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Rivr Luzade
Exclusion Cartel The Kadeshi
1876
|
Posted - 2015.09.11 12:45:45 -
[121] - Quote
The assumptions in this picture are ludicrous. You can fly cruisers and BC well within the first week. You can even sit in a BS after the first week.
The problem is that "Sitting in a ship" and "Piloting a ship" are 2 fundamentally different things. You can solve the first with less SP requirements, but ultimately make the second all the more grave and discouraging. Herpderping a BS into Low sec and go down in flames at the first gate is one thing, doing what people like suitonia do with the Geddon or similar pilots is a completely different activity. The first thing, you can do after a week or two and it does not require a lot of skill training. If this is what people are after, they can already do it. True pilot mastery of ships, however, require a lot more skill training and personal experience that no SP giveaway can accomplish.
Comparing EVE to all these casual games is also a huge fallacy. These games are specifically set-up to cater to casual players. They have absolutely no long-term goals beyond ranking up and getting most kills. There is no long-term impact of your actions on the game. EVE has a completely different set-up. EVE is long-term oriented and is more a hobby than a mere game. You cannot just get in, do stuff and get out again (in particular not in Sov Null sec and W-Space). EVE sure has its casual elements (FW plexes, Missions, player-created public fleets (although even they require some preparation as you need to be at their starting place to participate)) but overall EVE is oriented towards long-term commitment and gameplay.
People in that picture also lament about lack of contact and communication with other new players. If people find this a problem, they need to do something about this. E-Uni, Brave, PH, KF and things like Spectre and Ganked are some first steps, but if people want more, they need to force CCP to think about way how to promote and support this. However, most people are just not interested in new players. It is apparently very rare these days to find a new player coming into the game with an open attitude and expectations that allows them to progress and make teaching them an enjoyable task. Most new players rather seem to be dickheads wanting to fly a BS perfectly after day 2 and get all upset when someone explains them that this is not how things work here and what you can do with smaller ships instead.
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Serendipity Lost
Repo Industries
1364
|
Posted - 2015.09.11 13:36:59 -
[122] - Quote
No to this idea because I find noobs irritating and want them to suffer. I want to be able to squash uppity noobs like the fleas they are. Respect and power are earned in eve. You noobs are lucky I'm even bothering to aknowledge your whining.
Please quit yammering about not being good enough. We already know your aren't.
Welcome to eve. |

Teckos Pech
The Executives Executive Outcomes
3325
|
Posted - 2015.09.11 14:45:39 -
[123] - Quote
Subs were not a problem when SP were even worse, so no to you logic.
Upgrading Local to Eliminate All AFK Influence
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.11 15:41:42 -
[124] - Quote
Teckos Pech wrote:Subs were not a problem when SP were even worse, so no to you logic.
Whether the amount of subs effects the experience is only one area of the conversation. In other words, "subs are of an SP equation, because fun comes from SP". If SP is fine at 0, then plausible entertainment is as unlimited as the sub's initiative for fulfilling a goal.
Rivr Luzade wrote:True pilot mastery of ships, however, require a lot more skill training and personal experience. "A veteran should be able to show a fresh sub how to 1v10."
"Forget carrots and sticks.. the essence of motivation is effectiveness."
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Teckos Pech
The Executives Executive Outcomes
3327
|
Posted - 2015.09.11 16:36:27 -
[125] - Quote
Dror wrote:Teckos Pech wrote:Subs were not a problem when SP were even worse, so no to you logic.
Whether the amount of subs effects the experience is only one area of the conversation. In other words, "subs are of an SP equation, because fun comes from SP". If SP is fine at 0, then plausible entertainment is as unlimited as the sub's initiative for fulfilling a goal. Rivr Luzade wrote:True pilot mastery of ships, however, require a lot more skill training and personal experience. "A veteran should be able to show a fresh sub how to 1v10." "Forget carrots and sticks.. the essence of motivation is effectiveness."
What? Coherent much? Didn't think so. Here you are banging on about how "logically" subs are a an SP issue even when there were plenty of subs back when training the learning skills was a long and horrible grind (and not fun at all because they lead to no new ships, modules, etc. just faster training times). The problem with declining players logged in is unlikely related to SP.
