Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Nomed Deeps
The Exemplars
554
|
Posted - 2016.09.16 00:00:00 -
[61] - Quote
Rattati comes out of hiding for one post and this thread turns into an argument about P2W. Pretty sure this is not what this thread was created to discuss. Could we please get back on topic and discuss P2W elsewhere?
I cannot be bought, but I can be leased.
|
Aiwha Bait
Incorruptibles
361
|
Posted - 2016.09.16 01:09:00 -
[62] - Quote
Honestly, I feel like New Eden is unique because of how goddamn social it is, and DUST captured that so beautifully. Why is New Eden so social? I have no ******* idea, but it is for some reason. Same goes for DUST. DUST, for whatever reason, turned out to be the most social FPS ever. No idea why.
"Bait is too adorable to stab" - Zaria Min Deir
Every hole is goal. - 1NC0R
|
Joel II X
Bacon with a bottle of Quafe
10500
|
Posted - 2016.09.16 02:11:00 -
[63] - Quote
CCP Rattati wrote:- ETERNAL, death is just a means to an end, persistent character progression through the infomorph and clone interaction - EPIC, and the world does not revolve around you, you are a tiny forgettable speck - dystopian galaxy at PERPETUAL WAR - REAL, endless character, lore and backstory, names have a meaning, references are real - SELF, ownership, you own your stuff, your story, your progression, collective ownership and achievements - CHOICES, again progression, friends, foes, factions, allegiance, playstyle, strategy, tactics
Ra- Rattati?
*wipes eyes*
Is that you? Is that really you?
Scouts United
Gk.0s & Quafes all day.
|
Echo 1991
warravens Imperium Eden
1268
|
Posted - 2016.09.16 02:14:00 -
[64] - Quote
Alena Asakura wrote:Mobius Wyvern wrote: You really think he's competing with full-time industrial moguls? Yeah, he's doing what he loves with real money, but he's hardly dominating the economy or anything.
I've bought multiple Game Time Codes in the past and used them to set up ships that probably got me more than one kill against people who earned all the ISK for their fittings in-game. However in more of those cases I've lost those ships to people with more experience than me.
What I'm saying is the issue isn't as black-and-white as many people argue it is.
I'll make my case again - it's not whether he's winning or not - it's the fact that he's fast-tracking something others have taken years to get to. It's definitely P2W, even if the person paying isn't necessarily winning. The long-liners do not like that. If the person isn't winning, then they aren't paying to win. Mobius is right, you could have all the money in the world dumped into the game, if you don't know what you're doing you're gonna get blown up. Experience and knowing when to back off are gonna be the deciding factor in eve.
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|
Sequal's Back
Dead Man's Game Preatoriani
2266
|
Posted - 2016.09.16 06:29:00 -
[65] - Quote
Aiwha Bait wrote:Honestly, I feel like New Eden is unique because of how goddamn social it is, and DUST captured that so beautifully. Why is New Eden so social? I have no ******* idea, but it is for some reason. Same goes for DUST. DUST, for whatever reason, turned out to be the most social FPS ever. No idea why. Totally agree with you. The social aspect of Dust is what made it so unique. I and many others could spend hours without playing, only chatting and tweaking dropsuits.
All the point s that Rattati said are true, but this one is the most important.
"I hope we don't have vehicles [in Nova] simply so we don't have to deal with the people who drive them." -Ripley Riley
|
Marston VC
SVER True Blood RUST415
1909
|
Posted - 2016.09.16 08:36:00 -
[66] - Quote
Alena Asakura wrote:byte modal wrote:It's a bit more than "leveling". For more than one player, choice and the consequences of that choice are important. EvE was a life sim of sorts. It was a place to login to avoid games where you could pay 10g for a spec reset and boom: everything starts over fresh making any choice up to that point ...pointless.
In EvE, I had to frigate to cruiser to battleship, etc., hopefully learning the pros and cons of each along the way. If I made a mistake in my skill path, then I had to learn how to make use of what I had until I corrected my path. On the plus side, I never lost the ability to redirect my skills at any point along the way. I was never bound to one role or another. It was all forward and compounding gain that I couldn't find anywhere else. For me, that was unique.
It's actually less about progression and more about decision-making and commitment. Also, I am not saying that is the end-all be-all of my attraction to EvE; however, it is something that made it stand out for me. Injectors water that aspect down considerably.
My post was in reply to OP, and that's my humble opinion. That does not negate whatever other or additional enjoyment players may get out of it. Just mine, due to the principles that shape my opinions.
