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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Zen Dad
Solitary Sad Bastard In Space
89
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Posted - 2013.04.28 12:54:00 -
[121] - Quote
Tank Talbot wrote:Luckily, I am not one of those people, whom we all meet, that expects everyone to agree with them or thinks that you are somehow less for not. Hopefully, I am allowed the same courtesy. I have been thinking over a few of the posts written here.
There is no need to add more group dynamics to exploration in sector space when by nature of the job those that want group exploration will graduate to worm hole space where it is a requirement for the exploitation of resources. This new twitch mechanic threatens to KILL a classic profession from science fiction story telling that happens to be intrinsic to the play value of many EVE subscribers: The lone explorer. This should not be allowed to happen. The catch and grab mechanic is messy and leave those explorers feeling like they are always missing out on the honest rewards of their work while enforcing a needless limitation to group we violate every where else in play.
The only real way to involve more people in more jobs in EVE is to directly kill multi-boxing itself rather than attempting to eliminate the jobs it is often used for as you hurt and dissuade too many other players and their fun too. Since it is doubtful they can afford to do that directly it is something to be accepted. Attempting to design around it with twitch fails as boxer and other tools can be easily modified to deal with it. IGÇÖll admit that I am a fan of the idea of one character and account per player IP and permadeath possibilities but I doubt anyone else could handle it.
Allowing the introduction of a twitch play mechanic such as catch and grab vanishing loot into a simulation is a counterproductive change in design philosophy that if accepted by the general player base opens the door to the introduction of yet more twitch game play killing the internal consistency of established mechanical design from years past progressively over time. ItGÇÖs a tendency we call feature creep. Silliness such as exploding asteroids with catchable bits may actually not be out of the realm of possibility in years to come as unreasonable as it sounds now if this is quietly accepted.
Twitch play by its nature does not mean less boring and more fun over time. It doesnGÇÖt even imply more accessible to most players as EVE has never (and will never) be appreciable to those grounded in the GÇ£NintendoGÇ¥ school of play philosophy. After dealing with catch and grab for the hundredth time the newness will wear off and that you will miss the old crack a can and run mode of play for sheer expediency. If you think the current method dull or bland thatGÇÖs fine but changes for changes sake to something not game appropriate never pan out well. Instead of pandering to the twitch generation why not simply hold true to simulation design and create a mechanic vested in decision making?
Scanning and probing have been described as a mini-game that plays out like a logical extension of piloting your ship inside the simulation (it feels REAL) so that most people donGÇÖt notice the fact. These exploration site changes play out as a cobbled in twitch mechanic that runs contrary to established play methodology so strongly that it sticks out like a bruised thumb. They have no place in EVE.
Well said - I wish I could form my thoughts as well.
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Ginger Barbarella
Caldari Provisions Caldari State
1269
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Posted - 2013.04.28 14:21:00 -
[122] - Quote
Nariya Kentaya wrote:Garresh wrote:Anyone got a video for this? As someone who explores I am interested. ah, its on CCP's twitch TV channel, but basically its a minigame similar to Deus Ex hacking. and once your done a ball explodes sending goodies everywhere on your screen you have to click when theya re green, after grabbing oen they turn red, then a few seconds later turn green again, its basically designed so that you CANT get all the loot by yourself, and if your monitor isnt very good, or your a little laggy, or you have poor eyesight, youll no longer be able to reap the rewards of exploration sites.
Someone please tell me this is a joke... This has got to be the STUPIDEST thing ever suggested for EveO. "Blow it all on Quafe and strippers." --- Sorlac |
Dring Dingle
Polaris Rising Gentlemen's Agreement
10
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Posted - 2013.04.28 15:06:00 -
[123] - Quote
Tbh... I half expected the pick a lock from skyrim |
Ibrahim Vaughn Holtzman
Center for Advanced Studies Gallente Federation
9
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Posted - 2013.04.28 16:15:00 -
[124] - Quote
Oh well, a computer virus. WITH HITPOINTS.
And a clickety-click Loot Pi+¦ata. As if things weren't already difficult enough with my mediocre net connection..
I wonder what the plans for archeology are. Instead of a computer virus we probably get a spade and pickaxe. WITH HITPOINTS. |
Haulie Berry
532
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Posted - 2013.04.28 16:25:00 -
[125] - Quote
Thematically, I don't really love the hacking mini-game and loot-spew for Eve. It just feels a little gimmicky. I think I would prefer something where, e.g., loot is in space, and cannot be shown on the overview, so you have to actually "find" it (possibly within the bombed out ruins of a derelict station, whatever).