And granting new born players 36 million SP is not a good idea, period. It is way too much. Increasing starting SP to put more options in front of players and shorten the time to certain ships like interceptors and interdictors and so forth is not unreasonable, but 36 million SP is the equivalent of about 2 years and 4 months of training right out of the box! Potentially way to unbalancing. Removing SP all together, no. Just no.
Upgrading Local to Eliminate All AFK Influence
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Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.11 17:48:10 -
[126] - Quote
There's no inherent issue with a sandbox without an SP progression. There's plenty of discussion on how SP is a mitigating factor of fresh subs, and reduced veteran interest without replacements literally seems a "problem". What's the solution, then?
Is it worth admitting that a declining sub trend negatively effects the gameplay experience, which could further effect the sub trend? What about overall gameplay fatigue -- could it be reinvigorated by no-SP gameplay, with the option of teaming up with whatever fleet and of learning whatever role seems great? Dynamism is central.
Is more option sets more dynamic? Yes. Is actual dynamism in a "sandbox game" more interesting than arbitrary limitations? Yes. Then, are arbitrary limitations enough for limiting subscriptions? Here could sit a bunch of studies on motivation; but unless the willingness is there for admitting how interesting a truly open game could play, how uninteresting a very limited experience could seem and effect subs, and how abundance (and of subs as well) positively effects gameplay and content prevalence, there's probably no *motivation* for posting that, because there's no *effectiveness*.
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Phoenix Jones
Small-Arms Fire
1545
|
Posted - 2015.09.11 18:22:26 -
[127] - Quote
Marketing on occasion gets a good concept and idea and brings massive people into the game, see this is Eve video.
The hurdle after that it keeping the person in for more than 1 second. This can almost solely be dealt with by addressing the basic quality of life issues people run into day 1.
1) the overview is confusing and the default sucks. 2) missions should be audio fed. Meaning the mission briefing should talk you through the entire mission read vs just reading it. 3) the newbie ship is woefully undergunned 4) the market layout is confusing. 5) there are no default ship layouts. 6) damage notifications and numbers need to be more pronounced and less spammy. 7) missions should give you ISk and some loot (so a new player can understand what goes where.
I'd fix the into a hurtle by doing this
1) create a viable 5 tab overview that works, so that the first thing people don't have to do is go looking for overviews. They can if they want, but update the default one 2) have people (the devs), all spend some time doing audio voice overs for missions. No need to do everything but the newbie missions should provide the newbies the voice of the game designers talking them through the game 3) remove the mining lazer off the newbie ship. Add a second gun and make the first mission give you an afterburner. After mission 1, all noob ships should come default out of insurance, with 2 guns, an afterburner, and a damage control. 4) the market should provide in their quick tab, fits for 2 of each races t1 frigates. So that the player can highlight and buy the equipment easy vs trying to find fits online. They will ultimately but at the beginning bypass that whale of an issue and give them recommended fits 5) akin to 4, provide them a basic pve ship layout, and pvp ship layout for 2 t1 frigates so they can have fast fun. 6 glancing blows should be small texts, and crushing hits big bold text. Similar to how most games denote damage. This provides feed back that they are in their optimal range to be doing lots of damage. Every massively huge hit, give them a visual notification 7) missions in total should start providing more loot. Faction mods, storyline stuff, every so often a mission reward should be a module vs just pure ISk. In the beginning the reward for newbie missions tends to be ships, but that stops. Return to that.
Yaay!!!!
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Teckos Pech
The Executives Executive Outcomes
3328
|
Posted - 2015.09.11 18:39:44 -
[128] - Quote
Dror wrote:There's no inherent issue with a sandbox without an SP progression. There's plenty of discussion on how SP is a mitigating factor of fresh subs, and reduced veteran interest without replacements literally seems a "problem". What's the solution, then?
Is it worth admitting that a declining sub trend negatively effects the gameplay experience, which could further effect the sub trend? What about overall gameplay fatigue -- could it be reinvigorated by no-SP gameplay, with the option of teaming up with whatever fleet and of learning whatever role seems great? Dynamism is central.