*EDIT* Also: life is leveling. EvE felt more realistic as a result. For me, at least. YMMV. The problem with EvE is that it is slowly being turned into just another game that you can pay to get whatever you want. There's no requirement anymore to go through the whole skill training thing that made the experience of training worthwhile. This is one of the things that so many of the long liners are complaining about - they trained for years and years to get where they are and now suddenly, people can just buy the skills they need for ISK, which itself is easy enough to get from selling PLEXes. PLEXing used to be a very maligned practice. Now it's practically the primary way to do anything fast in the game, and since for most people they just want things fast, the logic follows that PLEXing is becoming a primary source of in game money. No wonder the long liners complain so vehemently.
You do realize there has always been a character bizzar where people could buy fully skilled characters right? The only thing skill injectors changed was that now ccp has another way to make more money. And I'm all for that! Ccp needs to stay in business for us to play their game.
ALSO, skill injectors have a steep decline in effectiveness the more skill points a character has. So basically, skill injectors are a way for more affluent people who might have wanted to play the game but didn't want to wait 6 months to do something cool to just skip the bs newbie grind and hop right into the game.
Buying skill points DOES NOT make you a good pilot. The feature in the game will serve only to boost player numbers. The same can be said with the new free trial account system. Now there will be a great number of new players who might be willing to give the game a shot since they don't have to worry about paying.
The game in my opinion is heading in a great direction. Yes there needs to be some improvements. But I can easily see things in a positive light moving forward.
Marston VC, STB Director
|
Marston VC
SVER True Blood RUST415
1909
|
Posted - 2016.09.16 08:40:00 -
[67] - Quote
Alena Asakura wrote:Mobius Wyvern wrote:Alena Asakura wrote:byte modal wrote:It's a bit more than "leveling". For more than one player, choice and the consequences of that choice are important. EvE was a life sim of sorts. It was a place to login to avoid games where you could pay 10g for a spec reset and boom: everything starts over fresh making any choice up to that point ...pointless.
In EvE, I had to frigate to cruiser to battleship, etc., hopefully learning the pros and cons of each along the way. If I made a mistake in my skill path, then I had to learn how to make use of what I had until I corrected my path. On the plus side, I never lost the ability to redirect my skills at any point along the way. I was never bound to one role or another. It was all forward and compounding gain that I couldn't find anywhere else. For me, that was unique.
It's actually less about progression and more about decision-making and commitment. Also, I am not saying that is the end-all be-all of my attraction to EvE; however, it is something that made it stand out for me. Injectors water that aspect down considerably.
My post was in reply to OP, and that's my humble opinion. That does not negate whatever other or additional enjoyment players may get out of it. Just mine, due to the principles that shape my opinions.
*EDIT* Also: life is leveling. EvE felt more realistic as a result. For me, at least. YMMV. The problem with EvE is that it is slowly being turned into just another game that you can pay to get whatever you want. There's no requirement anymore to go through the whole skill training thing that made the experience of training worthwhile. This is one of the things that so many of the long liners are complaining about - they trained for years and years to get where they are and now suddenly, people can just buy the skills they need for ISK, which itself is easy enough to get from selling PLEXes. PLEXing used to be a very maligned practice. Now it's practically the primary way to do anything fast in the game, and since for most people they just want things fast, the logic follows that PLEXing is becoming a primary source of in game money. No wonder the long liners complain so vehemently. Seriously? With all the popular stories of people "buying win" and then getting facerolled by ships nowhere near their cost people STILL won't drop the pay-to-win ****? You can't buy win in EVE Online. I've seen dozens of people in my 8 years in EVE playing on characters with crazy SP counts that they bought off the character bazaar. They've all been childishly easy to take down. In the most infamous story of them all, a lawyer dumped $3300 dollars on PLEX and only got a humiliating lossmail and yet another Goonswarm scam story for his trouble. Even in non-combat professions you're just going to get creamed by people with experience. If you don't have years of practice to draw from you are going to be easy fodder for people who do whether in PvP, marketing, industry, or even exploration. There's just no contest. EVE is not a level-based MMO. Your SP and ISO have no bearing on how good you are at managing your ship and making informed decisions. I never said you can "buy win" in EvE. I said that people are paying to win. That doesn't mean they actually win by it, but the effect is still pretty profound. When people can just buy skill injectors full of the skills you spend years training, you will feel pretty cheesed off, too. Yes, those same people then have to learn to use those skills, which is a whole other problem, but the fact they paid to get them fast tracked is what the long-liners have a problem with. And these days, I myself am actually becoming a bit of a long liner. To me, paying for skill injectors to get to the level of my EvE main is tantamount to someone selling their EvE account, something which is supposed to be illegal according to the terms of agreement. The fact that CCP have effectively given people the means by which they can do exactly the same thing, but wait, now they have to pay CCP the real dollars to do it, means this is just another CCP cash cow.
