
Hans Roaming
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Posted - 2006.03.07 15:59:00 -
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Originally by: Telemicus Thrace This is more about the difference between Gamers and Meta-Gamers I reckon. Simply put a Gamer pays to play the game, most of them have a healthy gap between themselves and the characters they play. They learn how the game world works and they adapt to it. When a problem comes up they work out ways within the game to solve it. They also tend to work well with others since team work is the greatest power in Eve.
On the other hand there is the Meta-Gamer. Instead of paying to play the game they tend to be of the belief that they are paying to play their game. An interesting side effect is what I think of as an unhealthy lack of seperation between themselves and the character they play. Going back to me being hunted although I want to get through to my destination I generally enjoy the adrenaline of being activly stalked (I lub the attention, it makes me feel special). Telemicus may be a bit gutted at losing his ship, at least I think so cos he ain't been caught yet, but if I had a larf playing the game then win or lose it's all good. What tends to happen when these guys face a problem is that they cry haxxor, exploit and run to the forums calling for CCP to 'fix' it.
I think you just hit the nail on the head, fantastic post and totally agree. There is no fun in changing the game to win, you might as well play Eve Offline where you get a pencil and pad and write down how much ISK you have, how many ships and named mods you have as well as the enmies you pwned to feel good about yourself. 
I really like the direction the game seems to be going with building up outposts and adding modules to them as at the moment they don't seem to offer enough, being able to upgrade with suitable investment and effort will make them much more attractive. That coupled with the ability to build multiple stations in a system like the empires do will make that part of the game more fun for some of us, some really want to build Rome out there in the wilds of 0.0. 
Instas are a nightmare to be honest and I must admit I have seen many interesting solutions, however every problem has many solutions that are both obvious and wrong. The best I have personally seen is where the warp core is treated like cap with stability being the dynamically changing attribite, Scramblers drain like NOS drain cap and WCS boost it up like CPR do cap. The stability not only determines your ability to warp, for example 50% minimum to warp, but also how accurate your exit point is in relation to the amount of stability in the warp core. For example you select a jump gate warp to 0 and have 100% stability, you land on top of it, select 0 with 55% and you could end up 25km off for example. Every warp draines the stability of the warp core also so if you warp one time after another your warp exit point accuracy goes down. Skills and modules both effect the warp core stability in both a positive and negative way and it becomes a matter of choice between navigational accuracy and all the other factors that go into making up a ship.
Personally I have seen that CCP do a good balance between what will work short term and what will work long term, thank you guys for doing the good job you do.
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