Is more option sets more dynamic? Yes. Is actual dynamism in a "sandbox game" more interesting than arbitrary limitations? Yes. Then, are arbitrary limitations enough for limiting subscriptions? Here could sit a bunch of studies on motivation; but unless the willingness is there for admitting how interesting a truly open game could play, how uninteresting a very limited experience could seem and effect subs, and how abundance (and of subs as well) positively effects gameplay and content prevalence, there's probably no *motivation* for posting that, because there's no *effectiveness*.
Unbalancing the game to supposedly save it is not the solution. That I'm sure of.
Upgrading Local to Eliminate All AFK Influence
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.11 19:00:35 -
[129] - Quote
Teckos Pech wrote:Unbalancing the game to supposedly save it is not the solution. That I'm sure of. Gating is no inherent game balance. What, is dosh the issue? Every ISK faucet is under a button.
Yet, upshipping requires more funds. |

GeeBee
Paragon Fury Tactical Narcotics Team
88
|
Posted - 2015.09.11 19:02:45 -
[130] - Quote
I agree that something needs to be done to make eve more new player friendly.
But simply starting the game with a high amount of skillpoint is not the solution as it is too easily abused by veteran players.
I would like to see a large portion of the core skills modified to be gained passively based on character age to allow new players to progress slowly into the eve environment without being given too much power to start. As a concept a character would be perfect skilled on any skills that would be put into this category at 6 months. To achieve some kind of balance the many of the skills would need to be level 3-4 very early and then its just a waiting game for the character to get the important level 5s until the 6 month point. This would allow for newer players to train what they want to do rather than what they need to train to be affective, while still slowly gaining the benefit of those pesky core skills.
Core skills Are pretty much anything that doesn't directly affect a single module but many. Eg Gunnery Supports, Missile Supports, Drone Supports, Navigation(not capital obviously), Engineering, you should get the idea by now.
As an alternate concept than character age it could be based on either total character skillpoints or divisional character skillpoints. The first one should be pretty self explanatory - the second one, divisional, is once you've trained gunnery skills to X level Sp you get X level support.
The total bulk of core skills is a massive headache for any new player or character, as eve's playerbase ages and matures the new player is constantly being left farther and farther behind. As EVE ages as a pay to play MMO it needs to remain competitive in the market of MMO's that has largely gone to a free to play scheme.
Many Veteran EVE players agree that something along this line needs to change, unless they're invested heavily into the character bazaar. The Character bazaar will take a massive hit from any change like this, but this is at least a better option than just dumping an excess amount of skillpoint on a new character. |

Teckos Pech
The Executives Executive Outcomes
3329
|
Posted - 2015.09.11 19:12:16 -
[131] - Quote
Phoenix Jones wrote:Marketing on occasion gets a good concept and idea and brings massive people into the game, see this is Eve video.
The hurdle after that it keeping the person in for more than 1 second. This can almost solely be dealt with by addressing the basic quality of life issues people run into day 1.
1) the overview is confusing and the default sucks. 2) missions should be audio fed. Meaning the mission briefing should talk you through the entire mission read vs just reading it. 3) the newbie ship is woefully undergunned 4) the market layout is confusing. 5) there are no default ship layouts. 6) damage notifications and numbers need to be more pronounced and less spammy. 7) missions should give you ISk and some loot (so a new player can understand what goes where.
I'd fix the into a hurtle by doing this
1) create a viable 5 tab overview that works, so that the first thing people don't have to do is go looking for overviews. They can if they want, but update the default one 2) have people (the devs), all spend some time doing audio voice overs for missions. No need to do everything but the newbie missions should provide the newbies the voice of the game designers talking them through the game 3) remove the mining lazer off the newbie ship. Add a second gun and make the first mission give you an afterburner. After mission 1, all noob ships should come default out of insurance, with 2 guns, an afterburner, and a damage control. 4) the market should provide in their quick tab, fits for 2 of each races t1 frigates. So that the player can highlight and buy the equipment easy vs trying to find fits online. They will ultimately but at the beginning bypass that whale of an issue and give them recommended fits 5) akin to 4, provide them a basic pve ship layout, and pvp ship layout for 2 t1 frigates so they can have fast fun. 6 glancing blows should be small texts, and crushing hits big bold text. Similar to how most games denote damage. This provides feed back that they are in their optimal range to be doing lots of damage. Every massively huge hit, give them a visual notification 7) missions in total should start providing more loot. Faction mods, storyline stuff, every so often a mission reward should be a module vs just pure ISk. In the beginning the reward for newbie missions tends to be ships, but that stops. Return to that.
