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| Author | Thread Statistics | Show CCP posts - 1 post(s) |
![]() Fusco T |
Posted - 2003.06.26 22:34:00 -
[1] Ywev is right. The game is at this point conquered. How do you mean? Well let's see they have taken on the best the player base can throw. They have taken on the best the police can throw. I'm sure they have taken on the hardest mobs. They have sat in the middle of empire space with near impunity. Except for the shelling they took :) Hell they didn't lose a corp ship only morph got killed. Ok So what's left? They have 7 out of 10 of the only list in the game (most wanted). They are the topic of nearly half the threads, have made the news more times than anyone else. So what is left? Waiting? Mining? Problem with this economy is that it isn't real. If water doesn't get to a colony it doesn't perish. If trade items don't make it to where they are needed it doesn't matter. See that is what makes this econmy nothing more than moving numbers around. That is why 1000's don't enter passari and move m0o by sheer numbers because one can easily avoid the area and not suffer any. In a real economy if someone shut down trucking routes people would start seeing prices rise, and eventually people would starve and die. Essentially the world goes on without any of the player base, and there is no importance to player actions. If no one kills NPCs to they grow stronger and encroach on empire space? No. Everything anyone does in this game makes no impact on the world at all except an asteroid may be missing till it spawns or nps price for and item is lower today but will be back up tomorrow. The game central mechanics are: Trade: Get on early to kill the robotics market Mining: mine better rocks with refine in same sector. PK: Sit in .4 space near busy jump gates Greif: Figure out yet another clever way to f over you fellow m8. Usually involving unreal game/network mechanics. BPs: Research them, copy them sell them. Mfr: Get BPs, get minerals. Build stuff. Sell or use yourself. Ok great, has anyone asked themselves to what end they are doing the above? Is it until you get bored and move on? I at first thought the universe had an actual market in it. It does not. I thought there was an economy. There is not. I thought players affected the universe. They do not. So you can call ywev a whole sack of mofos but it doesn't chnage the fact that the only people in this game who are working towards an end is pirates to get on the most wanted list or measure themselves with the bounty money. Blah. BO-ring. |
![]() Fusco T |
Posted - 2003.06.27 03:36:00 -
[2] First off I don't see anyone calling ywev the second flippin' coming. Second he pointed something out. Some simply disagreed because of his rep which is fine. Because I think his corp are a bunch of A$$ hats too. The point being the game is nothing but an over inflated FPS. It took me all of a few hours to figure out the "market". It took even less to figure out what and where to mine. I and anyone's grandma can kite the double spawn roid belts 5 cruisers and 8 frigates. Hell I was using all small weapons at the time. You can't actually sell anything on the market with much value except ships. All the "uber" loot has to be sold via trade channel. You can still lose your ship and mods to lag or crashes and ccp won't lift a finger. There are no stats to measure success in the game except a most wanted list. The game is an fps designed and encouraged. Like any good fps camping spawn points gets the most kills. We need better mob AI? That's your solution? give me a break. How about a real market? How about a stock market? How about some background? How about a top bounty hunter list? How about a top trader list? How about an evolving story line that the universe is going through and flying missions etc.. you discover plots and conspiracies? How about a whole number of things to make the game other than an fps with brutal timesinks. Heck half the stuff isn't even in the game yet. But oddly enough I can still make a char with the "trade" skill and train it without a single warning that I am wasting my time. |
Fusco T |
Posted - 2003.06.27 03:36:00 -
[3] First off I don't see anyone calling ywev the second flippin' coming. Second he pointed something out. Some simply disagreed because of his rep which is fine. Because I think his corp are a bunch of A$$ hats too. The point being the game is nothing but an over inflated FPS. It took me all of a few hours to figure out the "market". It took even less to figure out what and where to mine. I and anyone's grandma can kite the double spawn roid belts 5 cruisers and 8 frigates. Hell I was using all small weapons at the time. You can't actually sell anything on the market with much value except ships. All the "uber" loot has to be sold via trade channel. You can still lose your ship and mods to lag or crashes and ccp won't lift a finger. There are no stats to