like the Daily Missions) can only be done with a complete toolset for the players to use. (ie: How many players have completed a "Get 29 Kill Assists while riding in a vehicle" mission?)
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
92
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Posted - 2015.03.22 21:32:00 -
[7] - Quote
Kincate wrote:
The simplest answer to this is make people think and give them the tools to innovate. Most of the rest can be reconciled...
... Do that and it will not matter if the laser isn't purple or if the damage control module is passive instead of active. Get the spirit of it right the rest will fall into place.
I completely agree.
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
92
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Posted - 2015.03.23 20:27:00 -
[8] - Quote
R F Gyro wrote:I think the first thing is to dramatically reduce the number of star systems that battles are fought in at any point in time, and the sides in the battles.
There should be just a handful of wars going on at any point in time. Each war should be in a single constellation, or even in a single system, with all battles in the war between the same sides. A war should continue for anything from a few days to a few weeks. New wars should start as old ones end, though not necessarily immediately.
Before each war, create a quick backstory article; post it on the forums, and on Evelopedia. During the course of the war, additional updates can be posted, and then a final post describing the conclusion.
All of the above can probably be done with no changes to the PS3 client; it should all be server-side changes to the code that creates battles.
This would make the battles feel much more connected to the New Eden universe, and therefore to Eve.
This could also easily solve the travel and local station "discontinuities". (wherein Dust mercs are able to travel across the galaxy without consequence on a battle to battle basis)
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
93
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Posted - 2015.03.24 17:34:00 -
[9] - Quote
Hopefully the jetlag is beginning to wear off and we'll have some more Dev input here soon.
The fundamental problem with 'lore' as it pertains to New Eden is that EVE has the tools and the stated goals to encourage player narrative based 'lore' intermingled with NPC storyline 'lore'.
Worse yet (for any competitor which includes Dust, in this case) EVE is one of the best MMOs to do so. The most recent Scope videos have taken Player Avatars and woven them into the NPC storyline based on their out of game discussions (a podcast roundtable), AND in-game achievements (the 3rd confirmed destruction of a Revenant, a exceedingly rare SuperCapitol-Class ship) that included zero input from developers.
The equivalent actions in a Dust world would be difficult to imagine, but consider something along the lines of a corporate leaderboard that displayed the most Officer Suit equipped clones killed. Or a MOTD that contained battle footage of a Corporation conquering the final district on a planet they've attacked and won all other districts in.
There are no really good metaphors that work here because there are not enough tools for Dust to ever care about such quantifiable 'accomplishments'. The terms that are used to describe these actions in EVE (Player Agency, Emergent Game Play, even simple concepts like Risk/Reward) are so under-described, even considering Dust's public roadmap, that it makes it difficult to not begin listing 'missing elements' because, to some degree, it is those very elements that create a system dynamic and complex enough for the higher order elements to emerge. |
Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
95
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Posted - 2015.03.24 19:18:00 -
[10] - Quote
Luther Mandrix wrote:CCP Rattati wrote:My 1v1 comment refers to "if it is in EVE Online we must have it exactly the same following the same rules"
I think we should be inspired but not overruled by EVE.
How can EVE inspire us in a different way then just with modules and rules, and make you think while in game and in MQ, "this is New Eden" We need Sky Boxes that are region Specific.And Maps that are Region(Faction)specific
Geography has to matter, from a single socket up to the starmap, for New Eden to matter in Dust and vice versa. |
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
96
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Posted - 2015.03.28 16:15:00 -
[11] - Quote
bump |
Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
105
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Posted - 2015.04.09 16:25:00 -
[12] - Quote
bump! |
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