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Thread Statistics | Show CCP posts - 2 post(s) |
Dark Shikari
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Posted - 2006.02.28 01:25:00 -
[31]
Edited by: Dark Shikari on 28/02/2006 01:29:12
Originally by: Testy McServer
Originally by: Dark Shikari -Snippedy do da! Snippedy Day!-
P.S. Post with a main.
sorry. When I first made my character quite a while ago I put him in the middle slot accidently for some reason. So whenever i go to post my Alt is defaulted, and its to much trouble for me to change. My main is "Double TaP" if youre interested in talking to me in-game or arguing some sort of opinion though.
In that case, hit Settings button to your left to set the default character
Sorry for being overly harsh there
[23] Member: Official Forum Warrior
What's with the blue robots? Click my sig.
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Double TaP
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Posted - 2006.02.28 01:43:00 -
[32]
yay. double is default. w00t
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Montague Zooma
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Posted - 2006.02.28 05:49:00 -
[33]
Originally by: Dark Shikari It has nothing to do with "nothing but WoW" syndrome--its simply a matter of the fact that EVE is in many ways (but not all ways) different, and one of those differences is that what your ship can do soley depends on how you set it up.
Not solely...what you can do with your ship also depends on which skills you have trained and how high you have trained those skills. From one perspective, Eve is all about skills...so it's not much of a stretch to contemplate "active skills".
Originally by: Mephesto Nizal all skills learned are used 'activly' by your character ;)
That's a very good observation. I don't think "active skills" in general would be a harmful addition...but existing game mechanics seem to adequately provide such effects via skills, implants and modules.
------------------------------------------------------------------- One noob. One corp. One complete waste of 1.6 million isk. |
Rache
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Posted - 2006.02.28 07:29:00 -
[34]
Why do you don't trust in CCP ability to gamedesign eve further? They did a great job with both design & balance up til now. I don't think they will introduce something that will 'ruin gameplay'.
Let's just wait & see til more information is available instead of saying 'never, never, never'.
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Montero
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Posted - 2006.02.28 08:24:00 -
[35]
while we're at it can i have a +5 Claw of ownage?
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James Lyrus
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Posted - 2006.02.28 08:31:00 -
[36]
I don't want "Active Skills". In my opinion the EVE paradigm of skills serving as an enabler and enhancer for modules, and selecting which modules you fit is as comprehensive as is necessary.
As it stands, that means if I'm flying a mining barge, a newbie in a frigate will probably win, simply because I can't fit modules to take advantage of my high gunnery/engineering etc. skills.
If there were active skills, then some of that would be taken away - the active skills would become far too important. -- We are recruiting
We sell carriers. |
Gariuys
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Posted - 2006.02.28 08:33:00 -
[37]
Originally by: James Lyrus I don't want "Active Skills". In my opinion the EVE paradigm of skills serving as an enabler and enhancer for modules, and selecting which modules you fit is as comprehensive as is necessary.
As it stands, that means if I'm flying a mining barge, a newbie in a frigate will probably win, simply because I can't fit modules to take advantage of my high gunnery/engineering etc. skills.
If there were active skills, then some of that would be taken away - the active skills would become far too important.
QFT.. but if we do get active skills... I want bloodlust ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
Herko Kerghans
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Posted - 2006.02.28 08:42:00 -
[38]
Edited by: Herko Kerghans on 28/02/2006 08:43:31
Originally by: Dark Shikari
Originally by: MOOstradamus Edited by: MOOstradamus on 28/02/2006 00:51:01 /me thinks Active Skills would just be like having pilot modules in conjunction with ship modules
That doesn't make much sense--would it be like fitting modules to your pod or something? Or uber Jove psychic powers?
Hum... you could have 'active implants'. At least in principle, why not?
Say, the Rogue CY-1 now gives you a 3% increase in speed. What if you had a Rogue CY-1X that, upon activaction, gave you a 8% (or whatever?)
Of course, you would have to introduce some new "bars" (the equivalente of cap for our characters), and should have downsizes for their use... but in principle, why not?
EDIT: damned typos, they are everywhere!!
Barriers - an EVE novel |
Kaliopeia
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Posted - 2006.02.28 08:47:00 -
[39]
It's certainly worth discussing, but I agree that one of the charms of Eve is that your ship is what you are.
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MOOstradamus
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Posted - 2006.02.28 15:03:00 -
[40]
Originally by: Dark Shikari
Originally by: MOOstradamus Edited by: MOOstradamus on 28/02/2006 00:51:01 /me thinks Active Skills would just be like having pilot modules in conjunction with ship modules - and as such can't see a problem with them if properly implemented (ie: highly specialised reqs & limited use) ..
That doesn't make much sense--would it be like fitting modules to your pod or something? Or uber Jove psychic powers?