So where did you forget to factor in the eve character bizzar and how for a very long time now people have always been able to buy fully skilled characters?
Marston VC, STB Director
|
Marston VC
SVER True Blood RUST415
1909
|
Posted - 2016.09.16 08:49:00 -
[68] - Quote
Alena Asakura wrote:Mobius Wyvern wrote: You really think he's competing with full-time industrial moguls? Yeah, he's doing what he loves with real money, but he's hardly dominating the economy or anything.
I've bought multiple Game Time Codes in the past and used them to set up ships that probably got me more than one kill against people who earned all the ISK for their fittings in-game. However in more of those cases I've lost those ships to people with more experience than me.
What I'm saying is the issue isn't as black-and-white as many people argue it is.
I'll make my case again - it's not whether he's winning or not - it's the fact that he's fast-tracking something others have taken years to get to. It's definitely P2W, even if the person paying isn't necessarily winning. The long-liners do not like that.
Who are you to speak for all "long liners"? Lol
I've spoken to many people about skill injectors. Many of them who have been playing since close to the beginning. Most of the responses I get are that of "I don't really think it's a big deal" and "will just have to wait and see"
Ccp spent a good portion of a year hammering out details with the CSM as to how these injectors would be implemented and what stipulations would be required to prevent them from unbalancing the game. Hence the diminishing return you get as your total SP count goes up.
Also your completely forgetting that players can spend isk on these injectors to. So it's not exclusive to people who spend money on the game. I run incursions with eve uni on one of my accounts and injectors have really helped a lot of struggling newer players. What used to take two-three months for our new guys to train takes like 1 month now because as they earn money picketing/scouting for us they buy sp injectors so that they can hop into a battleship faster and really get their eve career started.
And AGAIN let's not forgetting the eve character bizzar that's been around for forever. People have been buying fully skilled characters through that for years now and the game has been doing fine.
Marston VC, STB Director
|
Fox Gaden
Immortal Guides
7846
|
Posted - 2016.09.16 12:06:00 -
[69] - Quote
Mobius Wyvern wrote:You can't buy win in EVE Online. I've seen dozens of people in my 8 years in EVE playing on characters with crazy SP counts that they bought off the character bazaar. They've all been childishly easy to take down.
This is so true.
Buying PLEX and selling it for ISK will allow you to outfit a ship for PVP without having to grind PVE or other avenues to raise the funds, but the outcome of PVP in EVE is about 20% how you fit your ship and 80% knowing what to do with it.
You need to not only know how to fly your ship to its potential (range, vector, overheat timing, power management, etc.), but you also have to know all the other ships you might face and how to counter them. Most importantly you need to know when to fight and when to run, because there are no ships in EVE that do not have a counter.
It does not matter how expensive and shiny your ship is, if you don't have the experience, you need to get in with a fleet commander who does!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides
7846
|
Posted - 2016.09.16 12:20:00 -
[70] - Quote
LOL KILLZ wrote:Mobius Wyvern wrote:Lightning35 Delta514 wrote:Mobius Wyvern wrote:james selim brownstein wrote:@Rattati - Will we be getting any BPO's from Dust in Nova? I really want my C3P0 Logi (Shaman) back HELL no. I hope to whatever god there is that Nova never has BPOs like Dust. There should never be any escape from risk or loss. We need Quafe As a paintjob, not an unlimited-use asset. BPO was awesome!!! I want my suits back I liked Skins. I did not like the free BPO. Having a BPO should allowing you to craft the suit using raw materials which you can acquire through effort, or buy for quite a bit less than it would cost to buy the suit. Then you should be able to sell the suits that you are not going to use yourself on the open market.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
|
Alena Asakura
Rogue Clones Yulai Federation
1180
|
Posted - 2016.09.16 12:32:00 -
[71] - Quote
Echo 1991 wrote:Alena Asakura wrote:Mobius Wyvern wrote: You really think he's competing with full-time industrial moguls? Yeah, he's doing what he loves with real money, but he's hardly dominating the economy or anything.
I've bought multiple Game Time Codes in the past and used them to set up ships that probably got me more than one kill against people who earned all the ISK for their fittings in-game. However in more of those cases I've lost those ships to people with more experience than me.
What I'm saying is the issue isn't as black-and-white as many people argue it is.
