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Author |
Thread Statistics | Show CCP posts - 57 post(s) |

Ranger 1
Ranger Corp
2521
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Posted - 2012.10.10 22:44:00 -
[181] - Quote
Hiro Ceffoe wrote:CCP Bayesian wrote:It's a bit of a gray line, where does the concept end and the gameplay start? Just thinking about ideas isn't necessarily going to get good results. Making a simple version you can play does. Essentially what we've done is a period a taking a concept and trying to make some fun gameplay with it. Ideas are a dime a dozen, what matters is execution and this is a good way to short circuit part of the execution so that you haven't got months into development only to realise there isn't a good game forthcoming. Rather fail early and often without spending too much in order to get to an awesome idea than spend years making something with no clear idea of what the end result is going to be. I've been there and got that t-shirt at other companies, so I'm not anxious to repeat the experience.  Concept ends when you have a roadmap from start to finish of development, when you have discussed and brainstormed every possible outcome to every possible situation, when you have artistic representational drawings of the environment, characters effects, lighting, and miscellaneous models, You should have enough concept material that when you give it to another person not involved in the concept they can tell you exactly what is going to become of it, after many hours of boring boardroom meetings, the concept is a foundation, and with an unfinished foundation even if you do manage to build it, it will fall down around you. CCP Bayesian wrote:So that you haven't got months into development only to realise there isn't a good game forthcoming This is obviously a lesson you learnt from Incarna, but isn't this the point of concept? Surely you know what the end goal is, how can you not, you can't just make things and hope they turn into something fun. Playing what you have is mostly irrelevant because you do it in isolated environments that can be predicted, the experience will NOT be the same when released to the general EVE population, whats fun in the office is not neccesarily fun for the people who haven't worked on it. In my opinion if you cannot gaurantee it's going to be fun or worthwhile for the players, then your not ready to start development. Regardless I don't know how much work you have done on this, concept or otherwise, there is no way for me to know (unless I secretely work for CCP) but if you do have a strong foundation, concept art and clear roadmaps, maybe you should release some of that instead of just creating a forum post trying to hype things up. talk is cheap as they say, typing cheaper. Your obvious experience in video game design has prepared you well for your future career in the fast food industry. 
Quote:Concept ends when you have a roadmap from start to finish of development, when you have discussed and brainstormed every possible outcome to every possible situation, when you have artistic representational drawings of the environment, characters effects, lighting, and miscellaneous models,
   To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Lyskal Oskold
Sefem Velox Swift Angels Alliance
1979
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Posted - 2012.10.10 23:29:00 -
[182] - Quote
I approve of Team Avatar. I was starting to drift out of EVE, might come back in to do some slow moon hopping. Pirates are red, buddies are blue, if you're unlucky enough to be orange, I'll f*cking kill you.I wonder if all the pickles in the forums are tax exempt? |

Lyron-Baktos
Selective Pressure Rote Kapelle
325
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Posted - 2012.10.11 03:02:00 -
[183] - Quote
I'm curious as to what the purpose of this post is tbh Selective Pressure [FOVRA] is now recruiting! https://forums.eveonline.com/default.aspx?g=posts&m=1797934#post1797934 |

Flamespar
Woof Club
474
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Posted - 2012.10.11 05:09:00 -
[184] - Quote
One thing that you might consider doing when the time finally comes round to implementing this stuff is having a design competition where players can submit their own design for an establishment, or maybe design an object that can be found on the derelict stations.
I'd love to have a go at this. I can post on a forum, therefore I represent everyone. |

Dex Tera
Clann Fian Transmission Lost
49
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Posted - 2012.10.11 07:21:00 -
[185] - Quote
Benny Ohu wrote:Clearly we need total darkness, a suit flashlight that stops working, an infrared camera and rogue drones that don't show up on an infrared camera
and magnetoboots, these are essential
why haz mag booties when u can haz an eva suit with little thrusters to maneuver in zero g also for eva activity we need a tether so we dont float off in to space but if that did happen i could just suicide too i also assume that capsulers will also be getting the same sleeper/talocan tech derived implants that the dusties have to make are eva/instation activities sfe for us
i really wana see some zero g game play inside of sleeper structures in sted of just walking i can walk in rl if i wanted to do that or play a walking simulator like dayz jk |

