You dont even pay attention to that in games, you search for stuff or enemies, sneak around, or just look at the pretty graphics. Games are not about walking, and that walking part in stations people pay too much atention to, like it would be some wordkey, it was only to differentiate from flying in space, because people could be walking in stations.
But people should really be comparing a short stroll thru a room to a 50 jumps in space.
It’d have to be enough content to justify supporting an entirely different game engine that takes months to update.
It’d take much more than that.
It’s not just an avatar feature added onto a game already based on avatar gameplay. It’s not just a bit of extra work using already existing elements and tools. WIS is entirely separate from eve. CCP have to design everything from scratch for this tiny little semi-feature.
The only way it’s going to happen is if it becomes a much bigger core feature and has actual gameplay behind it.
Avatar based combat. Avatar missions or exploration. Maybe even planet environments and vehicles.
Anything less than that is going to be a waste of time.
I have a feeling that they developed much more of CQ/WiS than we’ve seen. They worked on it too long for it to just be a single room. There’s likely a whole bunch of extra features, including a multi-player lobby, that were shelved before being released, because they didn’t want to deploy it and get players used to the feature, cornering them into being obligated to develop that aspect of the game further.
I also don’t think they’d have to do much more than implementing a lobby where players could chat and play space poker. I don’t think anyone is actually interested in having an FPS experience inside stations (which wouldn’t even make sense). They’d be much better off remastering Dust for PC, and integrating it into EVE as a standalone feature.
They did, but they scrapped it entirely. The demo was completely different from what actually was on release of the… CQ only, while it was showed to be a full station with minigames and bar with exotic dancer.
Just because it is tedious to you, doesn’t mean it’s tedious to other people. I like to drive around in other games just for the fun of it instead of always using the quick travel option. If you drive around or manually dock when you feel like it, you may or may not see some things that you would otherwise not. For instance, an pirate NPC crowd planting a bomb on a docking bay, about which you could alert the authorities and then you can take care of them or let the authorities do it, but you get rewarded either way. Emergent missions. Doesn’t have to happen all the time, doesn’t have to happen 1 out of 100 times, but if it happens you have had a potentially fun experience.
And then there are times when I just need to be somewhere quick and that’s when the quick travel option comes in handy.
You can put gameplay behind everything. Everything if you just want to. I have provided many examples in other topics how to make even mundane things a worthwhile experience. Even the walk to Shady Joe can be a mission in itself if he is up to dupe you to steal your fancy implants or wants to backstab you to someone or something.
However, I admit that my view is problematic in EVE. I want it to be much more than it currently is. My vision for it is a more alive universe instead of this lame shooting galley.
Your vision is nice, it’s just that CCP isn’t going to create stuff only 1% of the population is going to pay attention to. Like I said in a different thread, most players just want to pew pew a rock or a rat or a player, and watch their wallets/kill logs go up. Everything else is just an annoyance.
Now, something like this would seem nice to potential players when they’re thinking about starting to play. It almost makes sense to just straight-up lie about the content of the game (using some scripted videos or some such) to get people in the door, and once they’re in, they’ll quickly get over their initial perceptions of the game once the reality sinks in (e.g. “stfu and let me pew the rock already”). Maybe some nice scripted videos of a captain standing on the bridge and observing his crew, a mechanical arm attaching a gun to your ship in the docking bay, stuff like that. Kind of like what they did with that Trig content video with the three pilots entering the abyssal site.
It sounds shitty and patronizing to us, but it actually works.
Do you speak of the character having no head and funny arms? That is normal for 1st person games, the model visible for you outside of 1st person view is looking different than 1st person view model actually is. Only with some bug or dev hack you can see how it indeed is.
If by “normal” you mean “common” you’d be correct.
It’s common for devs not to care about the situation when the player looks down on “the body”.
They don’t handle the clipping issues properly or don’t even care about displaying the model.
For VR games, it is the norm to not have these problems, for obvious reasons.
The only reason why this isn’t the norm in regular FPS games is because the devs don’t give a ■■■■ …
… because 99.99% of all people don’t actually care about looking at their character models in FPS games.
Your point is not wrong …
… but your usage of the word “normal” definitely is.
No I mean gameplay in either 1st or 3rd player mode would be glitchy, with NPCs standing arms out, or unable to use chairs or the AI walking them into walls.
You know, the glitches that are “normal” in complex rushed titles.
I came on board right after Incarna was released, concurrent with “monocle-gate”, so I was enjoying the full splendor of the Captain’s Quarter. Not having known the situation before Incarna it felt like being appropriate and normal to have such a feature. Now that it’s gone, I do miss it in a way, not because of functionality but more because of nostalgia. The CQ was heavy on resources until one GPU generation later. Most of all, it did not add anything to the game play itself beyond looking pretty.
The players (most of them newer, like myself) who did like the feature saw the potential, and quite interesting ideas were circulating about player interactions inside stations with the avatars in 3D. It never happened, it would have been a different game altogether. Some of it materialized in Dust514, where one could see other players in the assembly area, but nothing more than that. It’s of course not enough to have potential, it created expectations that were never addressed.
The idea is not entirely dead. On the contrary, avatar and mission agent (and Aura) interaction was still being floated as a possible development, judging from the 2019 EvE Vegas Art team presentation. As always, it looks good and one would wish it were present in the game. The question is, will it ever happen. So many other things could happen that are, perhaps, more important and pressing for the game.
As a last remark, even the people who did like the CQ switched it off most of the time. It simply added too much idle time if the player was of the “undocking” type (as opposed to traders etc).
Would love that. However, last time it resulted in Drifters hellcamping and attacking structures in nullsec. You just can trust some people to create something balanced