
Vesan Terakol
Capsuleer Outfitters Bad Intention
114
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Posted - 2015.02.20 08:41:57 -
[1] - Quote
I really like the underlying principle of this system. It reminds me of the tutorial/achievement system from a certain other sandbox game of blocky nature.
Now, i perceive this as good (or at least better than what we had before). Every time i tried to introduce a friend to EVE, i had to tell him, that the tutorial is important (as it sets you up with a lot of th skillbooks that i would honestly forget to recommend to obtain) but absolutely horrific. "Just bear through it." And i got the answer "Why should i?" And assisting someone without literally sitting beside them and reading the tutorial too was really hard for me.
I also like the long-therm goal: Pointing you towards activities you might have otherwise never realized existed.
And based on the presented data, i believe that "Launch your drones" should be somewhere amongst the first available objectives :P
Now, the topic of rewards was brought several times. I firmly believe that EVE is not about the list of awards you will get when you do this or that. It is about scraping the reward yourself from the asphalt after you splattered someone into it. This is not to say that the starter gear (the guns and ships you get throughout the tutorial and career agents) Is not important or should not be adjusted (i do feel that the destroyer is a bit out of place there, it is a rather specialized hull with low defenses that has the tendency to die a lot).
I feel that you should be able to appreciate the reward of doing the action and not be blinded by the reward the tutorial gives you.
And since this is based of an achievement system, I want to express my concern that achievements in EVE should be about what you and the other players feel like something big. There shouldn't be a list of arbitrarily selected activities that a person should struggle to accomplish. And i do appreciate the effort to verbally differentiate the "opportunity" system from that.
As a final note, it would be really nice if uncompleted opportunities would "pop up" when the opportunity to complete them is presented:
"Hey, this is a wreck of a player and it has stuff in it. Why don't you check out what's inside! (unless the person who produced it is still there)"
"Look, there is an anomaly here! Probe it down and get horribly murdered inside!"
Like a small marker above the object of interest which expands to the full text when you hover the mouse above it. And maybe also a counter in the top left corner: "Visible opportunities in this system: 7" |