I'll make my case again - it's not whether he's winning or not - it's the fact that he's fast-tracking something others have taken years to get to. It's definitely P2W, even if the person paying isn't necessarily winning. The long-liners do not like that. If the person isn't winning, then they aren't paying to win. Mobius is right, you could have all the money in the world dumped into the game, if you don't know what you're doing you're gonna get blown up. Experience and knowing when to back off are gonna be the deciding factor in eve. You're still not getting it. It doesn't matter whether they're winning or not. If they're paying to get a fast track to the training, this is what the long liners don't like. It doesn't matter to them whether the people paying for their fast tracked skills know how to use them or not, they only care that they trained for years and years to get where they are and now someone comes along and buys the skills without having to do the training.
I know people who just buy skills won't have the experience to use them. I'm a long-liner myself, and know how you have to actually use the skills to get the experience necessary. To an extent the long-liners are a little illogical about this, but logic has little to do with the way people perceive unfair advantage. |
Alena Asakura
Rogue Clones Yulai Federation
1180
|
Posted - 2016.09.16 12:35:00 -
[72] - Quote
Marston VC wrote:Alena Asakura wrote:Mobius Wyvern wrote: You really think he's competing with full-time industrial moguls? Yeah, he's doing what he loves with real money, but he's hardly dominating the economy or anything.
I've bought multiple Game Time Codes in the past and used them to set up ships that probably got me more than one kill against people who earned all the ISK for their fittings in-game. However in more of those cases I've lost those ships to people with more experience than me.
What I'm saying is the issue isn't as black-and-white as many people argue it is.
I'll make my case again - it's not whether he's winning or not - it's the fact that he's fast-tracking something others have taken years to get to. It's definitely P2W, even if the person paying isn't necessarily winning. The long-liners do not like that. Who are you to speak for all "long liners"? Lol I've spoken to many people about skill injectors. Many of them who have been playing since close to the beginning. Most of the responses I get are that of "I don't really think it's a big deal" and "will just have to wait and see" Ccp spent a good portion of a year hammering out details with the CSM as to how these injectors would be implemented and what stipulations would be required to prevent them from unbalancing the game. Hence the diminishing return you get as your total SP count goes up. Also your completely forgetting that players can spend isk on these injectors to. So it's not exclusive to people who spend money on the game. I run incursions with eve uni on one of my accounts and injectors have really helped a lot of struggling newer players. What used to take two-three months for our new guys to train takes like 1 month now because as they earn money picketing/scouting for us they buy sp injectors so that they can hop into a battleship faster and really get their eve career started. And AGAIN let's not forgetting the eve character bizzar that's been around for forever. People have been buying fully skilled characters through that for years now and the game has been doing fine. No of course I don't speak for all long-liners. I only speak of the ones I know, and they tend to dislike this sort of thing. Most of them would actually prefer the game was put back to the way it was before all the massive changes started happening, including Walking In Stations, and the likes of the Titan nerf. |
Alena Asakura
Rogue Clones Yulai Federation
1181
|
Posted - 2016.09.16 21:16:00 -
[73] - Quote
Marston VC wrote:Alena Asakura wrote:Mobius Wyvern wrote:Alena Asakura wrote:byte modal wrote:It's a bit more than "leveling". For more than one player, choice and the consequences of that choice are important. EvE was a life sim of sorts. It was a place to login to avoid games where you could pay 10g for a spec reset and boom: everything starts over fresh making any choice up to that point ...pointless.
In EvE, I had to frigate to cruiser to battleship, etc., hopefully learning the pros and cons of each along the way. If I made a mistake in my skill path, then I had to learn how to make use of what I had until I corrected my path. On the plus side, I never lost the ability to redirect my skills at any point along the way. I was never bound to one role or another. It was all forward and compounding gain that I couldn't find anywhere else. For me, that was unique.
It's actually less about progression and more about decision-making and commitment. Also, I am not saying that is the end-all be-all of my attraction to EvE; however, it is something that made it stand out for me. Injectors water that aspect down considerably.
My post was in reply to OP, and that's my humble opinion. That does not negate whatever other or additional enjoyment players may get out of it. Just mine, due to the principles that shape my opinions.
