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Waelcyrige
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Posted - 2008.03.09 18:56:00 -
[31]
By complaining about something like this, you will be able to tell that I am new, but I consider it important in any kind of game, because a solid background makes any atmosphere more immersing:
1- Missions that do not repeat down to every syllable (especially when it includes names of ships that supposedly exploded 5 missions ago!).
Solution:
Scripting missions ain't that hard. Add a couple of varieties in every upgrade, and you won't believe how fast you compile up a large and fun mission database. Being able to do missions at any level that you have not previously done to a tee before is a really good incentive to play more. Look at WoW; surely, mission structures repeat a lot and include grinding, but at least it is not THE same missions over and over. And that makes a difference. 
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CCP Fendahl

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Posted - 2008.03.11 11:21:00 -
[32]
That's some nice constructive feedback. Please it coming! I have forwarded this thread to the rest of game design and will be keeping an eye on this tread 
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Malachon Draco
eXceed Inc. eXceed.
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Posted - 2008.03.11 11:36:00 -
[33]
1. Lag/Territorial warfare.
2. Lack of proper risk/reward in lowsec and large parts of 0.0
Ad 1. The core problem with lag is in many ways related to game mechanics, rather than how the system operates on a technical level. Examples:
- People assemble in Jita at 4-4 station because of the market. Problem gets increased because everyone needs to turn in order to warp to station. Anyone traveling through gets stuck in Jita for a long time because of the lag. Simple partial solutions like turning the 4-4 station and rearranging the stargates so people can instawarp to their destination are not implemented for some reason.
- Lag in fleetbattles. Everyone brings everything, and the kitchensink to every fleet battle. Reasons: high stakes, and more importantly because they can. There is no need to defend. If CCP wanted to reduce the blobs, they should add reasons to defend rather than throw all your 200+ pilots into 1 system in order to take out your enemy who also needs to defend nothing but the system being attacked by 200+ people, leading to huge lag. If neither the attacker nor the defender could afford to abandon the rest of their territory in order to defend that one system blobs would be much smaller. But all mechanics recently introduced promote the committing of all resources on 1 system in order to be able to capture it. Attacking multiple systems at the same time only becomes viable if your fleet exceeds 500 or so people, then you can send 300-350 to the primary location and another 150-200 to the secondary.
Ad 2. Highsec works ok. It has low to very low risk and decent enough rewards. Perhaps in comparison even too good rewards.
Lowsec has high risk, low reward. Anything you can do in lowsec, or poor parts of 0.0 are less profitable than highsec. And if there is nothing productive to do there, piracy and such will suffer because there is noone to rob. I'd seriously consider removing level 4 missions from highsec and put them in lowsec only.
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Ephemeron
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.03.11 11:37:00 -
[34]
Player station services have so much shield hp that it takes a fleet of 20 bs 1 hour to disable 1 of them.
If I remember Dev reasoning behind introduction of disabling station services, it was to give small gangs some influence. 20 bs gang is not a small gang. 20 bs shooting for 1 hour strait is same as POS war.
Reduction of shield explosive resistence and armor EM resistence reduces variety in game. Shields and armor were designed to have opposite strengths and weaknesses, now you want to iron them out, so they are less different from each other. I can't believe you can't think of a better way to solve Amarr problems.
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Dynast
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Posted - 2008.03.11 11:48:00 -
[35]
Edited by: Dynast on 11/03/2008 11:55:16
Originally by: Tobias Sjodin In my opinion:
1. Lag 2. Territorial warfare
These two. Lag sucks the skill, challenge, and fun out of everything it touches, and territorial warfare is perfectly designed to maximize lag. Further, PoS warfare is oriented around cap ships, which also suck the fun out of the game for pretty much 95% of everyone.. because if you have one, you're stuck using it in boring but effective ways, and if you don't, you're the ***** of those who have 'em.
