Event Testing - Welcome to the Agency

We’re cool now. Nana and I just had a bit of a misunderstanding. We’ve cleared it up and I think we’re back on the constructive side of criticism again.

Have you had a chance to test out the Agency on Singularity yet?

How about no cooldown on the event timers but kinda of… thread level that increases the…
mh. While typing this i just noticed eve is already a game that some claim as “dont log in to win”, and a artificial limit wouldnt really better that, as you basically get more if you just dont do too much.
No flaming intended, but a log in motivation can backfire fast in a log off motivation, as youre just done with your stuff.

To be able to scale challenge difficulty would be a nice substitute for cooldown timers. For example as you repeat it more often, it gets harder and harder. We don’t have the ability to do that yet, but it’s something we’ve thought about putting together for later.

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add a “farm fatigue” like the one for jump ?

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Might be easier to add scaling difficulty. I prefer not to penalize directly, but force players to prove they are worth the points. This is still a long way out so we can keep this discussion going later too.

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I had the same issue yesterday. Guns kept firing and wouldn’t shut off.

consistent issue all weekend. Had to set most of my modules to repeat off. Modules showed as cycling through gate jumps too.

I had this happening on TQ on Saturday … but could not reproduce.

I can!

Step 1: Log In

Well what i meaned was more that you should watch out not to make eve an game that limits people as in dailies.
Honestly, people who like that are playing wow, teso and stuff already.
Nothing against a small motivation, but if people get 80% of the stuff in 1 hour per day, they will exactly do that, and only a few will play 10 hours for 100%.
and eve consists of that hardcore-niche quite much.

Youd always think “does that motivate people to play?” and hell, id wonder if people get motivated by having done everything they can do, but id bet people would be turned off specifically if they cant do more.

If you ask me, people who like to get told “Do this and that”, then having the daily limit reached dont play eve.

Remember, Star wars galaxies died after they tried to make it more suited for general masses. im getting a bit offtopic, but dont do the same mistake and try to motivate people that will never really like an “hardcore spaceship mmo” to play it.

On a more harsh site, and i hope nobody takes that personal:
Daily timers are for the weak. People who dont want to do much but get far with that. People that cant stand anyone getting further than them just because they invest more time and effort. People who dont mind getting limited as everyone else, as long as they reach everything in short time.

TL;DR: A lot of bittervetting and disliking artificial timers.

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I tried building a new Proteus on Sisi yesterday but none of the subsystems were available for purchase. Would be nice to be able to test fly one before the mass test.

It’s never a good idea to “activate” rewards immediately because you don’t know if the player want’s to use said reward or even has the time to use it right now and when he does not he feels cheated because he had literally no say in the matter. It’s infuriating!

Let me give you an extreme example.

Warframe, you might have heard of the game. There are events and login rewards, for example: 24h increased drop rate, experience, money drops, discount int the online store.

Now the problem with these is that they get activated automatically when you receive them. I don’t always have time to make use of this 24h booster, sometimes i just log in for an hour then leave town for the weekend. Now this whole “reward” is suddenly wasted because it was activated immediately and that pisses me off tremendously.

It’s a bad idea. Really bad.

Give people rewards, let them decide when to use them. Simple as that.

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Not sure if we discussed player motivation to login enough already, and how new mechanics can support those. My motivation to log in after 4 years of playing EvE is the competitive part and twofold: profit and PvP.

If there is an exceptional profit to be made with small effort, I’m in. Most times these are some price anomalies, causing me to fire up the production lines or trade some stuff. Else I like to shoot ships in fleets, and sometimes solo (a lot less since offgrid boosters, FW missions and T3Ds, my primary targets, got changed)

Yes, I’m a simple dude. :wink: You only get me into the events and challenges if there are :moneybag: and players to shoot or steal from.

The Agency is an ongoing work in progress. As I stated here:

We want to give people the control over when the login booster is activate. This is just how it will be during the July event because that is what we have available and we want to see how this affects things as well as test some of the functionality surrounding the booster. Small incremental steps towards our goal.

Understandable. We are trying to be careful about not introducing more ISK faucets. Which is why the rewards given so far will help move ISK around without creating new faucets. It might not be exceptional but hopefully people can profit from it.

Also, I was pleased with the Rogue Drone Alert (I didn’t make it) because it did create opportunities for PVP without directly requiring anyone to PVP.

The goal for a lot of people seems to be efficiency. How to get a lot for a little effort. Just remember that events are not a substitute for everyday content. That being said, I understand your point and I will definitely take it into consideration.

I want to make sure this point gets across: the July event is focusing on testing functionality and concepts. This is not the template for all other events afterwards. The challenges can have any cooldown timer on them, even 0 which makes them repeatable immediately.

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Now The Agency presented on behalf of Concord. You can use as reward all non-ISK items in Concord LP store:

  • Comet Police Pursuit SKIN (Permanent)
  • Police Pursuit Comet Blueprint Copy (1 run)
  • Inherent Implants ‘Squire’ Capacitor Management EM-804 - 801
  • Inherent Implants ‘Squire’ Power Grid Management EG-604 - 601
  • Zainou ‘Gnome’ Weapon Upgrades WU-1004 - 1001
  • Zainou ‘Gypsy’ CPU Management EE-604 - 601
  • Concord LP

This item list usefull for both for new players, and for more experienced. Skins are good for all (use, sell, gift), ship BPC (make, sell, gift), and, especially, PG, CPU and capacitor implants are usefull for all players too. New players have resource lack for good fittings, old players too. But if you don`t need this, you can sell it.

Not capital module BPCs and no expensive modules from LP store.

Was there even a hundred billion worth of buy orders for those SKINs?

Why not go a step farther and create an ISK sink?

Agency rewards could be LP for an Agency store with unique stuff. You can pay with a lot of LP or a little LP and a lot of ISK, have a sliding scale if it isn’t too much work.

A timed event where the LP is use it or lose it could pull a lot of ISK out of the game as people make up the difference before it expires.

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Hmmm… I have now thought more deeply about that. One thing I learned from Incarna is unfinished features can cause a lot of misunderstanding among players. The order of releasing features also counts towards general perception. This effect of misunderstood intentions is visible even in this thread.

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The problem with waiting until a feature is “finished” is that what you built and what the customer wants may be quite different.

Modern development is iterative and incremental with lots of opportunity for feedback along the way.

Early iterations will lack polish but the end result is a lot better.

Just one thing. Isnt it also about developing core mechanisms first to show the core values, then iterate on them? This way company can avoid a bad initial response.