I agree with your description of the problems facing a new player. I recall when I was new and mining, because I didn't know what else to do, that I could change the overview and I was missing out on more valuable ore for quite awhile. Yes, having some decent overviews would likely help.
The audio voice over is a nice touch too. And yeah the noob ship sucks. Giving a new player some more SP would also help this. As for the mining laser, pop it in the cargo hold, or an extra gun. And, IIRC drones for those races where the noob ship has a drone bay.
As for fits, I'd say put those in the fitting window and have it made known to the players. How to fit a ship is very important and something not made very clear early on. I think back on some of my old fits...definitely good examples of glue fits. And loot drops for missions early on, good loot drops, is not a bad idea either so long as it the drops aren't too frequent otherwise you'll kill the market.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
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Teckos Pech
The Executives Executive Outcomes
3329
|
Posted - 2015.09.11 19:14:09 -
[132] - Quote
Dror wrote:Teckos Pech wrote:Unbalancing the game to supposedly save it is not the solution. That I'm sure of. Gating is no inherent game balance. What, is dosh the issue? Every ISK faucet is under a button. Yet, upshipping requires more funds.
What?
What the Hell is "gating"?
What does that mean that ISK faucets are under a button? That CCP can nerf them?
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 11:46:55 -
[133] - Quote
SP reduces gameplay -- the amount of content -- which is the main criticism with the game. |

Rivr Luzade
Exclusion Cartel The Kadeshi
1883
|
Posted - 2015.09.12 12:01:21 -
[134] - Quote
Players who only want a quick fix of action and nothing else are not necessarily needed in EVE. If skill training time is a problem for them, they can look elsewhere.
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Daichi Yamato
Xero Security and Technologies
2688
|
Posted - 2015.09.12 13:11:57 -
[135] - Quote
Dror wrote:SP reduces gameplay -- the amount of content -- which is the main criticism with the game.
The 'content' most people are complaining about has nothing to do with sp and is mostly complained about by vets. The content noobs are complaining about that they cant get into because they dont have the sp is not actually out of their reach.
There are bigger criticisms to the game than sp. If you truly think that the degree of a 'problem' is defined by the amount of people whining about it then get in line after; ganking, wardecs, afk cloaking, jump drive nerfs, fozzie sov, the toxic playerbase, the detached dev team, jita scams, plex prices etc etc
Whining =/= problem
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 13:15:47 -
[136] - Quote
Daichi Yamato wrote:Dror wrote:SP reduces gameplay -- the amount of content -- which is the main criticism with the game. The 'content' most people are complaining about has nothing to do with sp and is mostly complained about by vets. The content noobs are complaining about that they cant get into because they dont have the sp is not actually out of their reach. There are bigger criticisms to the game than sp. If you truly think that the degree of a 'problem' is defined by the amount of people whining about it then get in line after; ganking, wardecs, afk cloaking, jump drive nerfs, fozzie sov, the toxic playerbase, the detached dev team, jita scams, plex prices etc etc Whining =/= problem There can't be one without the other with EvE, though. Either SP reduces the amount of gameplay per character, which effects the whole game, or it effects nothing.