I think the most effective solution would be to remove capital ships completely, rescale PoS capabilities to match those of BS + support fleets, and redo everything sovereignty related to maximize the advantage of an alliance holding a small area of space (a constellation at the most) and make claiming sov in any larger space a miserable nightmare, if not outright impossible. Apply more pressure on corps/alliances to slim down to what the technology can actually handle on one side of a fight.
The goal would be to push the game in the direction of constellation level conflicts rather than multi-regional conflicts. This so-called "epic" **** is old and busted, courtesy of hardware limitations that haven't been surmounted in the space of years.
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.03.11 11:53:00 -
[36]
1. The Need For Alts 2. PvP balance issues
1) The need for alts This is definitely the most annoying thing in EvE. Sadly, a number of mechanics has made this necessary, and upcoming mechanics make it even more necessary (the killing of insta-undocks for instance). Outlaws are required to have alts (although, if you have friends and a bit of patience, you can menage with two 800K SP ones). Tons of PvP-ers have scouting alts/alts in recons.
2) PvP balance issues I've got a few gripes in this respect. (a) Tank rigs are much more powerful then gank rigs and bring tanks to quite excessive levels; while gank rigs, stacking nerfed with damage mods, do very little. I dislike the fact there is a solid number of ships which are essentially unsoloable.
(b) The sheer effectiveness of recon cruisers compared to other T2 ships. Seriously, these things are so potent in smaller gang warfare it's not even funny; HACs are toys in contrast. Given the choice between having a, for instance, CS in gang or a Rook in gang, 99% of people would choose a Rook.
(c) Rig sizes in general. There should be small/medium/large sized rigs; a rig to modify a Marauder and a rig to modify a Rifter should not be of the same size and cost. Smaller T1 (and T2 in many cases) ships are essentially not worth rigging due to fewer returns (in absolute terms) then rigging a BS but same cost.
(d) The slowness of AB speeds. Seriously, the fact that a AB-ing frigate is slower then a MWD-ing BS is extremely silly. Distances in EvE (burning to gates/getting in range/etc) are quite optimized for MWD speeds. ABs barely cut it on the faster frigates, and they need a flat-out speed boost. A AB-ing frig should outpace a battleship.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

manasi
Caldari Valhalla Navy Technical Institute
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Posted - 2008.03.11 12:08:00 -
[37]
Edited by: manasi on 11/03/2008 12:08:33 Issues: 1. Players who want an easy game 2. Isk Farmers who seek nothing more than to disrupt balances of games to enrich their own pockets 3. Easing a new player into an incredibly complicated game
Proposed solutions: 1. Not much you can do about these, they want a visually attractive game (which you have) , an simple way to win it (which you don't have), and the uber pwn mobile that will prevent loss of resources and make it possible for them to "win". Educate them that this is not a game you WIN but one you play. Tough to do, but do not dumb down this game.
2. Employ mechanics to allow new players to explore EvE, but not disrupt EvE. No broadcast conversations in local, join new players to a "new player corp" for the duration of their trial. Do not allow them to leave this "new player corp" until they have paid....period, envision this as a look but limited touch type of environment. No broadcasts of any kinds nor selling of anything outside this new player corp. Add a "guide" who can help people learn and understand how to play so when the trail period is up they can join either the existing NPC corps, or join a player corp.
3. This has been done to a great extent but, make the player run through the tutorials, while in the "new player corporation" BEFORE they get to the NPC corps or the player corps.
Effectively add one more tier to the structure
- Trial accounts can only communicate with others within the New player corp, once paid or the trial expires the player chooses and existing corp (NPC or player run) and is moved into them with whatever assets they have at that time.
- Trial accounts can see everything, wont be targeted, wont be killed, and can go everywhere but in return they can only see whats happening ( yes even in 0.0 ) until they pay, supply a GTC, or the trial period expires.
- Whet the appetite, show the appetizer and see who wants more. The freedom to go anywhere and view anything without risk of destruction would be nice allowing them to become immersed without loss of anything but with the restriction that they can view not interact to some degree.
In this way isk farmers are kept in a tight area with not much to make isk on..., new players know how to get out of it, they explore the game and can see all the fun with no downside, and when they enter (after having completed the tutorials) they are more equipped to deal with EvE.