*EDIT* Also: life is leveling. EvE felt more realistic as a result. For me, at least. YMMV. The problem with EvE is that it is slowly being turned into just another game that you can pay to get whatever you want. There's no requirement anymore to go through the whole skill training thing that made the experience of training worthwhile. This is one of the things that so many of the long liners are complaining about - they trained for years and years to get where they are and now suddenly, people can just buy the skills they need for ISK, which itself is easy enough to get from selling PLEXes. PLEXing used to be a very maligned practice. Now it's practically the primary way to do anything fast in the game, and since for most people they just want things fast, the logic follows that PLEXing is becoming a primary source of in game money. No wonder the long liners complain so vehemently. Seriously? With all the popular stories of people "buying win" and then getting facerolled by ships nowhere near their cost people STILL won't drop the pay-to-win ****? You can't buy win in EVE Online. I've seen dozens of people in my 8 years in EVE playing on characters with crazy SP counts that they bought off the character bazaar. They've all been childishly easy to take down. In the most infamous story of them all, a lawyer dumped $3300 dollars on PLEX and only got a humiliating lossmail and yet another Goonswarm scam story for his trouble. Even in non-combat professions you're just going to get creamed by people with experience. If you don't have years of practice to draw from you are going to be easy fodder for people who do whether in PvP, marketing, industry, or even exploration. There's just no contest. EVE is not a level-based MMO. Your SP and ISO have no bearing on how good you are at managing your ship and making informed decisions. I never said you can "buy win" in EvE. I said that people are paying to win. That doesn't mean they actually win by it, but the effect is still pretty profound. When people can just buy skill injectors full of the skills you spend years training, you will feel pretty cheesed off, too. Yes, those same people then have to learn to use those skills, which is a whole other problem, but the fact they paid to get them fast tracked is what the long-liners have a problem with. And these days, I myself am actually becoming a bit of a long liner. To me, paying for skill injectors to get to the level of my EvE main is tantamount to someone selling their EvE account, something which is supposed to be illegal according to the terms of agreement. The fact that CCP have effectively given people the means by which they can do exactly the same thing, but wait, now they have to pay CCP the real dollars to do it, means this is just another CCP cash cow. So where did you forget to factor in the eve character bizzar and how for a very long time now people have always been able to buy fully skilled characters? I never forgot that. The long-liners hate that too! :) |
Avallo Kantor
1183
|
Posted - 2016.09.17 00:56:00 -
[74] - Quote
Trying a bit to redirect the conversation back to it's original point, I'd like to argue the merits of why getting the feel of New Eden is so important, and why it's a thing that players can help out with. It is important that mechanics help bring the feel and theme of a game to life, instead of the two being created at separate points. (Often with mechanics before theme)
This can cause imbalances or inconsistencies in the narrative / feel of the game which generally detract from the fun and immersion of the game.
NOVA has the clear advantage of having two games worth of prior experience to establish the mood, feel, and themes that such a game should adhere to, as well as certain mechanics that help to enhance that theme. It is important then to distill those themes down as much as possible, preferably to a small list of bullet points (like what Rattati did) to keep in mind.
Then from those concepts and themes, mechanics can then be developed that tie into those themes. For example, if a theme is to feel a sense of "SELF" where things you own are important to you then mechanics that make you feel less ownership over things would harm that notion. As a minor example free vehicles spawning on a map would harm this as it does not grant a sense of ownership over things.
To continue on my line of questioning, let's look at a comparison. DUST and STAR WARS BATTLEFRONT both have "load out" systems. Here defining a "load out" system, as some mechanical system that allows you a difference in kind of gear and tools at your disposal that differentiates one load out from another in feel and mechanics. However, DUST managed to make fits feel unique or special to the point that some players considered a fit to be "theirs". Meanwhile, Battlefront did not grant this same sense of ownership despite also having the same mechanical system in place.
What was the difference that made one feel like New Eden, and the other... not?
"Mind Blown" - CCP Rattati
|
byte modal
986
|
Posted - 2016.09.17 01:17:00 -
[75] - Quote
I'm not really sure there was a difference. DUST514 came preloaded with associations to EvE just by coming from CCP. We tend to project ourselves onto things to fill in the blanks when there are blanks to fill. Like how we treat our pets as though they are emotionally complex enough to feel what we feel. They're not, but we fill in the gaps with our own emotional assumptions and empathy. Did some of us do this with DUST? The game sure had enough holes for us ;)
No idea really. Just bumping the thread. And trying to better stay on point this time.
kitten bacon taco (nom)
|
|
CCP Rattati
C C P C C P Alliance
27711
|
Posted - 2016.09.17 10:08:00 -
[76] - Quote
Avallo Kantor wrote:Trying a bit to redirect the conversation back to it's original point, I'd like to argue the merits of why getting the feel of New Eden is so important, and why it's a thing that players can help out with. It is important that mechanics help bring the feel and theme of a game to life, instead of the two being created at separate points. (Often with mechanics before theme)
This can cause imbalances or inconsistencies in the narrative / feel of the game which generally detract from the fun and immersion of the game.