The examples provided in the thread are fresh pilots banding together with frigs vs whatever they feel like flying (SP vs no SP); or showing a fresh sub how to 1v10 like in videos. That's content as well, and it's obvious how much SP negatively effects gameplay goals; so how much more sub count and the gameplay from that? |

Rivr Luzade
Exclusion Cartel The Kadeshi
1883
|
Posted - 2015.09.12 13:29:14 -
[137] - Quote
That is content you aspire to participate in at some point. There is other content available for you earlier on that is suitable for you (or not). Suitonia has made several videos on that matter. If people aspire to participate or do 1v10s as early as a week into the game, their expectations and reason are not in line how this hobby works, and losing their subs (should they turn out to be inconvincible) is no loss to the overall population. In EVE, you progress from easy/low level content up to much more complicated/challenging content over time. If people want to take a short-cut, there is the Character Bazaar that opens up doors to more tools quicker. How this usually ends, is very well documented in a wide variety of ALODs.
Again: SP are not the problem; outright wrong and detrimental expectations and demands nurtured in other games, lack of knowledge, experience and potentially access to that knowledge are the problems.
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 14:54:42 -
[138] - Quote
Rivr Luzade wrote:That is content you aspire to participate in at some point. So not content. Nice. |

Rivr Luzade
Exclusion Cartel The Kadeshi
1883
|
Posted - 2015.09.12 15:12:36 -
[139] - Quote
Not content you are capable of handling with your limited (to put it politely) scope of knowledge aside from SP. There's tons of other things you can do. If a new players is fanatically fixated on doing 1v10, they should buy a character and see how far it gets them. If they then, however, complain about losing ships and not being able to handle fights, it clearly shows that SP are not the problem.
I am not going to repeat myself what and who the real problem is.
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Daichi Yamato
Xero Security and Technologies
2690
|
Posted - 2015.09.12 15:32:43 -
[140] - Quote
Dror wrote: There can't be one without the other with EvE, though. Either SP reduces the amount of gameplay per character, which effects the whole game, or it effects nothing.
Sp does effect gameplay. But that in no way means that lack of sp means you are denied content. At worst it means you need to change your approach to content to manage its difficulty,
thanks to the nature of the sandbox, the potential of unlimited allies and the ability to pick the brains of older players high level content is still accessible by anyone at any level.
If your complaint is that its too hard to do higher level content solo and early on in the game then thats not as detrimental to the game experience as you are trying to make out and the players leaving because of that are not a significant amount. More leave from decs, ganking, afk cloaking and fozziesov etc.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 15:38:29 -
[141] - Quote
Rivr Luzade wrote:*Discussion not about SP, but skillful play (which can be learned).*
Rivr Luzade wrote:*The implication that this is somehow evidence about the validity of SP.*
--
Daichi Yamato wrote:Sp does effect gameplay. But that in no way means that lack of sp means you are denied content. Ships, modules, and playstyles defined by fittings aren't content? If not flying ships nor playing the market nor industry.. then there's plenty of space here to define "content", but the point stands. SP limits gameplay. That's its whole. |

Daichi Yamato
Xero Security and Technologies
2690
|
Posted - 2015.09.12 16:04:30 -
[142] - Quote
So what are you saying? People are leaving the game because they cant use a bastion module On day one?
There is lower level content for everything you've mentioned. T1 modules and ships. Low level industry and research. The market does not infact require sp to use and is quickly trainable at that. What you listed as content are actually various means to various ends. And New players are not denied those ends because there are other means of getting there.
There is nothing a carrier can do that 20 noobs cant do in lower sp ships. Nor is it impossible for new players to fly along side an existing carrier pilot to access the same content and achieve the same end.
SP adds more gameplay than it limits.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 16:46:26 -
[143] - Quote
What gameplay does SP add? Because, as posted through this thread, it limits literally everything; and everything is possible without it. |

Rivr Luzade
Exclusion Cartel The Kadeshi
1883
|
Posted - 2015.09.12 16:56:53 -
[144] - Quote
They add long-term orientation to the game. EVE is not one of these "Jump in, shoot around, forget it next day" games. There is no need for everything to be available or possible at day one. Limitation is the point of the skills in order to have something to aspire even weeks, months or years into the game. For a long time, there are new things to train, discover and, in the process of learning the skill(s), to learn about the activity. Skills also allow for 5 different power-levels in ships and modules without having to have 5 different ships with the same role and same stats type. Skills also help to discover the game by requiring you to look what you need, what else these required skills unlock or influence and what you can do with certain skill combinations.