Thoughts?
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Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2008.03.11 12:11:00 -
[38]
Originally by: Dynast Edited by: Dynast on 11/03/2008 11:55:16
Originally by: Tobias Sjodin In my opinion:
1. Lag 2. Territorial warfare
These two. Lag sucks the skill, challenge, and fun out of everything it touches, and territorial warfare is perfectly designed to maximize lag.
I find it especially disturbing that it seems to be common consensous now to change the way you play the game because of lag:
- don't go to Jita because of lag - don't run missions in Motsu because of lag - don't engage in POS warfare because of lag - don't jump into big gatecamps because of lag - don't attack cyno jammers with Titans nearby because you won't be able to warp due to lag etc. etc.
Then there are all the everyday situations where you are tempted to change your behaviour because you don't like waiting (due to lag). For example, I've recently started buying shuttles in stacks of 10 because I had to move ships and I couldn't stand waiting 10-20s for the client to display the shuttle orders sorted each time (granted, this may be a different kind of lag, but still totally unnecessary on a modern computer).
Now people are starting to nag about game mechanics changes just because of lag. When the whole game is designed around lag issues, there's something terribly wrong.
PS. the forums are also horribly broken, I don't know how many times I need to press "Post Reply" this time until it works or until I give up.
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Yon89
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Posted - 2008.03.11 12:13:00 -
[39]
Personly I would like to see a more linier path to some missions. Like maby haveing a storyline mission that has maby 20 or30 parts with a good story behind each part. I know that some people like to farm missions but I like to do them for the story and how it relates to the backstory of eve. So in short more coherent stories and maby insted of having to grind for better missions you should have a story mission that opens a new level of agents
thanks yon89
============= SIG SIG SIG |

manasi
Caldari Valhalla Navy Technical Institute
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Posted - 2008.03.11 12:21:00 -
[40]
Edited by: manasi on 11/03/2008 12:21:35
Quote: I find it especially disturbing that it seems to be common consensous now to change the way you play the game because of lag:
- don't go to Jita because of lag - don't run missions in Motsu because of lag - don't engage in POS warfare because of lag - don't jump into big gatecamps because of lag - don't attack cyno jammers with Titans nearby because you won't be able to warp due to lag etc. etc.
Good points but just exactly HOW do you fix Lag? Is it client side? Is it server side? Is it an ISP? Is it a home network director that took his/her stupid pill?...define the exact problem...which in and of itself is a problem ( everyone wants to blame the "lag monster" but no one knows where /what it is.... (I don't have many lag issues, but I'm sure MANY ppl do)
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Cyxopyc
Wolfram Brotherhood
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Posted - 2008.03.11 12:29:00 -
[41]
Edited by: Cyxopyc on 11/03/2008 12:29:58 Start with the UI (see below). Also reduce data transfer load between client/server.
The forums are fat with ideas on how to improve EVE. Enough to keep your coders busy for years. I think what you really need is for someone to spend a few days gathering and sorting out the ones already posted. If you need more feedback on something Evemail the player who posted it.
== Support fixing the EVE UI |

Dramund
Amarr Atonement Arms
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Posted - 2008.03.11 12:51:00 -
[42]
I'd say the UI is definitely the #1 problem with EVE and its really starting to show its age as competitive new MMORPGs are released. I'm sure one of the top reasons for quitting EVE is carpal tunnel syndrome with all the redundant clicking. Just a few things that could help off the top of my head:
1) A "take all" button for containers. Players can already CTRL+A and drag and drop to their own cargo bay so it would not break any mechanic to make it slightly faster; just make it less tedious.
2) Hotkeys for the overview panel. Add in the shortcuts tab options to press a button to correspond to the dynamic functions placed in the overview panel slots 1,2,3, etc.
