
Traidir
Hedion University Amarr Empire
39
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Posted - 2013.01.18 13:18:00 -
[1] - Quote
It sounds a bit like CCP is asking the CSM for some ideas for future "themes". I have a suggestion: "The Living Universe of Eve" (working title). Parts of the game which are boring, static, and passive should be updated to be more fun, dynamic, and interactive. Here are a few examples.
- Improve the scanning and exploration content: The process of scanning itself is dreadfully boring. The scanning "game" needs improvement. (see post)
- Make mining/crafting more fun: Again, mining is mind-numbingly passive and boring. Make the "game" of mining have the option of being active and interesting. (see post)
- Dynamic NPC trade goods: Make it more profitable and fun to haul cargo. Currently, the profit of hauling comes from the owner not wanting to suffer through the boredom of the process... Again, make the "game" of shipping more fun. (see post)
- Add "Incursions" from other factions: Use the incursion system to create a "dynamic" to the conflict between and among the Empires and Pirate Factions... This will help bring a sense of "life" to the underlying NPC political landscape. (see post)
- Dynamic mission and dead-space system: Where do all these pirate bases come from? They seem to spring up from nothing. Instead, they too should be player made/placed/supported. Again bring a sense "life" to the landscape. (see post)
- Dynamic NPC corporations: NPC corps have been largely static and unmoving behemoths, yet they seem to have been constructed to appear "dynamic" with stocks and commodities. Presumably these are "traded" by the NPC corps to fund their massive space presence. Instead of this mild illusion, the dynamic should be made real with the "hidden" NPC market becoming visible, touchable, destroyable, and driven by NPC trade caravans. Such caravans and other NPC profit making organisms (think: space to planet trade), can then be raided or supported by players for rewards. Meanwhile, the consequences of the loss of a shipment would have a permant impact on the "profit margins" of the NPC corp, such that a corp could be driven to great success or great ruin by the attacks/support of the players. Again, this about creating a sense of "life" underlying the NPC landscape. A palpable one which players can influence and drive. Sandcastles in the Sandbox.
- More Dynamic mission content: Missions and exploration Complexes are far too predictable. Time should be taken to create and "dungeon master" engine which can create dynamic content "on the fly" as it were. The way NPCs ships respond to various threats could change depending on the capabilities of their enemies. For example, if a player has just smashed 3 Angel Battleships, the 2 remaining Angel Frigates really should think about retreat rather than the obvious suicide of further combat. Perhaps the retreat then leads the player to more difficult content, designed to better match their capabilities.
Saede Riordan wrote:Dynamism... Mystery... Expansion... Creation and Destruction... Community Largly, I agree with this. |