Cpt Tirel
NorCorp Security AAA Citizens
10
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Posted - 2012.10.11 08:51:00 -
[186] - Quote
Awesome |
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CCP Bayesian
475

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Posted - 2012.10.11 09:09:00 -
[187] - Quote
Flamespar wrote:CCP Bayesian wrote:oldbutfeelingyoung wrote:The feedback you get here is not good enough ? only the ones with the time and money to go to fanfest have good feedback? No, the feedback here from what we've said and shown here has been excellent and helpful. I'm pretty sure there is a large group of people who could provide excellent feedback but fanfest is an opportunity for us to show things and get feedback face to face. If and when development actually goes forward I'd be pushing for lots of community involvement as early as possible. I don't see any other way of really developing a game feature in as complex a system as EVE Online where emergent behaviour and interesting social interactions are such a big part of the game. When you say community involvement from an early stage, what do you mean?
Getting the in development game into peoples hands as early as possible.
EVE Software Engineer Team Avatar |
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Alice Saki
9744
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Posted - 2012.10.11 09:10:00 -
[188] - Quote
I'm doing nothing, Send everything to my house ^_^ Scottish Interweb Spaceshippy Person, Very Easily Confused. I like to show my Love by Smashing people in the face with a big Hammer.
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Malcanis
Vanishing Point. The Initiative.
4871
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Posted - 2012.10.11 09:22:00 -
[189] - Quote
Benny Ohu wrote:More than that, I am an immortal capsuleer capable of taking and discarding planets, flesh and souls as a child would toys, and I do not expect having to tolerate wearing boots of the non-magneto variety
Obviously we need Magneto Boots. But we Caldari, having surpassed the decadent Gallente technology, will get Grav boots. Amarr Laser Boots will of course remain viable.
(Everyone try not to laugh at Disco Stu in his Minmatar Radio Boots.) MatrixSkye Mk2: "Remember: You consent to unconsensual PVP the moment you press the "Undock" button." |

Malcanis
Vanishing Point. The Initiative.
4871
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Posted - 2012.10.11 09:25:00 -
[190] - Quote
CCP t0rfifrans wrote:Hey guys, thanks for the positive reaction. Like stated above, our vision is to make the EVE Universe the ultimate science fiction simulator. Saying that EVE is just about spaceships, is a bit like saying that phones should only be about making voice phone calls one on one with other people. Indeed they did start out like that, but as technology evolved, they become something much bigger. We hope you guys stay with us long enough for that dream to materialize.
Oh and to someone that asked if it can be safe. Sorry, nope. The EVA gameplay is not safe, it's as safe as going into a wormhole. That's also what makes it interesting.
Please please please GÖÑ MatrixSkye Mk2: "Remember: You consent to unconsensual PVP the moment you press the "Undock" button." |
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Mara Rinn
Native Freshfood Minmatar Republic
1910
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Posted - 2012.10.11 09:29:00 -
[191] - Quote
CCP Bayesian wrote:The prototype itself has been finished and has been presented internally to the company stakeholders, the CSM and finally to the company as a whole. The feedback from that was overwhelmingly positive.
I'm excited!
But one question: in my writeup, "The Resurrection Men Storyboard" I touch on implementing the gameplay of the EVE Chronicles story of the same name: specifically, the location of interesting mental assets, securing those assets, extracting them from the host and then preparing them for market. That is, hunting down e.g.: a smart hacker, sitting that hacker in a couch and dosing them up with nanites, extracting the portions of their brain responsible for their elite hacking skills, packaging them up in an implant, and delivering the implant to the marketplace.
Initially my idea was for Dust Bunnies to do the legwork on behalf of capsuleers, with Planetary Interaction contributing to the manufacturing process.
Although I appreciate the need to keep things under wraps until you do the reveal at FanFest or through a mechanism of your choosing, is it likely that DUST 514 and Planetary Interaction will play significant roles in your proposed system of putting implant manufacture into the hands of the players?
Additionally, do you imagine the NPC markets participating in this industry at all through, say, replacing existing implants with various high-value components essential to manufacturing implants?
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Native Freshfood Minmatar Republic
1910
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Posted - 2012.10.11 09:30:00 -
[192] - Quote
CCP t0rfifrans wrote:Oh and to someone that asked if it can be safe. Sorry, nope. The EVA gameplay is not safe, it's as safe as going into a wormhole. That's also what makes it interesting.
Is there any discussion of using station environments as a "open beta" for the multi-character environments before shoving us into combat environments with no training in the UI?  Day 0 advice for new players: Day 0 Advice for New Players |