3) Buy/sell interface. Clicking on the advanced tab to place every sell order is annoying and having buy default to something 7 jumps away that isn't even the lowest price is a little confusing too. "Advanced" Panel should default with extra buttons like "sell to highest buy order in station," "buy from lowest sell order in station," "buy from lowest sell order in region." Granted that would make the art of scamming harder in some ways but easier in other ways (people may develop a habit of filling cheap buy orders).
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Luh Windan
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Posted - 2008.03.11 13:08:00 -
[43]
1) proper multi screen support would be nice - ability to put all the text on one screen and the view on the other even 2) Would be nice if the rat & mission AI's where a bit 'harder' - so that the difference between PvP and PvE was smaller - as a noob I am still finding my feet but from my few forays into lowsec and from reading these forums it seems that missions skills are a long way away from PvP skills. If missions gave me training (and dosh) for PvP that would be so much better..... and if this is what factional warfare is meant to be then all I can say is 'chop chop' 3) don't dumb the game down (not saying you are - just don't be tempted! )
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Takeshi Yamato
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Posted - 2008.03.11 13:14:00 -
[44]
Quote: Trial accounts can see everything, wont be targeted, wont be killed, and can go everywhere but in return they can only see whats happening ( yes even in 0.0 ) until they pay, supply a GTC, or the trial period expires.
I can tell you don't live in 0.0 
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Liberator 1
Gallente Revolutionary United Front Namtz'aar k'in
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Posted - 2008.03.11 13:20:00 -
[45]
Edited by: Liberator 1 on 11/03/2008 13:22:33
Originally by: Guntaro Eve's top flaw as I see it is that:
It's way too serious.
Cut the price of everything by ten fold and people will have much more fun shooting each other and a lot less crying.
Just my opinion since you asked.
Best suggestion I've heard.
Oh, and why can I warp through planets?
------------------------------------------- ôIf you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?ö ------------------------- |

Hermia
Steel Daggers
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Posted - 2008.03.11 13:28:00 -
[46]
EVE's worst:
1(and only): Territorial Warfare
This is a massive problem, it represents the majority of "sandbox" content that players come here to experiance. Its the selling point, a niche market that CCP has won and the rest look to for inspiration. Its amazing that this perception continues when the sandbox (at the high end) grinds to a literal halt!
It must be redesigned. Im not trying to be sensationalist but i think anything short of an overhaul will fail. Most would agree with the following criteria:
A. Small fleets not blobs, which can only be achieved when its made necessary to attack multiple locations simultaniously to gain sov.
B. End the grind, POS's are the main culprit, they should not be sov flags.
C. remove/change cyno jammers, afaik it was stated that the cyno jammer was to provide something for smaller gangs. Unfortunately they cause more problems then they solve.
anyway, territorial stuff is not fun. Nobody things its fun and thats serious for a game. Good job for the trading game, literature, personalities otherwise we wouldnt have anything.
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Mardig
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Posted - 2008.03.11 13:45:00 -
[47]
Edited by: Mardig on 11/03/2008 13:47:12 1) Missions. To add to what a previous poster said, missions repeat ad nauseum word for word. Lame. As it is, you just click the mission, check for what ammo to use, then go out bang bang bang bang, mission done. How about adding something new/exciting? It doesn't have to be deadly, just NEW and different. Stuff that actually makes us think is a good thing.
Also, mission payoffs early on need to be larger. This would encourage more people to venture into PvP as they would have disposable income. As it is, noone wants to work for 2 months to get into a ship that they can lose in 10 minutes, and then it takes 2 weeks to refit it.
2) Speed tanking is waaaaaay outta control. Ships moving 10k+ is just silly. Adding range to webbers would certainly help this.
3) "Pirating" being so easy. If you're a "pirate", then you should be hunted everywhere you go, period. You should never have a moment's rest, with authorities and civilians alike harassing you every second of every day.
Cus let's be honest here, there really aren't many real pirates in this game, all there are is murderers. And murderers should be hunted.
4) Learning skills need to be removed to attract people to the game. They are probably the single biggest deterrent to keeping people interested. I mean seriously, who wants to play a game to do nothing but train learning for the 1st 3 months???? How freakin boring.
