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Abdiel Kavash
Paladin Order Fidelas Constans
1314
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Posted - 2013.10.16 17:31:00 -
[1] - Quote
The author is just plain wrong and doesn't understand what EVE is at all. The story of EVE is not dead, it is not stagnant, it progresses every day. You can read about many facets of it on the very site you linked. The EVE story is not created by a couple of devs at CCP. The EVE story is a combination of daily actions of tens of thousands people. Everyone can be a part of this story.
But CCP have also given you a choice to opt out of this story. If you don't want to take part in events that shape the EVE universe, CCP will not shove any story in your face. |

Abdiel Kavash
Paladin Order Fidelas Constans
1319
|
Posted - 2013.10.16 18:47:00 -
[2] - Quote
Dersen Lowery wrote:I always find it interesting that people assume that world lore and world response can only "throttle" player content. What if it creates player content? What if it reflects the content that players create by leaving a lasting impact on the NPC world? What if it *gasp* occasionally forces players to admit that hey, there are a couple of other powers out there? Terrain and weather make for more interesting tactics, even (and especially!) when they aren't convenient; if Sansha Kuvakei ends up throwing a spanner (and a cyno jammer) in the works of some carefully planned capsuleer conflict, so much the better! It's now a more complicated and more interesting conflict. Except that everyone knows that it's not Kuvakei, it's just a whim of the RNG placing an incursion there. Now on the other hand if you gave other people the ability to throw this wrench, *that* would result in interesting conflict.
Quote:The more EVE's NPC presence feels like wallpaper, the more EVE feels like just another game; players may be able to create content, but that content rarely has any lasting impact on the universe, because only CCP can modify the universe. This is totally not true. Who owns the system you are living in has a significant impact on you. Who owns the system next door has an impact. Who owns the region next door has an impact. Every time systems change hands results in a lasting impact on everyone living anywhere in the vicinity. Then there's obviously building stations/POSes which can transform a hostile wasteland into a center of activity, and bridges which literally change the universe map. I've lived in the same area of space for close to two years and I have felt the effect of all of these changes. |

Abdiel Kavash
Paladin Order Fidelas Constans
1319
|
Posted - 2013.10.16 18:53:00 -
[3] - Quote
Amber Kurvora wrote:This is the one area games like WoW actually beat Eve, because WoW is much, much more PvE orientated, and thus effectively lived and died by the flavour and the story telling. By the same token CoD beats EVE in first person shooting, and the Sims beat EVE in interior decoration. Neither is a valid criticism, because neither is a goal that EVE wants to accomplish. |

Abdiel Kavash
Paladin Order Fidelas Constans
1321
|
Posted - 2013.10.16 19:10:00 -
[4] - Quote
stoicfaux wrote:tl;dr New features shouldn't require deploying a magic module. Instead the magic module should be replaced with getting NPC populations to settle and run the module. "People" make for better lore and fan fiction. Does PI feel anything like this chronicle? No, and it should. I disagree. Past the initial week of novelty this would just turn into another game mechanic to be played and min/maxed for profit. Nobody would give a damn about NPCs on your planet any more than people give a damn about the crews of NPC ships they shoot down.
Quote:It would have been a hell of a lot more immersive if CCP had remembered that people make the world go around. Instead of deploying a magic infrastructure hub, why wouldn't you be required to attract people to your planets or systems? As the populations of your worlds grow, the more bonuses you get in terms of manufacturing, trade, station slots, etc. Well this is exactly how it works. An IHUB by itself won't produce any money. You need either a taxed population of ratters or a moon harvesting/reaction chain operated by other people to actually make money. Perhaps the best example of this is the rental model: you attract people to live in your space and in turn they help you pay for your lost ships. And the amazing thing about this is that you're not dealing with some scripted NPCs, but with real living breathing thinking humans. I much prefer this interaction to playing SimCity in space. |

Abdiel Kavash
Paladin Order Fidelas Constans
1324
|
Posted - 2013.10.16 21:37:00 -
[5] - Quote
Ephemeron wrote:They should be able to shift security status from 0.1-0.7 range or so. Key emphasis on changing high sec to low sec and vice versa. At least a range of systems on the border, not all. It should be possible to completely separate 2 empires with low sec systems, no high sec routes - but it should require very active participation of the players. When players just stop fighting there, it should gradually return to default security status. It should be possible to lock certain stations from being dock-able by enemy faction - not just people participating in the faction warfare, but all neutrals. All of this is possible (Well except for numerically changing the sec level. You can make a system more or less secure.) It is possible in roughly 3/4 of EVE. The remaining areas are there specifically because CCP wants to give people a chance to opt out of these mechanics.
Batelle wrote:Right, all the lore is outsourced to non-gameplay areas. Like Chronicles. Or mission flavor text. Nothing that has anything to do with gameplay. The lore is the gameplay. Goonswarm or PL or CVA are a part of EVE lore just as much as the Amarr Empire. Just because you choose to ignore the majority of EVE stories doesn't mean they don't exist. |
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