It's still WORLDS better than, "approach can, watch analyzer cycle one or more times, remove loot," though. |
Ager Agemo
Imperial Collective
278
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Posted - 2013.04.28 17:04:00 -
[126] - Quote
Zen Dad wrote:Destination SkillQueue wrote:I thought it was pretty obviously two things. Improving the profession sites to make them actual professions and encouraging to play with other people.
The new system is a clear improvement for the simple reason, that the gameplay before was as dumbed down as you could possibly make it. Activate a module on a can, wait, collect loot and find another can to activate a module on. You can't dumb down on the mechanic, since it was so simple to begin with. The new one at least offers some gameplay and as a bonus offers a clear reason to explore with other players, because you can't get all the loot by yourself and no amount of alts is going to help you. The active gameplay is a must or that goal wouldn't be reachable. I'm sure it isn't perfect, but it can't possibly be worse or more dumbed down then the current mechanic. WHAT THE HELL - Exploration is a solo profession as advertised on the home page personality test of EVE website. Thousands of players enjoy the solo side of exploration. Post Odyssey we now have a mini game to play and solo players will be penalized. What is it about CCP and a lot of Eve players that they cant stand the concept of the 'individual' Based on the info available ,the new system is a clearly dumbing down, unrealistic and another SOLO nerf from the socialist workers collective of iceland.
the part where this is a MMO game? |
Ritsum
Ubiquitous Hurt
172
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Posted - 2013.04.28 17:12:00 -
[127] - Quote
Did not read most since it looked to be a whiny "I have to do more work to make my isk" type of post BUT while exploration is my main income I feel this will impact me greatly....
I mean like I can do it with my friends instead of solo now... Since you know you will need more people to catch the loot it will make it fun! and just think of the small gang pvp fights we will get over the sites... say each gang has like 3-4 people, will make fighting over low/null sites more fun!
Well at least it will be more fun with more people.... I just hope they increase the loot/isk made from it since we now need friends to get all the rewards... Meaning splitting the loot... Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows. |
Georgina Parmala
Science and Trade Institute Caldari State
88
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Posted - 2013.04.28 17:20:00 -
[128] - Quote
Nevyn Auscent wrote:Actually watch the relevant video before commenting people. It is not 'twitch based gameplay'. When you actually watch it rather than raging over a rumour you see how it works. A bunch of green objects appear. You click one, on the demo, CCP took several seconds to actually click one. The rest turn red, while your ship pulls the clicked one in with a tractor beam (Appears to be a free beam, not a module) When your ship has finished pulling one in, they turn green again.
If they go out of range, they turn white to say out of range, you can still chase them by moving at this point. CCP video'ed for about 30 seconds, and the loot hadn't 'exploded' though most had gone out of range of the stationary ship.
II see you watched the presentation. Now turn on the sound and watch it again.
Quote:You can only pick up one at a time, so it's pretty important that you bring a friend for this. I have three containers so far, that's fairly good. I'd like to get maybe 6 or 7. (NOTE: I counted 18 cans total, so it's more like bring two friends?) So the white ones are going out of reach, which of course there are none, because I'm a skilled pilot, so I just flew closer. But they're gonna start disappearing off the thing, so you won't be able to pick them up on your own. So you can bring a friend, have a newbie or whoever come in there, these will only stay in space for a few seconds essentially.
Nevyn Auscent wrote:So this is not 'twitch' game play, it's still fairly slow paced, though a little faster than before, and yes, if you are actually physically impared in some way, exploration may not be the right game for you. Of course, for all we know you can click on the objects via the overview, so you don't have to hunt the cross in space. But if you are capable of targetting a ship in space rather than via the overview, you are capable of doing this. You're not going to be sitting there stationary like he was at the start of the demo. You'll be flying a fast agile ship and manually piloting it according to the barf pattern to maximize the number of cans grabbed. The closer you are, the shorter the tractor beam time, the more cans you get. Also the more "spaz clicking" you get to do, probably similar to manually orbiting in an interceptor? Now just imagine what happens when the loot shoots out and your client freezes for 4 seconds, all the cans are white and out of range by the time you regain control.
Garresh wrote: You're misreading this pretty badly. It becomes painfully obvious for anyone who isn't new that you're not supposed to get all the loot. Stop thinking of it as failure and think of it as degree of success. A player succeeds, but a better player succeeds better.