I suggest you re-read how skillbooks work and in a similar manner to The MATRIX are jacked into our brains. Hence this actually makes perfect sense
MOOCIFER Emerald/Alpha Oldtimer |
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Grimwalius d'Antan
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Posted - 2006.02.28 15:09:00 -
[41]
Explain to me, in a game design perspective, how this would benefit the game. It doesn't, it is a redundant feature. You're basically putting another pistol into the arsenal already consisting of 8 different pistols.
Griefing is to ruin a friendly game, which Eve is not. |
Gariuys
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Posted - 2006.02.28 15:10:00 -
[42]
Originally by: Herko Kerghans Edited by: Herko Kerghans on 28/02/2006 08:43:31
Originally by: Dark Shikari
Originally by: MOOstradamus Edited by: MOOstradamus on 28/02/2006 00:51:01 /me thinks Active Skills would just be like having pilot modules in conjunction with ship modules
That doesn't make much sense--would it be like fitting modules to your pod or something? Or uber Jove psychic powers?
Hum... you could have 'active implants'. At least in principle, why not?
Say, the Rogue CY-1 now gives you a 3% increase in speed. What if you had a Rogue CY-1X that, upon activaction, gave you a 8% (or whatever?)
Of course, you would have to introduce some new "bars" (the equivalente of cap for our characters), and should have downsizes for their use... but in principle, why not?
EDIT: damned typos, they are everywhere!!
I really can't put into words why, but god that idea sucks so bad. For EVE that is.! ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
Zonna Observator
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Posted - 2006.02.28 15:57:00 -
[43]
How the skill to kill a Yak? Form hundred miles away... with mind bullets!!
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Calderio
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Posted - 2006.02.28 16:04:00 -
[44]
such a skill does apeal to me. i can go on with how eve is expanding itself and yada yada yada but im not ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RIP Kevin Wessel, Age 20, Departed April 19 2005, Baghdad |
Asane
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Posted - 2006.02.28 16:16:00 -
[45]
Edited by: Asane on 28/02/2006 16:19:12 Imagine this:
I got a Ragnarok, you got a Bestower... What skill in the world could ever save you?
You're in a SHIP! I don't care for how much leet kung-fu skills you got or how many firebolts you can cast or how many imps you can summon, I will still blow you into tiny, tiny, tiny bits, together with tiny, tiny, tiny bits of pyres, and a few tiny, tiny, tiny bits of imp limbs..
The sensemoral in this story? There's no 'active' skill in the world that could help you.. Without bringing in elves into the game and... well... Then I will personally travel to CCP, smite every single one of the staff, **** in their fridge, and eat all the cheese.
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Sharaka
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Posted - 2006.02.28 16:53:00 -
[46]
I think people are going a bit off the deep end in all the anti-(any other MMO) sentiments.
There is no reason this couldn't work in EVE and it reflects realistic aspects of our situation as pod pilots. We are moderately human and humans are more than just what they pick up from skill books. We have highs and lows. We exert special effort and need to recover afterwards. This is what could be "active skills" in EVE. And nobody said to copy other MMO. But at the same time there is no harm in adapting concepts to improve this game.
I mean if you really think it is just about fitting the ship and how fast you can hit F1-F8 then that doesn't sound like a very skillful game. In fact as we all know there is a lot more to it. Some on the strategic level - where and when to fight. And some on the tactical as in which weapons to deploy, positions to adopt etc.
You could add to that performance-enhancing abilities which had to be activated and had a recovery time before re-use. It would be another level of skill to bring into combat.
I suppose that the counter-argument is that it's all up to the machinery and nothing we can do as pilots is going to make any difference. But think about it. By learning a skill from a book I gain constant additional speed for my ship. How different is it to learn a skill that lets me overload the drive for 60 seconds to gain speed (or agility or anything else that makes any sense). And just as logically it takes the crew time to repair the damage I cause doing it before I can do it again.
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Asane
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Posted - 2006.02.28 16:57:00 -
[47]
Originally by: Sharaka *snippity*
I suppose that the counter-argument is that it's all up to the machinery and nothing we can do as pilots is going to make any difference. But think about it. By learning a skill from a book I gain constant additional speed for my ship. How different is it to learn a skill that lets me overload the drive for 60 seconds to gain speed (or agility or anything else that makes any sense). And just as logically it takes the crew time to repair the damage I cause doing it before I can do it again.
Now I imagine you got a great solution on how to trim the ship from inside your pod too? **Quidquid latine dictum sit, altum videtur** |
Sharaka
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Posted - 2006.02.28 17:09:00 -
[48]
Edited by: Sharaka on 28/02/2006 17:10:59
Quote: Now I imagine you got a great solution on how to trim the ship from inside your pod too?