Malcanis
Vanishing Point. The Initiative.
4872
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Posted - 2012.10.11 09:54:00 -
[193] - Quote
Mara Rinn wrote: CCP t0rfifrans wrote:Oh and to someone that asked if it can be safe. Sorry, nope. The EVA gameplay is not safe, it's as safe as going into a wormhole. That's also what makes it interesting. Is there any discussion of using station environments as a "open beta" for the multi-character environments before shoving us into combat environments with no training in the UI? 
What? Those combat environments are the training  MatrixSkye Mk2: "Remember: You consent to unconsensual PVP the moment you press the "Undock" button." |
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CCP t0rfifrans
C C P C C P Alliance
511

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Posted - 2012.10.11 09:57:00 -
[194] - Quote
Mara Rinn wrote: CCP t0rfifrans wrote:Oh and to someone that asked if it can be safe. Sorry, nope. The EVA gameplay is not safe, it's as safe as going into a wormhole. That's also what makes it interesting. Is there any discussion of using station environments as a "open beta" for the multi-character environments before shoving us into combat environments with no training in the UI?  We did consider it, but It actually takes quite an effort to make simple multiuser environments without any mechanics. It's almost half the work of doing the real feature, so we are not doing that as this point until we are commited and resourced to move forward with proper in-station gameplay. |
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Mara Rinn
Native Freshfood Minmatar Republic
1910
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Posted - 2012.10.11 10:52:00 -
[195] - Quote
CCP t0rfifrans wrote:We did consider it, but It actually takes quite an effort to make simple multiuser environments without any mechanics. It's almost half the work of doing the real feature, so we are not doing that as this point until we are commited and resourced to move forward with proper in-station gameplay.
I felt a great disturbance in The Force GǪ as if a million Barbies cried out in terror and were suddenly homeless. I fear basement virginity has happened.
Day 0 advice for new players: Day 0 Advice for New Players |

Rek Seven
Probe Patrol Project Wildfire
446
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Posted - 2012.10.11 11:35:00 -
[196] - Quote
This is great news and good to see that team avatar have clearly been reading the feedback/suggestions that some of us, more die hard WIS supporters, have been posting for the past year or so now.
If there is ever a closed alpha/beta for this new content, i would love to be a part of it, CCP Bayesian.
I'm disappointed that Dust 514 (a game that a large portion of the community will not play) is effecting the future development/progress of EVE Online... But what can you do?!
Good luck TA,
Rek Seven They see me trolling, they hating... |

Marcus Harikari
Guitar Players of EVE
96
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Posted - 2012.10.11 11:44:00 -
[197] - Quote
avatars FTW need to make walking in stations!!! |

Dagda Morr
Sabotage Incorporated Executive Outcomes
3
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Posted - 2012.10.11 13:08:00 -
[198] - Quote
I hated the woaling in station element of Incarna - not becasue I thought that avatars were a waste of time, just that it had literally no gameplay value at all beyond being space barbies.
As I see it 2x things need to happen to incorporate the walking in stations into the game - is has to be more than space barbies or glorified chat rooms. From what I'm reading it looks like this could be a really fun, my only issue is why do this when there is DUST? It would seem logical to just have DUST guys go into these wrecks - especially if it becomes essentially another FPS in ruined maps.
The other thing that work needs to be done so that it doesn't melt graphics cards - despite the optimisation done using the existing wa |