Actually, I would say you are the one misreading it. You're not supposed to get all the loot by yourself. A better player may succeed marginally better, but the whole design of it is for "more players to succeed better". It makes you feel like you did something wrong by letting the loot rot, when you could have gotten another person there.
So you go out exploring and find a site. A corp member is online 12 jumps away. Are you going to wait around 'till he gets to you, or take what you can grab? How will your corp feel about this? What if all your exploration loot has to be sold to your corp as a condition of using the space? What if you have to justify to a director every time a can is missed in a site, "wasting loot"? Are some solo explorers going to be forced to choose between grouping for the activity, or leaving/finding a new corp?
Just some potential implications to think about.
Pisov viet wrote: How would solo players be penalized? If I catch 5 items when I run a site solo, having a friend next to me catching 5 items himself wont mean I get more.
You don't, but your Corp does.
I would rather see the hacking part of the site take a long time, but become exponentially faster to perform as you add more hackers. Put 6 "hacking points" on the wreck, each with its own loot. Then decrease overall system strength when multiple parts are under attack at the same time, making it significantly faster than each going to his own site. Group activity should be about efficiency and safety.
Capital escalations are a similar functionality. More people = more loot. I wonder how frequently it happens that you don't have enough cap pilots online and just run through the sites anyway, with just one or two caps. Foregoing the other escalations and finishing the sites, just because more cap pilots won't be on for two more hours and you don't feel like waiting. It has a similar "waste / robbing corp mates" feeling. |
Georgina Parmala
Science and Trade Institute Caldari State
88
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Posted - 2013.04.28 17:24:00 -
[129] - Quote
Ritsum wrote: I mean like I can do it with my friends instead of solo now... Since you know you will need more people to catch the loot it will make it fun! and just think of the small gang pvp fights we will get over the sites... say each gang has like 3-4 people, will make fighting over low/null sites more fun!
Yes, just like faction warfare.
With cloaking warp stabbed frigates farming the sites and running away when a hostile/probe comes up in local/DScan. |
Takseen
Federal Defense Union Gallente Federation
430
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Posted - 2013.04.28 17:32:00 -
[130] - Quote
It feels like most of the people complaining about the "Twitch" gameplay haven't reviewed the gameplay video. Its not all that fast. |
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Tank Talbot
Imperial Academy Amarr Empire
65
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Posted - 2013.04.28 18:32:00 -
[131] - Quote
When working on your typical consumer product there is a tendency to look for ways to enhance its consumer appeal by catering to the wants of a broad market segment. However, I think we all have to acknowledge that EVE is a niche product and not market typical. It should not be treated that way. When dealing with a niche product you build consumer appeal by means of strengthening traits that brought your core audience to play in the first place and kept them here.
A developer stated something very telling on stage: GÇ£not everything in EVE has to be about combat.GÇ¥ This is a worrying statement from some one working on a game where everything you do is about putting players in competition with each other and the environment around them from market manipulation, to mission running, to freight hauling, in order to create content. Even simple, peaceable, mining spawns NPC rats over time and attracts gankers seeking easy prey.
If they are simply adding the explosion of loot to be caught before it vanishes and the mini-game as a means of introducing challenge due to the removal of NPC mobs and conflict from radar and mag sites then one has to ask if they should have removed NPC mobs and conflict in the first place? It seems to me you could have done good things by building on the CURRENT mechanics.
Fine, you want to grant incentive to bring some one along exploring then add tougher mobs so one of you can scan and loot while the other people fight. You want to make hacking interesting well make it so the player has to observe the cycles to avoid failing too many times in a row and loosing the loot, spawning additional rats, or setting off an alarm other greedy players could home in on. You want to make the sites themselves more interesting then use those fantastic artist and designers to take advantage of all the other dead races and create new mob types as threatening as sleepers with the occasional historical drop that provides clues or reveals ancient secrets that could lead you to other systems even wormhole space or a Jovian system.
That would have been the start of a real Odyssey for exploration that fits into the game design and the business of Internet space ship pew pew. Instead we have a vanishing loot barf and mobile phone mini game aimed at casual users seeking a simplified game and afraid of conflict as a test bed to see if we will accept more such changes in the future to draw such players in droves... |
Garresh
Native Freshfood Minmatar Republic
144
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Posted - 2013.04.28 18:44:00 -
[132] - Quote
What part of opportunity cost do these people not understand? If you're waiting for your corp mate 12 jumps out to fly to you, you're both losing money because of wasted time. This Space Intentionally Left Blank |
Ginger Barbarella
Caldari Provisions Caldari State
1272
|
Posted - 2013.04.28 20:43:00 -
[133] - Quote
Garresh wrote:What part of opportunity cost do these people not understand? If you're waiting for your corp mate 12 jumps out to fly to you, you're both losing money because of wasted time.
