I would like suns you can look at without hurting your eyes, other than that game is great.
Hmm… Introducing a finite amount of minable bodies per cycle (cycle=month)
And do not make it to rich.Alliances would start fighting for space to support their industry, and supercaps would be taken out of dock less often to engagements due to how you would spice up the price of it
Even be forced to mine in HS if other sources dry out.
Ya wanted player engagement? Take away what supports their afk playstyle
Tried to increase planet colony productivity this very way but the darn customs didn’t let them through. So they ended up entertaining some captive marines and tourists in my uncle’s hangar instead.
And, wouldn’t mind many more wormhole systems, so that their exact number be unknown yet huge.
Imagine how powerful the immersion of the game must be to ‘hurt’ your eyes with a virtual sun that is much less bright than a standard white screen.
It’s your mind playing tricks on you - you’ve learned from young age not to look into the sun, but don’t worry, EVE’s suns don’t burn your eyes!
I like that text u typed there. -its funny that Eve is a very social game, and then the tutorial is only showing you how to do solo stuff.
What is STO?
Star Trek Online
I think one of the big problems with EVE is lack of interest in creator content (thought no fault of their own). Is there a way to make the game more exciting for spectators without changing the game?
I think small viewership for a game leads people to believe the game is dead/dying.
I think the issue with viewability of EVE gameplay is that most of what’s going on is unreadable for someone who doesn’t play EVE.
Some other games are designed in such a way that spectators understand what’s going on even if they barely play the game themselves. EVE is only exciting to watch for people who play EVE and know that particular playstyle, and that’s not a big group of poptential viewers.
Exactly. Maybe that’s a fundamental limitation of how the game works, but maybe there is a way to convey whats going on better in a visual way which would allow people who don’t play the game to understand what’s going on.
EVE doesn’t really sell on it’s gameplay.
You had alliance tournaments that had commentators and graphics to help viewers understand what was happening. And whilst it was fun for eve players to watch, I very much doubt it attracted many new players.
Likewise, YouTube videos and streams of eve aren’t entertainment as much as educational or showing off (game play is in fact often sped up). And they don’t paint an accurate picture of all the preparation and logistical work between content. Just showing pictures of fights is going to attract the ‘instant gratification’ crowd (to put it politely) and they are going to be disappointed when the game doesn’t give them that instant gratification.
EVE is sold on it’s player driven content. The politics between warring players, scams and thefts, ganking etc.
MMO’s traditionally attract many different types of players. Saying EVE is the type of game for X but not for Y doesn’t have to be true.
For example, if the walking in stations had been successful and player characters could interact, that would have attracted a pretty substantial roleplaying player base. I still think CCP should try and find a way to do it.
Historically it is true though.
And captain quarters may have attracted players but none would have stayed because there was no gameplay behind it.
‘substantial’ role playing crowd is an oxymoron. They are always a very small minority of players.
Very very few people play fallout 4 on survivor mode.
-
Faster rates at getting in ships, slower rates at maximizing it, so players ships are more personal and people are able to ship quickly to adapt to what the entity they are in is doing. So 1 month or less to get in a ship, half a year or more to cap its skills (weapons, modules, etc)
-
Stations being something that a corp has to aspire to build, something difficult that is a demonstration of their hardwork. They should be something that takes many people many months to build. (ask if you want details on how i invision this). corps should be capped at 1 station. This also helps fight the spam.
-
A rework of capitals. The large scale battles as they exist now is just not practical. I’d rather eve be filled with all day pvp of 50-200 man engagements. I am currently playing with the idea of just having fleets launch a single weapons animation and have a single set of hp/shields instead of being individual so the large scale stuff is different, i’d like to find a way to work player skill into it. ask me for more details.
-
A massive design pass/rework to the entire diplomatic system or a mechanic that requires payment for allies like you do for war targets. the more you have, the more you pay (and it should be far more then war targets)
-
High sec only having “mutual wars” for pvp, everything else out. Its danger should be npc or environmental. I am willing to talk about faction war moving into high sec in some way so that amarr could raid minmatar etc.
-
Moving away from afk systems. the alt spam is insane and needs to go.
-
Corporate/alliance systems being completely reworked, removing tickers, and massively improving logo creation.
-
Removal of any passive income
-
Moving missions over to being a group activity by causing them to give all players in group the same amount (and reworking those values) so that mission corps are actually viable and not punishing to do, or utterly gutting the entire mission system from the game in place of something new.
-
Incursions are the panicle of pve content and all ratting etc should be looked at to work in similar ways. Additionally, capital ships should have capital encounters and should not be allowed in null ratting sub-cap sites. there should be more risk and a controlled income rate there (capped at no more then 150m an hour)
-
I’d like to look into a new modular system for the game the current high, low, mediums are meh and i think builds can be streamlined to be more new player friendly. So instead of medium we might have “shield” or instead of a low we might have “hull” slots.
-
i’d would like to rework pi so that its more about managing a colony then what resource you get out of it. If not, then looking at creating a new form of gameplay that grows and manages a colony and then working pi into that system.
Historically it is true because that is what EVE historically had to offer.
Captains quarters wasn’t anything. There was no way to interact with other players so all it was, was a fancy station UI.
Most players who play games like WoW and ESO play for exploring and player interaction. Relatively few of them actually play the game in a competitive aspect. All of EVE’s player interaction really takes place out of the game.
I would love to have some evidence to this claim. The majority of people who play mmos, especially rpgs are mainly and almost always singularly motivated by cooperation and competition, which in its basic and most common form comes from guilds/corps/clans that do raiding and pvp.
there are some lone wolfs out there that do things out side of that, but even the aspects of gameplay they do (like achievements) are largely competitive in nature. That is why we (systems designers) design things like this.
Maybe you have the wrong idea about what constitutes a role player. I imagine you are thinking of only the hardcore role players, but you don’t have to be hardcore into roleplaying to be interested in immersion, exploration, and interaction from a character perspective, which all count too. MMO’s are the genre that attracts this type of player.
As for evidence, in WoW, you can infer the amount of the player-base by looking at player rankings and the threshold of what is considered a good player, and compare that to the amount of players playing the game. It is also far easier to achieve get into the top X% in WoW, than games like league of legends, or CSGO etc (I’ve played all 3 games for many years). The reason for that is because the vast majority of the player-base is not competitive in WoW. The biggest youtube channels for WoW content are lore channels, not competitions.
As someone who has literally been in the top 0.5% of the games pvp population for a decade (and in current season am still in that margin), i don’t agree.
Roleplaying, or that is character to character (player to player rp) is one of the exceptions but a small amount of the players engage in this kind of content, and it has some sort of competitive aspect to it (like writing good replies and being an excelling role player). The other stuff (role play by watching npcs talk etc) is worked into the very fabric of the competitive aspect(s) (like raiding) of the game.
This being said however, roleplay is generally one of the less competitive aspects of a game, and generally constitutes small amounts of players compared to the rest that raid, and pvp which are competitive in nature.
Games like ED have large amounts of exploration and solo-play content, but that form of game design is far, far away from what eve really offers and i believe that is a good thing and something that ccp has done correctly.
So you have been 0.5% in WoW, LoL, and CSGO? Or just WoW?
Raiding is not always competitive. Some servers, it’s actually quite difficult to find competitive raiding guilds, and they only make up a fraction of player guilds.
You can be an RP player and still do raiding and stuff. Just like if EVE had walking in stations, RP players would still do other stuff, but it’s not the main attraction for them.
Why is it a good thing? Whenever I hear people say its a good thing CCP aren’t trying to attract X type of player, it’s as though they believe it’s a choice, either/or. The game is big enough to support both types of player.