NOVA has the clear advantage of having two games worth of prior experience to establish the mood, feel, and themes that such a game should adhere to, as well as certain mechanics that help to enhance that theme. It is important then to distill those themes down as much as possible, preferably to a small list of bullet points (like what Rattati did) to keep in mind.
Then from those concepts and themes, mechanics can then be developed that tie into those themes. For example, if a theme is to feel a sense of "SELF" where things you own are important to you then mechanics that make you feel less ownership over things would harm that notion. As a minor example free vehicles spawning on a map would harm this as it does not grant a sense of ownership over things.
To continue on my line of questioning, let's look at a comparison. DUST and STAR WARS BATTLEFRONT both have "load out" systems. Here defining a "load out" system, as some mechanical system that allows you a difference in kind of gear and tools at your disposal that differentiates one load out from another in feel and mechanics. However, DUST managed to make fits feel unique or special to the point that some players considered a fit to be "theirs". Meanwhile, Battlefront did not grant this same sense of ownership despite also having the same mechanical system in place.
What was the difference that made one feel like New Eden, and the other... not?
Exactly, these pillars should guide our development.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
byte modal
986
|
Posted - 2016.09.17 13:36:00 -
[77] - Quote
Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/
kitten bacon taco (nom)
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8395
|
Posted - 2016.09.17 13:46:00 -
[78] - Quote
byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear.
If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Nomed Deeps
The Exemplars
554
|
Posted - 2016.09.17 14:00:00 -
[79] - Quote
Mobius Wyvern wrote:byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear. If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them. To be able to use BPOs like in EVE, players would have to get a hold of materials to craft their gear off of the BPOs not to mention a way of creating the gear once you get the materials (material + production cost). This would likely add a whole other complexity to development of the game. I'd be for it but I doubt CCP would. That said, I think Project Nova would likely be best without BPOs (at least in the short term to enable time to get them to work right). The shortcutted BPOs as provided with DUST did kind of kill the point of the game.
I cannot be bought, but I can be leased.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8396
|
Posted - 2016.09.17 15:00:00 -
[80] - Quote
Nomed Deeps wrote:Mobius Wyvern wrote:byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear. If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them. To be able to use BPOs like in EVE, players would have to get a hold of materials to craft their gear off of the BPOs not to mention a way of creating the gear once you get the materials (BPO + material + production cost = produced gear). This would likely add a whole other complexity to development of the game. I'd be for it but I doubt CCP would. That said, I think Project Nova would likely be best without BPOs (at least in the short term to enable time to get them to work right). The shortcutted BPOs as provided with DUST did kind of kill the point of the game. Agreed. One would hope that the BPOs will be used by EVE players to provide us with stockpiles of affordable gear while boosting the space-side economy.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
|
roblox098
Eternal Beings
261
|
Posted - 2016.09.17 22:47:00 -
[81] - Quote
Avallo Kantor wrote:Taking a quote from CCP LogicLoop: CCP LogicLoop wrote:On the Nova Discord channel earlier today.
[4:48 PM] CCP Rattati: just assuring that the Nova team absolutely working on improving what you saw at fanfest [4:48 PM] CCP Rattati: especially on the feedback we got [4:49 PM] CCP Rattati: "looks like good fps gameplay, NOW WHAT" [4:49 PM] CCP Rattati: "not eve enough" [4:49 PM] CCP Rattati: etc [4:49 PM] CCP Rattati: we have been working on the "essence" of the game if you will [4:50 PM] CCP Rattati: uniqueness and setting [4:50 PM] CCP Rattati: it wouldn't be a new eden fps if there wasn't So this brings up, in my mind, an interesting point of discussion that warrants its own thread. What feature or features distill the universe of New Eden into a tangible form for you? How can somebody make a game that feels like it belongs in that universe, and what components are core to it's setting. I think that is a topic we would have the best shot of answering, and hopefully bring insight to the devs who read the forum (or at least LogicLoop if nobody else) To that end, I feel New Eden is best defined by its sense of Consequences. By that I mean that choices you make in the game have a weight and importance to them that have meaningful impact down the road. This is done by having them affect all levels and types of play, from the minor details of skill application defining your character, to the larger politics of entities that affect the power balance of space. New Eden's history is, in my opinion, defined by player action and the consequences those actions carried. DUST was able to achieve this through a number of ways, from the skill point system, to the ISK cost of suits, to the tug of war between Faction Warfare and Planetary Conquest. When these features fell flat for the players was only when that sense of consequence and impact was disrupted or began to ring hollow. Such as when people had enough money to not care about it, or when the FW battles seemed arbitrary and had little impact on the greater war, or when Planetary Conquest felt it had no real benefits aside from the fights it generated. To that end, I feel that any game that wants to feel like it belongs in New Eden needs things that tie together individual play experiences to feel like they are impacting a greater whole.