I love reading people talk about "opportunity costs" as related to making isk WHILE SITTING ON THEIR ARSE PLAYING A COMPUTER GAME!!! "Blow it all on Quafe and strippers." --- Sorlac |
Sorcha Lothain
Center for Advanced Studies Gallente Federation
0
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Posted - 2013.04.28 20:48:00 -
[134] - Quote
Dring Dingle wrote:Tbh... I half expected the pick a lock from skyrim
Nice.
They would have to add blueprints, so people could make them and sell them at a million ISK each. I guess they could also add horse armor that you would have to buy with real money.......oh wait.
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Garresh
Native Freshfood Minmatar Republic
144
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Posted - 2013.04.28 20:55:00 -
[135] - Quote
Ginger Barbarella wrote:Garresh wrote:What part of opportunity cost do these people not understand? If you're waiting for your corp mate 12 jumps out to fly to you, you're both losing money because of wasted time. I love reading people talk about "opportunity costs" as related to making isk WHILE SITTING ON THEIR ARSE PLAYING A COMPUTER GAME!!!
Lol I'm just saying people are acting like they're gonna lose a whole ton of money flying solo. Its like saying mining solo is useless cause other people will steal your rocks. You can always fly to another system. Same with exploration. Sites don't despawn. They respawn elsewhere. This Space Intentionally Left Blank |
Jenn aSide
STK Scientific Initiative Mercenaries
1668
|
Posted - 2013.04.28 21:04:00 -
[136] - Quote
Ginger Barbarella wrote:I love reading people talk about "opportunity costs" as related to making isk WHILE SITTING ON THEIR ARSE PLAYING A COMPUTER GAME!!!
Omg don't even say that. If I'd spent as much time going to graduate school as I did playing EVE, i'd have 2 Ph.Ds, 1 Ed.D and Masters in Pure Awesomeness.....
ie EVE made me poor, I'm going to sue Iceland for birthing the dudes who created CCP. |
Arin Archer
School of Applied Knowledge Caldari State
12
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Posted - 2013.04.28 21:11:00 -
[137] - Quote
Here's what I don't get. CCP took away rats from Archeology sites so we can focus on exploration. This is good (you did a good thing here CCP!)...but at the same time they want you to drag along a buddy to grab exploding loot that poofs after 30 seconds. So picture this. You have a nice focused ship for exploration that, with new ship fittings required to scan sites, is less likely than ever to have proper weapons...this is good too. All this works great for soloing. Why...why ...why would someone want to tag along with you in another ship? They have ZERO to do while you go about your business of discovering and hacking the site. The only reason they're there is to wait for that magical 30 seconds when the loot explodes so they can click like mad. Who wants to do that? Let those people go discover their own sites as there really is no reason to force in a loot popping/poofing mechanic that does not need to be part of the game to attempt to force someone to waste time following your ship around while you have all of the fun exploring.
It really makes no sense for a second pilot to be there. CCP, please reconsider this forced arcade game mechanic that makes no sense when everything else, most importantly your solo player base, is taken into account. Maybe have some other loot in the game explode and see how they like it in low sec or null. A ship that just was destroyed by live fire would more likely "explode loot" than treating every ancient site as if was a bottle of champagne ready to pop. |
Jenn aSide
STK Scientific Initiative Mercenaries
1668
|
Posted - 2013.04.28 21:16:00 -
[138] - Quote
Arin Archer wrote:Here's what I don't get. CCP took away rats from Archeology sites so we can focus on exploration. This is good (you did a good thing here CCP!)...but at the same time they want you to drag along a buddy to grab exploding loot that poofs after 30 seconds. So picture this. You have a nice focused ship for exploration that, with new ship fittings required to scan sites, is less likely than ever to have proper weapons...this is good too. All this works great for soloing. Why...why ...why would someone want to tag along with you in another ship? They have ZERO to do while you go about your business of discovering and hacking the site. The only reason they're there is to wait for that magical 30 seconds when the loot explodes so they can click like mad. Who wants to do that? Let those people go discover their own sites as there really is no reason to force in a loot popping/poofing mechanic that does not need to be part of the game to attempt to force someone to waste time following your ship around while you have all of the fun exploring.