Vyktor Abyss
The Abyss Corporation
186
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Posted - 2012.10.11 13:21:00 -
[199] - Quote
This idea would certainly add new dimensions to Eve's gameplay.
I can understand the financial constraints of doing this, especially at the moment with DUST due, and personally (unlike many grumpy sods here) I appreciate you sharing these proto-ideas and concepts with us. Even if these things don't ever materialise it is interesting to speculate on the potential of Eve through additional new gameplay areas etc...
That potential is one of the most interesting things for me, and I often wonder if provided the game and company are still going what the game will encompass in 10, 20 or even 50 more years!
The demand for 'Eve' as a science fiction simulator will always be there, and if I had a few hundred million quid myself I'd be tempted to invest in developing more content for this game.
I wonder if you at CCP have considered either taking the game to angel investors like on Dragons Den or whatever? - Yes I'd be sceptical of that as a player because outside investors would probably demand you squeeze players as hard as possible to make as much as they could on their investment.
Another possibility is outsourcing other gameplay elements to other development companies and considering bolt on additions to gameplay - for example PKR avatar poker might be interested in providing that content themselves either by license or whatever, and it might be more realistic for them to develop in partnership with CCP rather than you at CCP do it all in-house?
Whatever course and direction you folks take I'm glad the communication is better than it was before Incarna for example. Keep us players informed and the more rational element of us will thank you for it.
Cheers.
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Rek Seven
Probe Patrol Project Wildfire
446
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Posted - 2012.10.11 14:18:00 -
[200] - Quote
Dagda Morr wrote: my only issue is why do this when there is DUST? It would seem logical to just have DUST guys go into these wrecks - especially if it becomes essentially another FPS in ruined maps.
Yeah i see your point, It's totally logical to expect your customers to go out and spend -ú200 on a PS3 just to play a FPS...  They see me trolling, they hating... |
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Kult Altol
Republican Industries Epsilon Fleet
129
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Posted - 2012.10.11 14:52:00 -
[201] - Quote
Great another thing for bitter vets to complain about more care bears in space stations. A narrow mind is a focused mind. |

silens vesica
Corsair Cartel
124
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Posted - 2012.10.11 19:33:00 -
[202] - Quote
Abdiel Kavash wrote: I don't see how - again, in the grand scheme of things - this is any different from exploring anomalies from my battlecruiser by shooting said sleepers with space guns. Other than the switch of the gaming genre to one perhaps not everybody (myself included) particularly enjoys. End result is the same, you go in, you shoot some NPCs, you get loot. Only the visuals differ...
With the added possibilty that your spaceship was captured/destroyed whilst you were poking about - Now you're stuck in a hostile environment witho0ut so much as a pod to your name...
Actually, I can see several ways such a scenario could be dealt with, and be made awesome. Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing. |

Flamespar
Woof Club
475
|
Posted - 2012.10.11 23:25:00 -
[203] - Quote
Time based puzzles, like the hacking minigames you see in other games, would be a great inclusion.
Here's an example for inspiration. Puzzle
I can post on a forum, therefore I represent everyone. |

Roll Sizzle Beef
Space Mutiny
1265
|
Posted - 2012.10.11 23:53:00 -
[204] - Quote
Flamespar wrote:Time based puzzles, like the hacking minigames you see in other games, would be a great inclusion. Here's an example for inspiration. Puzzle While I like puzzles, and that's a good example if it was a pure exploration game type. this is action adventure. If you ever played Bioshock 1 you would recall how much the hacking pipe puzzle game took you out of the pace of the game. We are more likely to see randomized corridors and choosing between dealing with auto turrets or time locks that will trap us in hostile environments for X amount of time with hacking being a time - skills function. |