Again, if you look for the activity mentioned in the first paragraph, EVE is not the necessarily the right game for you and your unsubbing, should you turn out to be obstinate about it, is no loss for the game.
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Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 17:06:33 -
[145] - Quote
[quote=Rivr Luzade]/quote] Excuse, the question is what gameplay comes from SP. |

Teckos Pech
The Executives Executive Outcomes
3329
|
Posted - 2015.09.12 17:21:40 -
[146] - Quote
Dror wrote:Rivr Luzade wrote:*Discussion not about SP, but skillful play (which can be learned).* Rivr Luzade wrote:*The implication that this is somehow evidence about the validity of SP.* -- Daichi Yamato wrote:Sp does effect gameplay. But that in no way means that lack of sp means you are denied content. Ships, modules, and playstyles defined by fittings aren't content? If not flying ships nor playing the market nor industry.. then there's plenty of space here to define "content", but the point stands. SP limits gameplay. That's its whole.
For crying out loud, I recall one thread years ago where a guy created a new character and wanted to see if he could get to a billion ISK in a set time frame (surprisingly short time frame at that). Granted he wasn't "new" in the literal sense, but his character had did have the same SP any other starting character would have. Not having all the skills for a playing the market in Eve does reduce your profits, but not your ability to enter or play the market.
And yes, SP limits game play when looking at ship fittings etc. I contend that is there for a reason. That reason is game balance. Removing SP or giving all new characters a butt load of SP or even removing SP entirely will be unbalancing to the game. New players will not have any advantage over older players all they'll be able to do is get into the shinier ships sooner...which they probably wont be able to afford (thanks to ISK inflation) and now every ALT in NS is transformed into an effective combat pilot as well to help further cement NS players in their homes. I have 5 alts in my NS alliance one is my main, who is a combat pilot. Remove SP and they all become combat pilots because I, the player, know how to fly in NS fleets. I can station my alts or jump clones around various parts of our space and that of our allies and ships and nicely side step the issues of fatigue impose.
Yet here you stand steadfastly ignoring these game balance issues stamping your foot demanding your toys now.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
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Teckos Pech
The Executives Executive Outcomes
3329
|
Posted - 2015.09.12 17:23:22 -
[147] - Quote
Daichi Yamato wrote:So what are you saying? People are leaving the game because they cant use a bastion module On day one?
Yep.
Or a Tech 3, or a carrier, or even a Titan. Every player should be able to get in a titan and doomsday others the second he enters game.
Nope, no game balance issues there at all. 
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
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Rivr Luzade
Exclusion Cartel The Kadeshi
1885
|
Posted - 2015.09.12 17:24:04 -
[148] - Quote
Dror wrote:Excuse, the question is what gameplay comes from SP. What I mentioned above. You should broaden your definition of "gameplay" a bit.
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Teckos Pech
The Executives Executive Outcomes
3329
|
Posted - 2015.09.12 17:31:44 -
[149] - Quote
SP can both limit and add to game play. A player wants to do something, but he cannot do it all. So he finds people who want to accomplish a similar goal and teams up with them. That dynamic is game play too. It was a result of the limitations imposed by SP.
The ideal of EVE is not to log in and treat this as a stand alone PC game, you can, but that is not the ideal. The ideal is for players to interact and work together...and fight each other. Individually and in groups depending on the context.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
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Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 17:37:57 -
[150] - Quote
Actually, a level playing field is what "balance" ordinarily is referencing. Beyond that, it's already possible for a fresh sub to PLEX through starter SP from the bazaar. So this must seem an awful feature, then? If not, then there's no point in the balance discussion except that it's probably a reason for some unsub trends.
It's already mentioned that reducing alts is plausible through an already-implemented feature. Yet with the multiboxing nerf (no broadcasting), limiting characters is unnecessary.
Ah, but the discussion is about content. None of that is so.
A player already can't do "everything" and can benefit from fleets. That's no feature of SP's. Then the point is that it *does* limit options and effectiveness? "Well that seems awful." |
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