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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8398
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Posted - 2016.09.19 01:20:00 -
[91] - Quote
Aiwha Bait wrote: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. Very well said.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Avallo Kantor
1189
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Posted - 2016.09.21 18:53:00 -
[92] - Quote
Expanding on the social aspect of DUST / EVE, what makes the social experiences for these games better / different from any other online game? In broad strokes what makes you feel like you have a community in DUST as opposed to having any other shooter that allows for some form of communication between players?
"Mind Blown" - CCP Rattati
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Ripley Riley
Incorruptibles
14196
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Posted - 2016.09.21 18:58:00 -
[93] - Quote
Aiwha Bait wrote:autistic jokes Checks out.
My advice to you, playa.
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Nomed Deeps
The Exemplars
567
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Posted - 2016.09.21 20:03:00 -
[94] - Quote
Avallo Kantor wrote:Expanding on the social aspect of DUST / EVE, what makes the social experiences for these games better / different from any other online game? In broad strokes what makes you feel like you have a community in DUST as opposed to having any other shooter that allows for some form of communication between players? I think this is mostly due to in game corp structure. Sure, Destiny has its clans (which are kind of a joke) but DUST/EVE corps make you go and find people to join your corp to strengthen you and your corp. Other online games, not so much. For example, I am currently playing Hawken on the PS4. I hardly ever plug in my mic because there's almost nothing but smack talking and/or whining going on; no strategy or worry for loss (beyond pride) like DUST provided.
I cannot be bought, but I can be leased.
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Avallo Kantor
1190
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Posted - 2016.09.21 20:33:00 -
[95] - Quote
Nomed Deeps wrote:Avallo Kantor wrote:Expanding on the social aspect of DUST / EVE, what makes the social experiences for these games better / different from any other online game? In broad strokes what makes you feel like you have a community in DUST as opposed to having any other shooter that allows for some form of communication between players? I think this is mostly due to in game corp structure. Sure, Destiny has its clans (which are kind of a joke) but DUST/EVE corps make you go and find people to join your corp to strengthen you and your corp. Other online games, not so much. For example, I am currently playing Hawken on the PS4. I hardly ever plug in my mic because there's almost nothing but smack talking and/or whining going on; no strategy or worry for loss (beyond pride) like DUST provided. I think that is why I am waiting for Project Nova like I am. I don't plan on leading a corp this time around though.
So in short,
you felt like teams were valuable because they provided a benefit to working together (like is in most games with social elements), but you feel they were uniquely valuable due to the value of victory / defeat in DUST vs other games that did not have a similar reward / cost system in place for their own games?
DUST corps provide a feeling of tangible power that other games do not provide due to less mechanics to make social groups more powerful or at least able to exert more meaningful power.
"Mind Blown" - CCP Rattati
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Maken Tosch
DUST University Ivy League
13623
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Posted - 2016.09.21 23:05:00 -
[96] - 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.
I agree wholeheartedly with this.
BPOs, when done correctly, can be beneficial. In Eve Online, BPOs didn't create any problems with either the economy or the sense of "SELF" or ownership of the items they created because they all require an investment of materials to utilize them as well as investing ISK in acquiring them and using the facilities to process them.
To me, the one feature that made Eve feel so unique is how intertwined the cluster has become at the industrial and economic level. When the battles of Asakai, B-R5RB, World War Bee, and many other such colossal battles took place in any part of the cluster, the New Eden economy lit up crazy as demand for goods increased and thus demand for materials needed to create such goods went up as well. It wasn't just battles either. Events like Hulkageddon (all 5 iterations of it), Burn Jita, Summer of Rage, etc. all had an impact on the economy and industry. How players in Eve Online behave today is a direct result of those events and battles even though the battles happened years ago. And don't get me started on the (in)famous Eve Bank scam.
As an active Eve Online player myself with years experience playing through the economic and industrial mechanics of the game, I see no greater impact of our actions as the inhabitants of this cluster than what we have made in the military-industrial complex of New Eden.
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Maken Tosch
DUST University Ivy League
13623
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Posted - 2016.09.21 23:10:00 -
[97] - Quote
PS: Thank you Devs for talking to us again. It's so heartwarming to see you communicate with us.