Well only if you explain how what I read in that skillboook makes it faster
Actually it wouldn't be that difficult with full cybernetic interfacing with ships systems to learn how to bypass a safety here and there for a temporary benefit. It can be explained very easily for anyone willing to listen. An awful lot of good SF involves people learning how to beat the limitations of their ships under stress. I don't think the concept is game-breaking and properly implemented it could be very good.
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Asane
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Posted - 2006.02.28 17:12:00 -
[49]
First of all, just dock and go fix it, done :P
As for good SF, this is not good SF, this calculated reality, quite a difference **Quidquid latine dictum sit, altum videtur** |
Corunna ElMan
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Posted - 2006.02.28 17:21:00 -
[50]
Originally by: MOOstradamus I suggest you re-read how skillbooks work and in a similar manner to The MATRIX are jacked into our brains. Hence this actually makes perfect sense
Well, then - in that case, it's already being done and isn't necessary to be added. Next!
I'm not here to win any popularity contests. I couldn't care less what you think of me - all that matters is this: Can you defend your opinions? |
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Corunna ElMan
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Posted - 2006.02.28 17:22:00 -
[51]
Originally by: Zonna Observator How the skill to kill a Yak? Form hundred miles away... with mind bullets!!
That's telekinesis, Kyle.
How about the power... to move you?
I'm not here to win any popularity contests. I couldn't care less what you think of me - all that matters is this: Can you defend your opinions? |
Kurren
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Posted - 2006.02.28 17:27:00 -
[52]
Originally by: Mephesto Nizal all skills learned are used 'activly' by your character ;)
Just QFEing --- --- --- ---
SobaKai.com
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Asane
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Posted - 2006.02.28 17:29:00 -
[53]
Originally by: Kurren
Originally by: Mephesto Nizal all skills learned are used 'activly' by your character ;)
Just QFEing
Quoted For Erection? **Quidquid latine dictum sit, altum videtur** |
MOOstradamus
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Posted - 2006.02.28 18:00:00 -
[54]
Originally by: Corunna ElMan
Originally by: MOOstradamus I suggest you re-read how skillbooks work and in a similar manner to The MATRIX are jacked into our brains. Hence this actually makes perfect sense
Well, then - in that case, it's already being done and isn't necessary to be added. Next!
I look forward to your complaints and refusal to use Boosters when they come in - as they're just another form of time sensitive Active skills
MOOCIFER Emerald/Alpha Oldtimer |
Gonada
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Posted - 2006.02.28 19:34:00 -
[55]
the point is , al the "skills" talk is coming from a crowd that has come from the hack and slash , fantasy genre.
this is a sci fi game, therefore the skills have no place unles they can be totally associated with such.
and since theres no way you can make skills such as " bloodlust", its a moot point.
-I don't necessarily agree with everything I say.-
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Yarod Cool
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Posted - 2006.02.28 19:53:00 -
[56]
Originally by: MOOstradamus
I look forward to your complaints and refusal to use Boosters when they come in - as they're just another form of time sensitive Active skills
Drugs... I like!
--Yarod Cool Team JAVELIN |
Swamp Ziro
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Posted - 2006.02.28 20:07:00 -
[57]
Active skills would disturb the balance of the game imo.
And yes, argue all you want that if it's balanced, it might be good, but facts have proven again and again that balance is not easy to achieve...
So if you want to be underpowered for 5 months waiting for a fix to the skills you picked, good for you, i don't.
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Montague Zooma
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Posted - 2006.02.28 20:13:00 -
[58]
I forgot Boosters were on the way. So I guess it's a moot point.
Originally by: Gonada the point is , al the "skills" talk is coming from a crowd that has come from the hack and slash , fantasy genre.
LOL yeah, this is the *zap* and *boom* genre! Huuuuuge difference.
Eve seems more unique than it really is. The main difference is that it's more PVP oriented than most other games, and no one is restricted to a "class". Otherwise, if you want to be a "cleric", you can equip remote repair modules...there are "buffer" ships, "tank" ships, "warrior" ships, etc. Instead of running for the zone line when you're in trouble, you run for the stargate or station. Webbing is the same as a druid's snare.
We see spaceships on our screens, so we think in technological terms. If we see elves, we think magic. Eve is largely what our imaginations make it. Which isn't a bad thing.
------------------------------------------------------------------- One noob. One corp. One complete waste of 1.6 million isk. |
Swamp Ziro
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Posted - 2006.02.28 20:19:00 -
[59]
Originally by: Montague Zooma
Eve seems more unique than it really is. The main difference is that it's more PVP oriented than most other games
I understand your point, but free PvP ALONE is more unique that you give credit to, these days where every mmorpg wants its players to live in a dreamland of happiness and peace or smth :p
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LWMaverick
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Posted - 2006.02.28 21:23:00 -
[60]
Originally by: Wrayeth Active skills would make the game less about intelligent fittings and player skill and more about character skill.
I vote no.
^^ Agree.
It's defiantly a no.
With great power, comes great responsibility. |
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