- There needs to be player progression that involves choice, not just a static level that dictates what you have for you.
- There needs to be an ability for player's moment to moment gameplay affect some meta aspect of their experience that goes beyond simple statistics. DUST did this with consumable fittings that impacted the player after a match.
- Activities need to be in place for a group of players to impact larger aspects of the world in a way that has some degree of persistance. DUST tried to do this via FW and PCs.
- Players need a variety of ways to impact other players beyond simple combat mechanics. This can be done via trade, industry, politics, or any other activity that touches upon the play experience of other players outside of matches.
- The world / universe needs to feel as if players can impact it in some way. Some aspect of the world needs to be able to be changed by player action. Such as ownership of a system, availability of resources, or generation of missions.
All of the general points I laid above help to create a setting that is more distinctly New Eden, even if it lacks some of the more familiar trappings of EVE or DUST. The important things about New Eden and the experience players seek from it lie in a perception (not necessarily a reality) that their actions can ripple through the universe and some consequence of their actions affects future events which can be limited to themselves, a few others, or the entire cluster. link to nova discord?
I am a Winmintar Spy
|
Ripley Riley
Incorruptibles
14186
|
Posted - 2016.09.17 23:04:00 -
[82] - Quote
Avallo, unrelated to your post, but I thought I would ask. Have you joined the DUST vets Discord yet? If not, you should. https://discord.gg/0o2qgQkvz7aOoq0f
My advice to you, playa.
|
Avallo Kantor
1187
|
Posted - 2016.09.18 02:11:00 -
[83] - Quote
I've not yet joined but I will do so when I next am able (probably Tuesday)
Thank you for thinking I should be member to that conversation.
"Mind Blown" - CCP Rattati
|
John Psi
Vacuum Cleaner. LLC
2162
|
Posted - 2016.09.18 02:17:00 -
[84] - Quote
God... guys, CCP, sorry - i didnt read all post on this thread.
Only one thing make "shooter on New Eden@" unique: the ability to go beyond the fkn session shooter.
Having personal property, take care of it, develop yourself and your team.
Please support fair play!
|
General Vahzz
850
|
Posted - 2016.09.18 03:15:00 -
[85] - Quote
*is too sh*t to be a part of it*
AFRAID OF THE TOILEEEEEET
GET YO STANK ON
The Original Bastard.
|
Alena Asakura
Rogue Clones Yulai Federation
1181
|
Posted - 2016.09.18 07:18:00 -
[86] - Quote
Mobius Wyvern wrote:byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear. If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them. Oh yeah! The more integrated the new game with EvE the better in my mind. If there's enough integration to have proper BPOs and BPCs, EvE-style, and a proper manufacturing economy, I'd be totally happy with that. |
Alena Asakura
Rogue Clones Yulai Federation
1181
|
Posted - 2016.09.18 07:21:00 -
[87] - Quote
Nomed Deeps wrote:Mobius Wyvern wrote:byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear. If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them. To be able to use BPOs like in EVE, players would have to get a hold of materials to craft their gear off of the BPOs not to mention a way of creating the gear once you get the materials (BPO + material + production cost = produced gear). This would likely add a whole other complexity to development of the game. I'd be for it but I doubt CCP would. That said, I think Project Nova would likely be best without BPOs (at least in the short term to enable time to get them to work right). The shortcutted BPOs as provided with DUST did kind of kill the point of the game. CCP's view on this would be that if people wanted to make use of BPs like that, they should have an EvE alt that does manufacturing and then there would need to be a real economy between the two games to allow free transactional exchange between the two. |
Hawkings Greenback
Dead Man's Game Preatoriani
535
|
Posted - 2016.09.18 10:50:00 -
[88] - Quote
CCP Rattati wrote:- ETERNAL, death is just a means to an end, persistent character progression through the infomorph and clone interaction - EPIC, and the world does not revolve around you, you are a tiny forgettable speck - dystopian galaxy at PERPETUAL WAR - REAL, endless character, lore and backstory, names have a meaning, references are real - SELF, ownership, you own your stuff, your story, your progression, collective ownership and achievements - CHOICES, again progression, friends, foes, factions, allegiance, playstyle, strategy, tactics
Ok cool, let's get it done then because If you can nail this game with the best parts of Dust514 then I can't see me wanting to play much of anything else.
