| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.11 20:44:00 -
[1]
Here's my entry.
Completely time based skill system scares new players off after 6 months.
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.12 04:08:00 -
[2]
The point made about missions is spot on. 50 times through the same missions to get higher quality agents was a bear to get through. I think players like to solo a few months before being "required" to group. Making the PVE experience better will allow them to do so. If you don't find a good corp in your first month, then you will be hard pressed to get the books you need to advance.
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.13 05:41:00 -
[3]
While I do think that there should be a way for newer players to "catch up" to older players through effort, as indicated in another thread, I also agree with getting ganked all the time being a downer.
I read somewhere that in the beginning there weren't jump gates and that ccp added them to provide pvp opportunities. ie. gate camping
Since the population has increased, should they remove jump gates? Perhaps make it where you show up on the overview when you jump into a system, due to warp signature burst (like a sonic boom) and have a cool down of your jump drive that allows other people to warp to you to gank. This would still provide the pvp opportunities, but also allow an aloof pilot with a little luck to warp harmlessly.
Another option would be to allow for some Han Solo moments where you could, with a skill, break the warp scramble over time. The larger the ship the longer for your skill to break the warp scramble. Balanced correctly, this would create some good stories to tell the guys.
These ideas would help separate people who are looking for a fight from people who are just wanting to get from point A to B.
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.13 23:44:00 -
[4]
It seems like the lack of things to do may be a possible culprit. Most of the people I know have an alt. Probably so they have more to do. I think a super rich PVE experience might be in order. One where you never do the same mission, etc.
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.14 13:06:00 -
[5]
I think points 3, 4 and 5 of Kimi's post are spot on. Dead corps being top of the list, which is caused by in part the skill training being solely time based AND nothing pve related to do together.
With ambulation group missions with some depth are quite possible. Think Star Wars Return of the Jedi. One team bringing down the shield generator while another group is attacking the mother ship! The opportunities are amazing to think about!
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.15 12:58:00 -
[6]
I think Kimi makes another good point. PVP 100% of the time gets old. I think it gets old for the campers and victims alike. More and more it becomes obvious that a very rich PVE experience would increase account retention.
Give people something interesting to do when they are waiting for a skill to "ding". Post some ideas in the other thread about missions. Give ccp some ideas. :-)
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.18 03:27:00 -
[7]
From talking to different people and reading these forums, it seems that the straight PvPers are the ones that don't last more than 6 months. As indicated above, industrialists are the ones sticking around.
Could it be that it takes too long to "get to the action" in Eve? Let's face it. Straight PvP = waitfest and that will never change, because people are careful in lowsec. The reds don't just take the obilisk out for a spin by their lonesome. Also, it takes time to organize groups for an op even if they are scheduled.
Another "get to the action" problem is skill times. I don't think there is a problem with the time in and of itself, but the fact that the player can not speed it up through effort. I know you can buy implants, but the reality of the situation is a PvPer will not spend the little money they have on implants that they will lose.
So, I contend that it is the PvPers that don't last more than 6 months. They need action. Fleet scope missions is the answer! Multiple squads having to do multiple things for the common goal. Give badges visible to all in their character screen for completing large fleet scale story arcs.
/whisper
CCP, sell the badges...only to those who complete the arc. Personallize the badges with their character name. You may now do the "money dance".
/whisper off
|

Blake Ice
Gallente Northern Star Enterprises Combined Planetary Union
|
Posted - 2007.11.18 14:25:00 -
[8]
Originally by: ZerKar D) It is really hard for any individual and even big groups to make any sort of lasting change in EvE. The Empires are static, the factions are static, as living as the world seems it is dead and cold this way. This is where Faction Warfare done right could have MASSIVE appeal. Being able to REALLY effect the course of the world and change how things are would be amazing fun. That way, even if you do it as a part of a large group, you really feel you left a mark on the Universe of EvE. Something that right now it is VERY hard to really do, because in the end your accomplishments are just washed away in a couple months by the actions of others or the fact that the NPC Factions hardly noticed a thing you did.
What if the agent missions were against other corporations and every corporation had a sphere of influence that depended on raw total mission completion. The corporation's border would move and stations would be taken over if a great deal more missions were getting completed. Having the proper balance and incentives is the hard part. It is easy to have the incentive that the average pay for missions goes up as the more stations obtained, but not sure how you get people to do missions for the rival corp.
|
| |
|