The thread of Ideas

This is just a list of simple ideas

NPE & convenience

  • Arrow underneath banner - or inside icons
  • No T2 variants to inform the new player what ships they can eventually fly - Add T2 variants.
  • Pirate/Empire faction distinctions are probably meaningless, inside jargon nonsense, what’s a pirate enemy? - Remove Empire/Pirate Enemy text lines and explain why the factions are enemies, also include small icons and simple descriptions for other factions
  • Enlist screen includes “Freedom” section, to explain exactly what a character in the game is and show varied, advanced ships, explain the other weapons, politics could explain pvp and how capsuleers play the game, freedom has all 4 enlist choices at the bottom, faction screens do not have enlist button (choices on character select screen may not be fully informed about other factions)
  • Character Appearance: Take away the wheel style choice selection and include New Eden store stuff so new players can directly buy clothes when they start, get rid of the wheel, background could instead be a rendered environment, possibly reuse the captain quarters to position character for a pose. Far more body poses available, more human facial expressions and less ultra-posable faces, changing one side keeps symmetry by default
  • Introduction to tutorial is not just a plop in space but is instead an interactive environment starting from the beginning of the story where the pilot looks out of the ship and then goes into their pod via player direction (one time experience however), no enlist until final screen (freedom screen)
  • Less “come back and play another day”, most people will forget about it, stop using community to outsource tutorials or information sources
  • Intro to new player experience should be a cinematic show casing EVE Online rather than a vague transition into the game environment
  • Have EVE stations in gaming stores with people being surveyed on the game with a demo server only allowing for pve content to get ideas about how to improve the game
  • Buttons to scoop mobile structures in inventory window
  • Trig sites have additional gates at the end for more rewards with an origin gate always at the end
  • Mining mini-game to make it more active and involved, yields a bit higher, screen interface with laser being moved around and reprocessing/mining skills rededicated to yield (similar to PI) zones on interace (which shows a randomly generated ore rock)
  • survey scanning will allow a number of ore being shown in a corner of the screen, some ores with multiple minerals will confer a bonus or penalty to the stack that’s reprocessed to yield more or less than a base amount (that is less than the actual amount
  • so efficiency is based on capability of the player as well as skills, more skills or maybe boost or implant will allow other players to see other lasers on same ore rock to reduce inefficiency, similar with gas or ice, no longer an ‘afk’ or botting activity - makes botting easier to spot and reduces multiboxing mining
  • Bookmark coordinate set, each bookmark contains multiple coordinates that can be set as the player wants, reducing actual items and increasing the versatility of bookmarks
  • trig models for drones, (possible trig drones in the future), cool sound for trig site jumps (to from and in) - omninous, foreboding and dark
  • icons go and replaced by silouttes, misleads people into thinking you have to click the icon and you can’t click the object (icons for celestials and overview, silouttes for on grid, option to change?
  • Less “unique” sounds
  • Skill that is just a skill to train even if you have trained all the other skills with 100x skill multiplier so people who’ve paid for all of the skillpoints in the game can still train
  • Trig sites scale rewards based on difficulty of encounter or trig rewards are given at the end of site based on scoring
  • Special star for special edition ships to replace the faction icon in the top left
  • Align to anomalies with shortcuts
  • Skill to increase radius of planet extraction unit
  • drones match ship SKIN
  • fitting window; Radial menu ala simulator in live fitting window, change skills in simulator for projection
  • Mission agents during missions give advice on how to complete objectives,
  • missions now include the use of modules to introduce the player to the concepts of the games (like in other mmos) through VA pop ups
  • This applies for all mission types and agents (easy enough to create basic voice types and then modulate as needed to simulate variance)
  • Story based events (like Operation Frostline, Trig invasion, Blood Raid or whatever) visible and completable by players who are progressing through the storyline whilst keeping these universal for when they’re released