Flamespar
Woof Club
475
|
Posted - 2012.10.11 23:56:00 -
[205] - Quote
Roll Sizzle Beef wrote:Flamespar wrote:Time based puzzles, like the hacking minigames you see in other games, would be a great inclusion. Here's an example for inspiration. Puzzle While I like puzzles, and that's a good example if it was a pure exploration game type. this is action adventure. If you ever played Bioshock 1 you would recall how much the hacking pipe puzzle game took you out of the pace of the game. We are more likely to see randomized corridors and choosing between dealing with auto turrets or time locks that will trap us in hostile environments for X amount of time.
Personally I think there is room for both approaches.
And that pipe puzzle game was a stupid inclusion in bioshock. I don't know what they were thinking.
I think having to solve a puzzle to open a door (whilst your friends cover you from potential attack) is far more interesting than clicking a button, and waiting for a countdown to complete. I can post on a forum, therefore I represent everyone. |

Arduemont
Lords 0f Justice Fidelas Constans
327
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Posted - 2012.10.12 00:59:00 -
[206] - Quote
I really want more WiS game play. I was kind of hoping for some kind of in-station sociable environment first, rather than the whole exploration thing. Would be nice to see the mini-games and gambling etc.
No, i'm not a carebear (most of the time). I do like blowing stuff up in my spaceship, but I would really like to see some station interiors. As for the exploration idea, I think it sounds fantastic and I cant wait to try it, but it would have been nice to see "Corporate Quarters" first. |

Flamespar
Woof Club
475
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Posted - 2012.10.12 01:07:00 -
[207] - Quote
@ Team Avatar
Are stations interiors something you see as being developed in tandem with Dust514? Given that both capsuleers and dusties will use some of these spaces together?
I really want to be able to meet and command my dust bunnies. I can post on a forum, therefore I represent everyone. |

Taiwanistan
Wildly Inappropriate Goonswarm Federation
273
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Posted - 2012.10.12 02:53:00 -
[208] - Quote
Arduemont wrote:I really want more WiS game play. I was kind of hoping for some kind of in-station sociable environment first, rather than the whole exploration thing. Would be nice to see the mini-games and gambling etc.
No, i'm not a carebear (most of the time). I do like blowing stuff up in my spaceship, but I would really like to see some station interiors. As for the exploration idea, I think it sounds fantastic and I cant wait to try it, but it would have been nice to see "Corporate Quarters" first. Why are you surprised that the gameplay of "a bunch of dudes emoting each other in a room" is not priority. TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."
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Mara Rinn
Native Freshfood Minmatar Republic
1915
|
Posted - 2012.10.12 10:39:00 -
[209] - Quote
Taiwanistan wrote:Why are you surprised that the gameplay of "a bunch of dudes emoting each other in a room" is not priority.
In my case, I had genuinely expected that getting a bunch of people in a room where they aren't interacting with anything would be a stepping stone to having a bunch of people in a room interacting with stuff. So colour me disappointed that we'll be able to wander around sleeper ruins shooting each other long before we'll be able to wander around in stations sharing a drink. But that's the decision CCP have made, that's the decision that we'll support them in making by encouraging them to get this plan implemented and out to us for testing ASAP :)
The stuff that Team Avatar are teasing us with sounds really nice!
Day 0 advice for new players: Day 0 Advice for New Players |

Viscount Hood
Gallivanting Travel Company
33
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Posted - 2012.10.12 12:53:00 -
[210] - Quote
Could be like the ruined station in The Reality Dysfunction http://en.wikipedia.org/wiki/The_Reality_Dysfunction
.....Tranquillity was founded to study the Ruin Ring, the remains of some forty thousand alien habitats which apparently self-destructed two thousand years ago.
.....Calvert dreams of making a big find in the Ruin Ring to finance repairs. Much to his surprise, Calvert indeed strikes lucky, finding a virtually intact memory core with the first-ever images of the reason for the Laymil racial suicide.
He does most of it in his ship, and then goes EVA to do the difficult bits
could it be a Jovian Laystation ruin?? |
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