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Maken Tosch
DUST University Ivy League
13623
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Posted - 2016.09.21 23:14:00 -
[98] - Quote
Aiwha Bait wrote: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.
I remember my D-UNI lectures like it was only yesterday.
https://youtu.be/TxhPry9Hbos?list=PLA5n7jSYr9XwFB-1MdUFVktjKx-ySHphB
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DUST Fiend
18630
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Posted - 2016.09.22 00:09:00 -
[99] - 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.
Eh, you had to die what like, thirteen quadrillion times to come out negative with a comparable ISK suit? I call bullshit, the bonus was minuscule and negligible in all but the noobliest of situations.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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byte modal
1010
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Posted - 2016.09.22 00:30:00 -
[100] - Quote
For me, it's partly the principle of the matter. 1. It's counter to EvE estsblished culture. 2. It's a fundamental mistake that risks more problems in later development, especially if a merger with EvE markets had been established. 3. It creates a sense of short-term gain without risk---regardless of how small that perceived gain is. 4. It sets a precedent in the EvE universe of relatively immediate gratification changing the objective philosophy from time in, investment out and risk/ reward to short-sighted development trend chasing catering to a developing sense of right-now entitlement.
You may disagree and that's fine; however, there are reasons for my believes. None of which are BS. If i argued just for the sake of being a contrarian, then you would be correct to call it for what that would be. That's not the case. At least for me.
Thumb-typing in a Publix parking lot. For this. Sigh. I am depressed now lol.
<3
kitten bacon taco (nom)
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Justice Darling
Horizons' Edge
264
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Posted - 2016.09.22 01:12:00 -
[101] - 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.
I like all of these point's, I would say adding some kind of timed training system to really make it feel like EVE Online, it don't have to be every skill maybe on the lvl5's or something. Putting in an exp system based on "what you do" vrs the auto system based on implants and where you are on the war points board, not get me wrong the implants are/was nice. Maybe have units drop stuff when they die, nano hives, grenades ammo ect.. Loot system based on what was used in the match 100% of the time, not sure how many times i got stuff that was never used but I'm sure it was alot when it happen.
That my two cents, hope it helps!
It's like my mother always told me! Rana Rana Rana Rana Rana Rana , and codeine and god dammed it, you little mother!
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Stefan Stahl
Seituoda Taskforce Command
1451
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Posted - 2016.09.22 16:58:00 -
[102] - Quote
A while ago I picked up Fractured Space, a game where you captain battleships in a 5v5 MOBA style setting.
It's very nice to play and enjoyable, but I miss a few things that I got used to in Eve and Dust:
- The properties of each ship are fairly static. I can't tweak the loadout to fit my playstyle. I used to enjoy coming up with interesting ways to fit dropships (and to a lesser extent dropsuits) to make them useful in previously unexplored ways. This was my jam and it still is. I haven't been able to find any game that would satisfy this need. I want to use my out-of-game thinking to improve my in-game experience - not necessarily my in-game performance, but rather my enjoyment of the game. My LAV with a proto-rail and a damage amp diddn't change the meta of the game, but it did give me pleasure when an unaware dropship pilot or badly fitted HAV would fall prey to my machination.
- There are no damage types. This was a driving factor of the meta in Dust. When Swarm Launchers were effective I investigated dropships with lots of shields, when there were problematic forgegunners on a map I swapped to armor. I really miss that dynamic.
- I don't own any of the assets. I can unlock stuff, but the entity I receive is a class of ship, not a specific instance of it. The best kind of suits in Dust were the uniquely colored ones that were consumable. If you had 5 of them you would really protect them - that is if you had the courage to field them. In my opinion BPOs were a bad idea for Dust and I would've enjoyed more diverse consumable assets - preferably ones that are obtained through play as salvage rather than bought at a set price from the supermarket. Maybe a bit like randomly generated loot in games like Diablo, except that there's a much smaller number of possible assets.
I have to admit that I don't really miss the character development part Dust. That was a gating mechanic at best and a money-making scheme at worst. The game became more enjoyable the less I had to think about my character's skills once I had most interesting things unlocked. I liked interacting with the assets in the inventory more than the character development.
P.S.: Whatup?! This game is keeping my interest for way longer than it should. |
Sylwester Dziewiecki
Interregnum.
579
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Posted - 2016.09.23 10:30:00 -
[103] - Quote
I'm missing one post in the topic. Well played.
This is Skirmish v1.0
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Fox Gaden
Immortal Guides
7850
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Posted - 2016.09.23 16:44:00 -
[104] - Quote
CCP Rattati wrote: - EPIC, and the world does not revolve around you, you are a tiny forgettable speck
Soraya Xel made a good point on the Biomass podcast.
Part of what makes EVE epic is that although everyone starts as a forgettable speck, it is possible to became famous, or infamous, and incredibly powerful. The movers and the shakers in EVE are better known than the NPC characters of EVE Lore. You can build organizations or effect events that effect large percentages of the game's population, weather it be building a powerful Corp/Alliance, developing a player run financial institution and/or scam, or organizing an event with hundreds of participants that everyone is talking about.
Building your reputation can be part of the game, and it very much ties into both how Epic the game feels and the persistence of New Eden.
DUST had this too, to a more limited extent. I know I got to experience squadding with people who got all excited to be playing with "Fox Gaden". I managed to make myself relatively famous without even having to be good. I mean, I was good at what I was famous for, but I was a terrible shot.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8416
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Posted - 2016.09.23 17:06:00 -
[105] - Quote
Fox Gaden wrote:CCP Rattati wrote: - EPIC, and the world does not revolve around you, you are a tiny forgettable speck
Soraya Xel made a good point on the Biomass podcast. Part of what makes EVE epic is that although everyone starts as a forgettable speck, it is possible to became famous, or infamous, and incredibly powerful. The movers and the shakers in EVE are better known than the NPC characters of EVE Lore. You can build organizations or effect events that effect large percentages of the game's population, weather it be building a powerful Corp/Alliance, developing a player run financial institution and/or scam, or organizing an event with hundreds of participants that everyone is talking about. Building your reputation can be part of the game, and it very much ties into both how Epic the game feels and the persistence of New Eden. DUST had this too, to a more limited extent. I know I got to experience squadding with people who got all excited to be playing with "Fox Gaden". I managed to make myself relatively famous without even having to be good. I mean, I was good at what I was famous for, but I was a terrible shot. That just reminds me of all the people who would join squads with my friends and I and say things like "Wait, you're Cat Merc from the forums? Your voice is REALLY deep!". That was always fun.
Or how it became nearly impossible to get a team going for Gallente Faction Warfare without Sgt Kirk being online because everyone was obsessed with having him lead.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Maken Tosch
Dust University Ivy League
13626
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Posted - 2016.09.23 23:15:00 -
[106] - Quote
Mobius Wyvern wrote:Fox Gaden wrote:CCP Rattati wrote: - EPIC, and the world does not revolve around you, you are a tiny forgettable speck
Soraya Xel made a good point on the Biomass podcast. Part of what makes EVE epic is that although everyone starts as a forgettable speck, it is possible to became famous, or infamous, and incredibly powerful. The movers and the shakers in EVE are better known than the NPC characters of EVE Lore. You can build organizations or effect events that effect large percentages of the game's population, weather it be building a powerful Corp/Alliance, developing a player run financial institution and/or scam, or organizing an event with hundreds of participants that everyone is talking about. Building your reputation can be part of the game, and it very much ties into both how Epic the game feels and the persistence of New Eden. DUST had this too, to a more limited extent. I know I got to experience squadding with people who got all excited to be playing with "Fox Gaden". I managed to make myself relatively famous without even having to be good. I mean, I was good at what I was famous for, but I was a terrible shot. That just reminds me of all the people who would join squads with my friends and I and say things like "Wait, you're Cat Merc from the forums? Your voice is REALLY deep!". That was always fun. Or how it became nearly impossible to get a team going for Gallente Faction Warfare without Sgt Kirk being online because everyone was obsessed with having him lead.
<---- Famous O.G. Nova Knifer
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