measure success in the game except a most wanted list. The game is an fps designed and encouraged. Like any good fps camping spawn points gets the most kills. We need better mob AI? That's your solution? give me a break. How about a real market? How about a stock market? How about some background? How about a top bounty hunter list? How about a top trader list? How about an evolving story line that the universe is going through and flying missions etc.. you discover plots and conspiracies? How about a whole number of things to make the game other than an fps with brutal timesinks. Heck half the stuff isn't even in the game yet. But oddly enough I can still make a char with the "trade" skill and train it without a single warning that I am wasting my time. |
![]() Fusco T |
Posted - 2003.06.27 19:56:00 -
[4] My brother actually created a java/web based game with an sql backend that had more true creativity than this game has. If anyone is familiar with tradewars it was similar except way more involved. The playerbase actually created and controlled the world. You could build planets You could set up beacons, fighter drones, large solar powered weapons. You managed your planets population and production. The mob threat was random and sometimes very powerful, they could strike anywhere. There were three basic char types. Thief, fighter and trader. EACH one could compete equally through completely different ways and had their own unique abilites. No rock, paper scissors BS. Dynamic market. Was turn based to avoid power gaming. Had built in mapping feature with customized colors so one could track what he'd discovered (including signs other players left, beacons etc..) Not saying it was perfect but it had more actual challenge. This was one guy who at the same time was writing a hospital wide database app. Here they have a team of devs that can't figure out: Dynamic market math How to defeat network/game mechanics exploits. How to give non-power gamers a chance at true competition. A series of stats that measures success. A challenging AI. ... I will give CCP that this game has pretty eye candy. But I as well as a few others would probably agree, depth of the game is leagues more important than pretty backgrounds. So the current mode of competition remains: Har har I 0wnzrd j00. Step back for a second and take a look at a trend. The term "hardcore" players are usually meant those who like the shoot 'em. CCP seems to have an oppurtunity here to change the definition or at least add one where "hardcore" can mean create or destroy. Someone wants to compete through creation rather than destruction might be a good thing. In life skill at creation is MUCH more challenging than destroying. We have technology to destroy the eco system on this planet yet we don't have the technology to make a planet habitable. |
Fusco T |
Posted - 2003.06.27 19:56:00 -
[5] My brother actually created a java/web based game with an sql backend that had more true creativity than this game has. If anyone is familiar with tradewars it was similar except way more involved. The playerbase actually created and controlled the world. You could build planets You could set up beacons, fighter drones, large solar powered weapons. You managed your planets population and production. The mob threat was random and sometimes very powerful, they could strike anywhere. There were three basic char types. Thief, fighter and trader. EACH one could compete equally through completely different ways and had their own unique abilites. No rock, paper scissors BS. Dynamic market. Was turn based to avoid power gaming. Had built in mapping feature with customized colors so one could track what he'd discovered (including signs other players left, beacons etc..) Not saying it was perfect but it had more actual challenge. This was one guy who at the same time was writing a hospital wide database app. Here they have a team of devs that can't figure out: Dynamic market math How to defeat network/game mechanics exploits. How to give non-power gamers a chance at true competition. A series of stats that measures success. A challenging AI. ... I will give CCP that this game has pretty eye candy. But I as well as a few others would probably agree, depth of the game is leagues more important than pretty backgrounds. So the current mode of competition remains: Har har I 0wnzrd j00. Step back for a second and take a look at a trend. The term "hardcore" players are usually meant those who like the shoot 'em. CCP seems to have an oppurtunity here to change the definition or at least add one where "hardcore" can mean create or destroy. Someone wants to compete through creation rather than destruction might be a good thing. In life skill at creation is MUCH more challenging than destroying. We have technology to destroy the eco system on this planet yet we don't have the technology to make a planet habitable. |
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