It really makes no sense for a second pilot to be there. CCP, please reconsider this forced arcade game mechanic that makes no sense when everything else, most importantly your solo player base, is taken into account. Maybe have some other loot in the game explode and see how they like it in low sec or null. A ship that just was destroyed by live fire would more likely "explode loot" than treating every ancient site as if was a bottle of champagne ready to pop.
Forgive me if this is harsh, but how is it people have enough save to use a computer, and not enough to cinsdier the idea that a relic or data site might have more than one thing to hack? If two "cans"(or whatever we end up calling them) are close enough, might not the exporation team hack more than 1 can at a time, giving both players something to do? |
Arin Archer
School of Applied Knowledge Caldari State
12
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Posted - 2013.04.28 21:22:00 -
[139] - Quote
Jenn aSide wrote:
Forgive me if this is harsh, but how is it people have enough save to use a computer, and not enough to cinsdier the idea that a relic or data site might have more than one thing to hack? If two "cans"(or whatever we end up calling them) are close enough, might not the exporation team hack more than 1 can at a time, giving both players something to do?
Sure, just don't blow your loads at the same time or you'll lose out on your exploding loot! Meanwhile hacker #2 is trying to figure out their little hacker game when the first loot explodes. Comedy ensues as the second pilot frantically closes windows and rotates camera looking for the loot dots!
Sounds like a swell plan. |
NEONOVUS
Saablast Followers
422
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Posted - 2013.04.28 22:20:00 -
[140] - Quote
http://cdn.memegenerator.net/instances/400x/37350318.jpg |
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Minmatar Citizen160812
The LGBT Last Supper
146
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Posted - 2013.04.28 22:59:00 -
[141] - Quote
Most low and mid level mag sites are garbage. You can do better salvaging a mission so why would anyone bother playing a mini-game for it outside the high end sites found mostly in null?
Radar is about the same. A mini-game where most of the loot is garbage tool parts and tool BPCs worth next to nothing...but now you have to catch it with a pinata party fleet?
High sec sites should be funny at least with a blob of morons all gathered around loot cans waiting for someone to spill the poop so they can play houseflies. |
Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
234
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Posted - 2013.04.28 23:05:00 -
[142] - Quote
Brooks Puuntai wrote:As a long time explorer, I like most of the new scanning and "hacking" of profession sites. The twitch action at the end however really has no place here. If you want to make exploration a group effort, then boost the hacking aspect of it. Make it so multiple people hacking makes it easier and/or quicker.
Space pinata part is just down right dumb.
Edit: To expand on boosting the hacking aspect with out it being a space pinata.
Use the "grid" part but have different "levels" that the player can either choose, or based on how many are currently hacking. The higher the grid level the harder it is and would require more people or better skills/mods/implants. With higher level grids comes better/more loot.
RP wise its like hacking a computer, you can choose to go after the easy stuff which usually has less encryption/protection, but usually isn't that special. Going after the more important bits will have many more firewalls and have a harder encryption, but will yield more important information.
I was thinking exactly this as I was reading all along. There is something just off about this new mechanic, and I think everyone realises it. Let me explain.
Now I think the idea of removing the NPCs from exploration sites and adding the hacking mini game is an absolutely great idea, and I think it could add a lot to the game. Instead of fighting NPCs now, we are using our brains, along with various ship modules and hacking skills, to conquer the hacking mini games.
One thing I would suggest as mentioned in the previous post, perhaps certain hackable cannisters could drop various loot depending on how successfully they are hacked. So for instance if you have a group of players, you could make use of combined equipment and skills to go for the most advanced loot, but if you are solo then you could go for slightly easier loot but you don't have to share it.
The thing that is just completely off is the looting mini game at the end. I mean seriously CCP? Looting cans is pretty much the most boring activity in the game, I hate it and would kill to get looting drones along with the new salvage drones. But now you are making it into a mini game! At least I can just skip missions and rat loot and simply blitz it, but explorers will have no choice. I can just imagine getting lag or misclicking a can and then failing to get the contents. Just like how annoying it is right now when you overshoot a cargo container as your trying to loot it and then have to slowly burn back into 2500m and loot again.
