|Posted - 2013.02.22 19:25:00 -
 - Quote
In this thread, IGÇÖd like to challenge some of the game design presuppositions in Eve Online.
1. Non-fun aspects of the game are acceptable.
2. The amount of information trumps being able to observe it comfortably.
1. Eve online assumes that non-fun aspects of the game are acceptable to players. IGÇÖd like to argue that this presupposition needs to be challenged. We are playing this game to have fun above all other reasons.
People donGÇÖt have all that much time and to make the playing experience valuable non-fun aspects should be removed.
GÇó Skill point loss (this one is a huge pain, I paid for the time those skills were training with hard cash, so if you take them away I expect a refund)
GÇó Flying to a wreck to loot it (I donGÇÖt have time for that)
GÇó Cycling time for various modules, like the salvager (I donGÇÖt have time for that GÇö they should be successful every time and the skill should have a different effect)
GÇó Stupid auto-pilot (it should fly to 0km from a gate and then jump GÇö itGÇÖs not fun to wait for it and whatever reason the devs have trumps the playerGÇÖs fun; gate campers are probably bored too sitting there waiting)
GÇó Stupid skill training queue (if you ever forget to hit apply before you leave you could lose a lot of training time GÇö it should auto-resume some skill training if nothing is being trained)
GÇó There are probably a lot more things that could be added
While I agree with the sentiment, as CCP believes "Complexity = Depth" in almost every aspect of the game ... the problem does stem from the fact they always include non-enjoyable components to the game as a /downside/ rather than actually being creative.
This said certain aspects in the game don't bother me.
GÇó Skill Point Loss - While this is quite a frustrating aspect of the game, it is designed as an increasing ISK Sink for more experienced players. There is absolutely nothing stopping you from not Upgrading your Clone, except for the loss of Skillpoints; which is 15% off of your last trained skills... to be honest most of the time you're looking at a few days lost at best.
This said it was a step up from the original clone system, anyone old enough to remember the clones with the "expiry date" no doubt can attest to.
My issue isn't with this mechanic, but the fact it is NEVER explained to a new player.
GÇó Looting - This is again another mechanic that changed a while ago to what it is today, which honestly is better. Prior to Salvagers being added, ships didn't drop wrecks; loot would simply magically appear in your cargo, when you were full no more loot. Forcing players to constantly warp out and back in to missions actually wasting far more time ... how it is today adds a layer of risk along with loot not being lost because you're full.
I mean you're annoyed now because you have to travel 10-60k to go pick up something from who you killed which you can be selective of... how about seeing on a Kill Report that an Officer Mod dropped, but because your cargo hold was full you couldn't pick it up instead you have 3 useless meta 2 launchers. Alright so an extreme example, but trust me it happened ALOT
GÇó Auto-piloting - First of all, any self respecting pilot doesn't use auto-pilot. It is the quickest way to get yourself killed, I mean seriously how lazy are you that you can't click 2 buttons each system; but to complain about being 12k from the gate.
Pfft! 2007 prior to the auto-pilot distance change it was 25k consider yourself lucky CCP reduced it 50%
Besides if landed you at Zero, then there would be Zero Risk using Auto-Pilot. AFKing safely around High/Low-Sec, seriously?!
GÇó Salvager Cycle Time - While I do agree here, that the 'chance' based mechanics just **** me off; your solution honestly isn't much better. Especially as your main complaint is "time it takes", well Salvaging Level 5 with a Salvager Tech 2 and almost every Faction / Tech 1 wreck will salvage first cycle almost everytime. Specialised ships (Noctis e.g.) have cycle time reduction bonus' ... so even a missed cycle isn't a bad thing.
Tech 2 wrecks often become a lesson in patience, but that said the payout is approx. 10x the value or normal salvage ... Risk vs Reward.
In my opinion IF (or when) they decide to change Salvaging, my hope is that they make it part of Incarna; so you physically get out of your ship to explore the wrecks, this could net far greater salvage such-as destroyed modules that could be rebuilt or such... while obviously there is a greater risk being away from your ship. Alternatively they could make it part of the DUST Cooperative aspects (instead of just drone horde mode) although I'd prefer to do it myself in EVE.
GÇó Skill Training Queue - I very rarely actually use the Queue screen, I check if my skill has <24hrs... right-click on a skill in my character sheet and "Add to Queue End" ... no fuss, no applying, no worries. Even still I mean this issue you have sounds alot like just not paying attention.
Frankly most of the things you're complaining about frankly sound like pure laziness on your part, being frustrated at something not being instant as you're used to in say World of Warcraft. I don't have a great deal of time to actually play the game, but honestly out of all of the timesink stuff in EVE... nothing you listed qualifies in my opinion.
Now had you been talking about the POS or Invention Mechanics, then my response would likely be to agree. They are old, decrepid and horrible - but CCP doesn't plan on doing anything about them being horribly broken cause it is "too difficult to change"