I've had no landline Internet for over a month ( damn ISP ) and I don't miss any of the current games I am playing more than Dust514 and that game drove me crackers at times. It makes me feel like I must have some kind of personality disorder
Oh and nice to see you alive on the forums. More please.
Welcome to Dust. The bitter, salty taste is a feature just like the lag.
|
Sylwester Dziewiecki
Interregnum.
577
|
Posted - 2016.09.18 15:36:00 -
[89] - Quote
CCP Rattati wrote:Avallo Kantor wrote:Trying a bit to redirect the conversation back to it's original point, I'd like to argue the merits of why getting the feel of New Eden is so important, and why it's a thing that players can help out with. It is important that mechanics help bring the feel and theme of a game to life, instead of the two being created at separate points. (Often with mechanics before theme)
This can cause imbalances or inconsistencies in the narrative / feel of the game which generally detract from the fun and immersion of the game.
NOVA has the clear advantage of having two games worth of prior experience to establish the mood, feel, and themes that such a game should adhere to, as well as certain mechanics that help to enhance that theme. It is important then to distill those themes down as much as possible, preferably to a small list of bullet points (like what Rattati did) to keep in mind.
Then from those concepts and themes, mechanics can then be developed that tie into those themes. For example, if a theme is to feel a sense of "SELF" where things you own are important to you then mechanics that make you feel less ownership over things would harm that notion. As a minor example free vehicles spawning on a map would harm this as it does not grant a sense of ownership over things.
To continue on my line of questioning, let's look at a comparison. DUST and STAR WARS BATTLEFRONT both have "load out" systems. Here defining a "load out" system, as some mechanical system that allows you a difference in kind of gear and tools at your disposal that differentiates one load out from another in feel and mechanics. However, DUST managed to make fits feel unique or special to the point that some players considered a fit to be "theirs". Meanwhile, Battlefront did not grant this same sense of ownership despite also having the same mechanical system in place.
What was the difference that made one feel like New Eden, and the other... not? Exactly, these pillars should guide our development. This is PR posts(I can smell it). Guys you are like made for each other. Avallo, who makes post like those I read in the mid-2012(very classic), and CCP Rattati who restores faith in the CCP by ensuring the reader that 'every post on forum counts'. It's a compliment: you are like old sailors to me. (To add further, Ripley Riley inviting Avallo to Discord-golf-club is like Master of the second plan here).
It is hard for me to stick to the topic because it is like huge D+¬j+á vu to me. It remains me begins of Dust in times of the first sketches of how game should look like, how races should work, how equipment should look. Everyone who would try to listen to the narrator of this movie with closed eyes https://www.youtube.com/watch?v=n_LlH2c5dyA will come to conclusus that old game and new game have same thing in common. They both had or will have feelings of eternal, overwhelming cold, they both are at same point epic, very real, with continual war going on etc. and old product at the launch had more goodies. I'm not trying to mimic anyone here or be malicious but honest instead. CCP Rattati it is just a suggestion, selling better product with same marketing will not work. Especially for people who remember how it drown them to play Dust, and after few matches they realize there is tons of bugs stuff that do not work, blind spots in skill tree and whole marketing is illusion. Those people buildup some negative opinion around CCP in general, and in order to get them back I think it would be wise to focus on technical differences between two games(so it's gently bombards previous development team).
This is Skirmish v1.0
|
Aiwha Bait
Incorruptibles
364
|
Posted - 2016.09.19 00:52:00 -
[90] - Quote
Sequal's Back wrote:Aiwha Bait wrote:Honestly, I feel like New Eden is unique because of how goddamn social it is, and DUST captured that so beautifully. Why is New Eden so social? I have no ******* idea, but it is for some reason. Same goes for DUST. DUST, for whatever reason, turned out to be the most social FPS ever. No idea why. Totally agree with you. The social aspect of Dust is what made it so unique. I and many others could spend hours without playing, only chatting and tweaking dropsuits. All the point s that Rattati said are true, but this one is the most important.
Agree 100% w/ the last sentence.
I cannot tell you how many hours I spent "playing" DUST w/ 1NC0R and my previous corp just shooting the **** in my ****** MQ (griping about how uncomfortable the bed and couch looked, mostly), making autistic jokes, and laughing at all the poor bastards who got scamming in trade channels. Hours upon hours.
Socialization. New Eden is the most social world in gaming.
"Bait is too adorable to stab" - Zaria Min Deir
Every hole is goal. - 1NC0R
|
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |