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  • Date of Birth: 2007-11-18 08:10
  • First Forum Visit: 2011-04-07 21:16
  • Number of Posts: 134
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Solo Player

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Last 20 Posts

  • Dev blog: Ship Painting Pilot Program in EVE Information Center

    As one of the people who has been actively lobbying for ship skins in the past, let me from the bottom of my heart say...

    This is BULLSHlT!

    Sorry. But it frankly feels like a slap in my face and probably that of many others who fought for this area of customisation.

    I have played for nigh eleven years and given this game a couple thousand bucks. I will not pay a single dime on your real money store, period.

    I'd be willing to pay in isk for a paintjob what seems appropriate according to the lore - which is clearly not a lot. Around 1 per cent of a ship's cost seems realistic. A thousand for a frig, a million for a bs.

    If you hope to grab serious amounts of money from players through AUR or PLEX for this, I predict it's going to cost you more in reputation than you can ever make cash-wise, and you'll have to reinvest it and more for damage control. Wouldn't that just be greedy and stupid?

    Oh, and: implementation - not bad, that, even if renting a factory slot for this seems a bit over the top. But: you will never meet all our tastes by predetermining colour options. Just give us the template (1-run blueprints, please) and then let us choose from a range of colours for two or three sections of this template. That way: millions of combinations -> happy players.

    Not as if anyone in the say would read page 26 of a comments thread, mind...

  • Dev Blog: More from you and less from the evil nasty NPC in EVE Information Center

    Great! More advantage to large corps and their vertical monopolies...

  • New Chronicle: Breathing Space in EVE Information Center

    Aerwyn Sun wrote:
    I still think that the old-style chronicles were far better. They added an additional element of immersion, while the new chronicles are little more than embellished patch notes. And that's about as interesting as the description of a toy pitched at some 8-year-old. I get that the new chronicles should relate to current events in the game, but the old chronicles did a better job at that.


    I agree completely. Chronicles in the past had pitched some characters in some corner of New Eden and went on to tell a story with them, extending the lore a bit here and a little there.
    They weren't there to explain some current game design issues, but to immerse players and present EVE from a different angle, to expand the game's world and - maybe most importantly - to provide inspiration for future game design changes.

    In short: I'm afraid you're doing this the wrong way around.

  • [Proposal] Bounty system reform in Council of Stellar Management

    Indeed. We want to know which session exactly CSM members are planning to bring this up in. Broken systems?

  • [CSM] December Summit - Art in Council of Stellar Management

    Again, this seems like an awful waste of time compared to a lot of issues that are fiercely fought about and have been around for years. Why did this make the list.

    The art is nice. We like it. Bravo. Now make more of the same.
    /discussion

    Seriously.

  • [CSM] December Summit - Future of the CSM in Council of Stellar Management

    Recently started to work as intended - by the players. As a leverage for players to get their views taken seriously by being legitimated, public, loud and focussed about it.

    Still, could improve on its legitimacy by improving the election process. For example, reduce number of nominations to a more manageable number through some sort of primaries on the forums while making sure minority interests remain represented. RL politics have come up with quite a few ways to do this.
    Also, make it easier and more attractive for players to vote. 50% participation would greatly add legitimacy.

  • [CSM] December Summit - Future highlevel discussion - Fixing broken systems in Council of Stellar Management

    Don't even know where to start this - this would easily fill the schedule of several summits.

    Personally, I have favourites:

    - bounty system
    - insurance
    - factional warfare
    - pi

  • [CSM] December Summit - Game Balance in Council of Stellar Management

    Agreed on risk vs. reward.

    As a rule, avoid nerfing wherever possible. You will always face a huge threadnaught doing so, as you are taking stuff away from people.
    If one element is to advantageous, introduce a counter (a new item, or an improved version of an old one - without removing the old one, mind, just letting it become obsolete) wherever possible, instead. That's how these things work in real life, and I don't see why they shouldn't in New Eden.

  • [CSM] December Summit - Opening Meeting with EVE Senior Staff in Council of Stellar Management

    EVE economy should be more than the supply and demand of a couple thousand capsuleers and the completely independent, static and completely implausible system of NPC trade goods.
    Have world-changing events like wars and incursions as well as the needs and wishes of billions of people on planets reflect on the market.

  • [CSM] December Summit - Future highlevel discussion - General directions in Council of Stellar Management

    Please make PvE (ratting and missioning, mainly) generally more than the tedious isk-racking chore that it is today.
    Incursions were a nice start.

  • [CSM] December Summit - Web Cell in Council of Stellar Management

    Apparently I've not paid attention to the big issues in EVE at the moment. Who or what is a web cell? And why are you going to talk about it (waste time?) in Iceland?

  • [CSM] December Summit - The PLEX in Particular in Council of Stellar Management

    I do not remember broad opposition to PLEX in any recent discussions. Is it really an issue? If not, leave as is.

  • [CSM] December Summit - Microtransactions in Council of Stellar Management

    No MT at all.

    Vanity is a core gameplay mechanic in this game, as a quick look through these boards will show. So, no pay2win even for the vanity game.

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    Forgive my derailing, but...

    u
    m
    a
    d
    ?

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    Chicken Pizza wrote:

    I suppose you just arbitrarily decided that, right? There must be some rule that specifically states common sense takes precedence over good gameplay. No? Okay.


    Quoting because that is seriously funny. Irony?

    Quote:
    The frickin' game website wrote:
    "The world's largest game universe."


    Indeed. "Universe" being the noun, "game" merely its attribute. P

    Quote:

    Furthermore, if you feel that common sense takes precedence over good gameplay, then answer this: why DO customs offices exist in wormhole space?

    Because someone had a bad idea (placing "gameplay" above "sense")?

    Quote:

    I could list literally hundreds of things about EvE that flat-out do NOT make sense if applied to realistic science, among other things. That's why it's called science-fiction.

    Instead of droning on about things "making sense", why don't you do what many other players have done in the past and create the explanation yourself? If it doesn't make sense to you, then make it make sense to everyone.


    Please read up more about science fiction.
    I don't have to pay 15 bucks/month to make up pretty things in my mind. What's your point?

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    Ingvar Angst wrote:

    What you view as "common sense" is irrelevant to good gameplay, else there would never have been customs offices in wormholes in the first place.


    Absurd! Let me correct that:

    What some view as "good gameplay" is irrelevant to common sense.

    In a sandbox, common sense always takes precedent over "good gameplay", if there even is such a thing. Gameplay is reserved for games and might at most apply for a certain mechanic in EVE, and always needs to make sense within the larger vision.
    At least that's what I always thought.

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    CCP Omen wrote:
    The player owned customs offices are meant to increase meaningful space conflict and the verisimilitude of the EVE universe.


    CCP Omen,

    please define what you mean by "verisimilitude".

    If it means anything like what I think it means, that is "a plausible illusion of realism":

    - I cannot understand how you can regard your implementation of POCOs to increase that - in fact, I feel you're doing the exact opposite.
    - I must ask where this consideration went when you implemented features and mechanics like sovereignty, insurance, npc behaviour, npc markets, etc., where you reasoned it was that way for "balance", "fun", "ease of access", "handing power to the players" or similar.

    I'm really big on verisimilitude, beyond any other consideration. Frankly, reading you use the term to justify these POCOs I feel pretty much spat in my face.

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    War Kitten wrote:
    Solo Player wrote:
    @CCP:

    I'm still missing an explanation why (for example) the Amarr Empire would just
    - let a (form their perspective) terrorist organisation like Ushra'khan destroy an Interbus customs office
    - and then let same terrorists tariff Amarr-built products
    - even let them restrict POCO use to terrorists
    on a populated planet under Amarrian Sovereignty for free!

    Is this (plausibility) not a concern to you at all?


    For the same reasons they don't go into lowsec to enforce or punish anything else that goes on there.


    But they do - there is a difference between lowsec and NPC nullsec, you know? And even so, they may turn a blind eye to capsuleers, but it would be enormously against their own interests if Empires just let anyone who wants run their own planets.

  • New dev blog: Player Owned Customs Offices: An update! in EVE Information Center

    @CCP:

    I'm still missing an explanation why (for example) the Amarr Empire would just
    - let a (form their perspective) terrorist organisation like Ushra'khan destroy an Interbus customs office
    - and then let same terrorists tariff Amarr-built products
    - even let them restrict POCO use to terrorists
    on a populated planet under Amarrian Sovereignty for free!

    Is this (plausibility) not a concern to you at all?

  • [Proposal] Microtransactions in Council of Stellar Management

    Mara Rinn wrote:

    LOTRO is a great example of a PvE persistent world which has succeeded by going F2P: it doesn't matter that some guy can buy gear twice as good as yours, because he's not trying to kill you with it.


    Sorry, but you don't seem to be getting this:
    To a lot of players, the fact that other people are able to change the conditions of the world and their gameplay by RL means seriously damages the game world for them.
    For me, I'd turn to single player games where no one else gets to wreck my illusion.