Seriously CCP, this will be awful. Please work on advancing the hacking mini game as that sounds great, but scrap the loot pinnata at the end. |
El Geo
Pathfinders. The Marmite Collective
95
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Posted - 2013.04.28 23:15:00 -
[143] - Quote
Yeah, totally not fond of the having to grab cans at the end although I can see where it has its appeal (things that blow up should scatter cargo, hacking a container to me just doesn't say "everything shoots out in random directions into space") path-+find-+er (pthfndr, p+ñth-)n. 1. One that discovers a new course or way, especially through or into unexplored regions.
http://www.youtube.com/user/EvEPathfinders/videos?view=0 |
Garresh
Native Freshfood Minmatar Republic
145
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Posted - 2013.04.28 23:34:00 -
[144] - Quote
Cause of your friend can't hack he's useless right? I can list off the top of my head a bunch of ways a friend can be useful without hacking.
1. Watch gates for hostiles in lowsec. 2. Bring ecm to bail you out if you get ganked. 3. Cooperative scanning. Before you laugh it IS a thing. There's many ways. You can divide a system by planets or quadrants and cover more ground faster. 4.Chasing off other explorers. 5.General purpose recon.
You guys need to try harder. This Space Intentionally Left Blank |
Aralieus
Shadowbane Syndicate
102
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Posted - 2013.04.28 23:45:00 -
[145] - Quote
Being a highly active solo low/null sec explorer I think if I'm taking maximum risk I should therefore receive maximum reward. It's bad enough scanning down sites with the right ship then having a dps/tank ship nearby and logistically realistic enough to do everyday and maintain acceptable profit margins in different 0.0 regions all on 1 character. I understand all that will be a thing in the past and that's great but please don't make me twitch for my reward while still taking hella risk to do so. Oderint Dum Metuant |
James Amril-Kesh
4S Corporation RAZOR Alliance
4782
|
Posted - 2013.04.29 00:19:00 -
[146] - Quote
Aralieus wrote:Being a highly active solo low/null sec explorer I think if I'm taking maximum risk I should therefore receive maximum reward. It's bad enough scanning down sites with the right ship then having a dps/tank ship nearby and logistically realistic enough to do everyday and maintain acceptable profit margins in different 0.0 regions all on 1 character. I understand all that will be a thing in the past and that's great but please don't make me twitch for my reward while still taking hella risk to do so. You will receive maximum reward when you're alone. The system is simply set up so that working with someone else doesn't reduce your individual reward. |
Fereval Kondur
Brave Newbies Inc.
2
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Posted - 2013.04.29 00:42:00 -
[147] - Quote
Aspiring low-sec explorer (and english poster) here.
Gameplay wise, I'd like to point out that the current state of exploration actually allows group play even if that's not a striking evidence. To give anything but one example, the probing research in one solar system benefit from cross-data provided by different people.
Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it...
Immersion wise, which at the end EVE is all about IMHO, this seems to pull me out of the game for various reasons well explained by OP. At the end exploration should be about expectancy and discovery. Why not expand on those fields instead of creating a rather fake interaction to awaken these feelings.
TLDR: Decision making does not fit well with fast paced kind of mini game. |
Tippia
Sunshine and Lollipops
13944
|
Posted - 2013.04.29 00:54:00 -
[148] - Quote
Fereval Kondur wrote:Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it... GǪand all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away.
Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.-á |
Fereval Kondur
Brave Newbies Inc.
3
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Posted - 2013.04.29 01:19:00 -
[149] - Quote
Tippia wrote: Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.
Alright good-point. I have to admit that you clarified my thoughts. (Even if I could point that more gameplay Gëá better gameplay.)
Last the fact that to me and others, such fast-paced clicking minigames are not an immersion factor far from it, nor coherent with what can be experienced in any other area of the game. That's highly subjective, but relevant I think. |
Tank Talbot
Imperial Academy Amarr Empire
71
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Posted - 2013.04.29 01:37:00 -
[150] - Quote
Tippia wrote:Fereval Kondur wrote:Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it... GǪand all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away. Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.
No. I am sorry but I disagree. They have GÇ£cobbled inGÇ¥ two mini-games with twitch elements and magically vanishing loot that fail to play out as logical extensions of piloting a ship inside the simulation while detracting from a playerGÇÖs role as a manager of resources in favor of attempting to turn them into handicapped badminton athletes where you swat GÇ£birdiesGÇ¥ by any other name, hacking nodes or loot cannisters, before a time limit expires...
GÇ£ThisGÇ¥ does not a recipe for meaningful looting create and it is a detraction from meaningful build up by souring potential reward. Being more entertaining than the current system in your view still does not actually make it the right system for EVE as it runs contrary to too many established conventions within the game. They can do better and now is the time to mention it. |
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