|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Pleasure Hub Node-514
Pleasure Hub Hotline
72
|
Posted - 2016.04.08 17:54:47 -
[1] - Quote
Sansa Vaquesh wrote:pls nooo! thats eve, not just a random mainstream mmorpg  Woo! The legacy of Dust daily missions lives on.
+1 CCP
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
72
|
Posted - 2016.04.08 18:05:52 -
[2] - Quote
X4m wrote:Daily Opportunites = good SP as reward = bad Look at it from the point of view of a new player. They get out of their comfort zone shooting a NPC ship each day. Proceeding down this path of daily activity they round out their core skills a little bit faster.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
72
|
Posted - 2016.04.08 18:28:41 -
[3] - Quote
Bobb Bobbington wrote:Except then people have to log in each day! And although technically people don't really HAVE to, gamer, especially Eve player mentality, is to min max everything and get perfect rewards, so people will log in each day for like a month or so and then get bored of Eve in general after they can no longer stand to log in to get that 10k SP. Yes, the dedicated subgroup of null space multi-account SP farmers will probably commit to getting dailies religiously, but it can put their attribute implant husks at risk as they have to undock them to get an NPC kill. If CCP prevents people from injecting skills remotely, then those null space skill farmers may have to risk bringing shipments to empire markets.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
72
|
Posted - 2016.04.08 18:35:11 -
[4] - Quote
Tyrant Scorn wrote:Borat Guereen wrote: I prefer that solution to the SP accumulation, even if one of the reward could be a skill injector.
In any case, the daily reward should be adjusted according to the risk involved in killing the NPC (i.e., killing a NPC in High sec should offer less reward than killing one in low sec, null sec or WH)
I agree, I take far more risks in Wormhole space... Hmm. Flattening rewards, flattens SP production power across all sectors of space. Changing this gives greater production power to Null and Wormhole groups that inhabit those spaces because they spawn better enemies which by your reasoning reward more SP. That'll **** off the high-sec missionbears for sure. 
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
72
|
Posted - 2016.04.08 18:40:26 -
[5] - Quote
Eveline Vos wrote:I hate this idea so much.
Eve is wonderful because it doesn't matter when you log in, or if you have to AFK for a day or month, but this punishes that idea way too hard.
Please do not go down this road CCP. CCP isn't taking away passive SP. You can go AFK and still come back to something. Having come to Eve through Dust, I'm perfectly conditioned to both active and passive system (they had a daily mission system there too). Unlike, Dust, you can buy skill injectors off other players at will.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
73
|
Posted - 2016.04.08 18:51:08 -
[6] - Quote
Altrue wrote:At the very least if you decide to go forth with this project, why not 30 000 sp per day for the first three NPC kills on the ACCOUNT, instead of 10 000 sp per CHARACTER?
Dailies are already a pain, but having to cycle through your characters makes this go way over the top. +1 from me too for a QoL feature.
Edit: This does relieve the burden however of multi-character SP farmers. They can keep their two attribute implant characters safe in station, while the hunter grunt goes and fetches daily SP.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
73
|
Posted - 2016.04.08 19:08:05 -
[7] - Quote
Eveline Vos wrote:But right now, in the game as it is, you can do any activity you want, whenever you want, and any isk you make can be spent on implants or skill injectors for more SP.
If they implement this, then you are being forced to do one specific task in order to get the SP reward. This is the opposite of a sandbox... Hardly the opposite of a sandbox. In terms of SP as a production job, in the context of SP extractor/injectors, people are going to have to get creative with the risks tied to undocking and scoring a NPC kill. As this is per character, rather than per account, players can't have a single grunt to go and fetch all available SP. If you trying to max SP production for harvesting you'll be undocking with expensive attribute implants. Finding safe space and establishing protection networks will require initiative.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
79
|
Posted - 2016.04.09 03:28:53 -
[8] - Quote
Harkin Issier wrote:CCP I've quit games over this kind of bullshit.
When I feel like I'm falling behind when I'm not logging in, and then I'm not able to log in because I have a real job/life/whatever, I'm much more likely to say **** it and leave.
This idea is bad and needs to be stopped. Having active and passive SP worked in Dust. I'm sure CCP is looking at the engagement numbers from those daily mission systems there. Even on a dying console, Dust was able to retain a die hard userbase that according to Hilmar helped make the game profitable. Having played Dust, the daily system really helped some days to encourage a log in.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
79
|
Posted - 2016.04.09 06:16:23 -
[9] - Quote
Tippia wrote:Pleasure Hub Node-514 wrote:Having active and passive SP worked in Dust. It worked in Dust because the game was built from the ground up with that system in mind and because it had a single activity that fed a single progression tree and a single, very different, passive scheme. It cannot be implanted post-fact in a freeform sandbox such as EVE. In order for it to work in EVE, it must not be tied to a single activity. Indeed, it must not be tied to any activity at all. It must be properly balanced against the full range and every mode of passive SP acquisition. It must actually encourage the pre-existing gameplay. In other words, it must be none of the things suggested by this proposal to the point where it is wholly disconnected from SP altogether GÇö that scheme is better served by simply increasing the training speed, if that's what they're after (it isn't). Retrofitting a wholly incompatible progression mechanic from an unrelated game GÇö and an entirely different game genre to boot GÇö is so massively unintelligent and contrary to anything even remotely resembling coherent game design that it beggars belief. The introduction of extractors/injectors changes that paradigm significantly. SP acquisition is a production industry now. You're not forced to to play the SP production/harvesting game to benefit from it. Do activities you normally do to earn ISK and purchase SP on the market--use it, resell it, gift it, etc.
Passive SP is still available to you. The proposed and existing active sources of SP aren't placed behind inaccessible barriers. Again, skillpoints, don't determine player skill. That point has been beaten to death with the injector discussions.
Yes, the 'evolution' of the tribute system proposal to shoot one NPC every 22 hours is significantly underwhelming, but it's an interaction driver nonetheless. Awarding SP to some interaction driver activities isn't going to kill the sandbox.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|

Pleasure Hub Node-514
Pleasure Hub Hotline
79
|
Posted - 2016.04.09 10:51:14 -
[10] - Quote
Neadayan Drakhon wrote:Invalid comparison. EVE is a PC sandbox MMO, Dust is (soon to be was) a console FPS. EVE did not have SP dailies at initial launch. Dust did. EVE and Dust do not share the same player base, most people did not play both.
Just a quick point of clarification. Dust did not launch with daily missions. That feature didn't come until the end of 2014 after CCP reshuffled the prior teams who worked on Dust. CCP Rouge (Shanghai Executive Producer) and CCP Rattati (Sr. Director) certainly fixed and balanced a lot of features (helping the game actually become profitable), but it was a broken ship on a dead console when they arrived. There's only so much you can do with baked in Frankenstein Unreal 3 code to stave off lighting PS3 consoles on fire.
https://dust514.com/news/2014/12/uprising-1.10-overview-patch-notes/
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|
|

Pleasure Hub Node-514
Pleasure Hub Hotline
79
|
Posted - 2016.04.11 11:43:44 -
[11] - Quote
^ Good stuff CCP Rise.
'One night hauler' The tell all story of a pleasure bot in Jita 4-4
|
|
|
|