  • Story/mission based ‘incursions’ in instanced systems with new players being introduced to fleet combat and dynamics in incursions, rare chance of occuring or scheduled but offers less rewards than actual
  • Rework to story and agent missions to avoid the grind and have players explore the vast range of pve content in EVE Online, mission objectives include the necessary use of various modules to defeat the target enemy or faction ships
  • Scan down mission objectives and use exploration as a tool to introduce players to the game, involves more risk and gets players engaged
  • Missions and agents should be a continuous tutorial up to a certain point
  • Convert excess LP into small amounts of isk via LP store (less as you use more to a hard limit, intent is to have the margin LP to be used for the economy rather than stagnating)
  • Upwell citadel/complex/refinery module or independent structure to cloak people in citadel docking ring (have to manually connect)
  • Mobile turrets or towers (Upwell Skynet) of citadel level capability outside of docking ring, in module form attached to power grid
  • Introduce cinematics in mission instances, more clear threading to Event or storyline based agents, more interaction with agents
  • Different structures than just Upwell (empire themed and pirate faction themed)
  • Long Distance Jamming -> Long Distance EWAR as skill title is misleading to how it functions
  • Module and ship icons make T1, meta items and limited edition items more clear
  • Storyline/COSMOS/epics related ships for rewards
  • Sleeper themed debris to match wormhole enviroment and class for “null relic/data” sites
  • Reintroduce the character select screen instead of simply closing down the client when logging off
  • Packages on subscriptions (pilot training licenses, extra plex, skillpoints, ammo or other items, loyalty program for cosmetics, clubs)
  • Casual parts of EVE Online (not targetable by other pilots, PvE content only), starter systems
  • Roleplay areas, planet side and character orientated game (standalone/spinoff)
  • Alpha -> can choose casual or standard gameplay, paid/Omega -> full gameplay
  • Starter/casual systems much richer and develop systems outwards so that
  • Asteroid Belts less ordered and much more varied, asteroids clustered around warp in and no semicircle design
  • Security missions involve going to complexes
  • Change complexes have more contextual meaning and more interesting designs rather than being generic and predictable
  • Hacking mechanics helps research agents to make it less passive (option to keep it passive)
  • Hacking mechanics help science, industry and manufacturing research times (a few times per day with depreciating gains on further interaction)
  • Sites in general are less predictable and sometimes occupied by enemies
  • Missions involving relic/data sites, sometimes signatures spawn and have a narrative around them for world enrichment (SoE and faction involvement or SoCT for eg)
  • Faction Warfare has more obvious military presence and more obvious presence of NPCs (generated and rendered only mutual grids and based on player’s hardware)
  • Narratives can be seen around New Eden and possibly interfered with for standing loss or increases, missions based on these narratives
  • Security missions involve sometimes going into wormholes to complete mission complexes
  • On screen guides how to use ships in specific situations, tutorial guides players


Also: Little things / Small QoL suggestions


-1 on all counts due to too many topics in one thread.

What is this word 14 meal course? I stopped at the 4th meal, too much at one time.

This is heinous. EVE players do not need direct introduction to CCP’s macrotransactions. In contrast, more of the things that are behind the paywall should be available in the character creator right away, especially for Omega subscribers.

Idea, go back to: “here is your corvete. ■■■■ off and enjoy your sandbox”.

Guiding rookies by hand longer and longer wont teach them anything about EVE. Will only learn them to follow “quest” and don’t think. We already have that issue after career agents.

Honestly, I’m okay with HS being a mindless area where the unclean masses can mindlessly follow “quests”. It gets them into the game. We get to shoot them at least once before they leave, and they may go Omega for a time, which is healthy for the game as a title.

Oh, so you are one of those…
There is nothing healthy in forcing people play one proper way in a sandbox game.

Nobody’s saying it would only be quests, nor is anyone saying it would detract from open gameplay?

Imagine how crazy pissed they would be when they get in game and find out there is no way to walk around and show off their cloths! :stuck_out_tongue_winking_eye:

Go to sisi, it’s 100% casual gameplay if you go to some dead end system.

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