5) Insurance. Have insurance policies be updatable and REPLACE what you lost. Screw having to shop around and refit the ship. Just have it replace what you insured, at the dock you last renewed the policy. Yes, yes, that's not how it works IRL, but this game isn't real life, it's a game. Let's make it fun, huh?
6) Increase aggression timers for PvPers. If you kill another player, you should be flagged for a minimum 24 hours to everyone.
A lot of the other ideas here are good too, so I won't repeat them ALL lol. Good ones include no insurance when Concord is involved, cutting prices by 10x to encourage pvp, need for alts and pvp balance issues.
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Reacz
Caldari Empirius Enigmus Navy Insurgency
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Posted - 2008.03.11 13:51:00 -
[48]
Edited by: Reacz on 11/03/2008 13:52:07 CAOD.
One does not simply 'solve' CAOD.
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manasi
Caldari Valhalla Navy Technical Institute
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Posted - 2008.03.11 13:58:00 -
[49]
Edited by: manasi on 11/03/2008 13:58:31
Originally by: Takeshi Yamato
Quote: Trial accounts can see everything, wont be targeted, wont be killed, and can go everywhere but in return they can only see whats happening ( yes even in 0.0 ) until they pay, supply a GTC, or the trial period expires.
I can tell you don't live in 0.0 
You MISS the point entirely......this is to bring in NEW PEOPLE TO THE GAME with minimal disruption. Read the whole post ;) then comment ...slight teasing there
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Luh Windan
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Posted - 2008.03.11 14:10:00 -
[50]
Another - simple items management, it would be really nice to just have folders or something - so that I could say strip a ships fittings into a folder or keep all my ammo in one folder or put a load of salvage into a folder.
Would be even better if I could see the total volume of a folder (or failing that a selection of items).
I know you can kind of do this with containers but for the sake of a little UI work an annoying chore could become a transparent a painless process
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2008.03.11 14:16:00 -
[51]
ISK spam and sellers.
To get rid of those I would drastically reduce availability of trial accounts, and make them only access able through invitation from a subscription account. And only one invitation pr. month pr. subscription account.
Other trial accounts could be given away to long term members of different MMORPG Internet forums. ---------------- Mr. Science & Trade Institute |

Phrixus Zephyr
D00M. Triumvirate.
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Posted - 2008.03.11 14:22:00 -
[52]
Edited by: Phrixus Zephyr on 11/03/2008 14:24:47
1) Stealth bump nerf. (accident? I lost the thread on it tbh)
2) Station kickouts / dock range. Either make them all kick you out of dock range, or none of them. Not a mix depend on what station you happen to have.
3) Eve's penchant for deleting all my overview settings.
4) POS logistics is rediculous in its scale and time consumption. Maybe different types of POS for moon mining and territory holding? Fuel requirements based on hostile action? I dunno.
5) Doomsday device. It's stupid.
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Zothike
Deep Core Mining Inc.
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Posted - 2008.03.11 14:25:00 -
[53]
lag how to solve it ? dont know but i'm sure that ppl would be ok to have a loading time related to the population of the system they are jumping in : you jump for a big fight to a system with 600 ppl fighting then you have to wait 2 minutes to load , but then when you are in , you have reasonable lag (like 1-2 seconds delay or so for anything would be acceptable
another solution (can of worms to be worked out) doing a similar system than in planetside , maximum number of ppl by faction , to a maximum to x faction in the same system (neutral counted as a faction ?) in PS you have lag free fight (fps) of more than 400 ppl at the same time
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Phrixus Zephyr
D00M. Triumvirate.
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Posted - 2008.03.11 14:31:00 -
[54]
Edited by: Phrixus Zephyr on 11/03/2008 14:31:31
Discussing lag here is pointless. It's my understanding that the Eve cluster is using the best technology you can buy with money. So what more do you expect them to do?
I hate it too, but this thread is just going to turn into a "Yeah lag sucks" thread.
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Zarch AlDain
Hematite Rose Bionic Dawn
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Posted - 2008.03.11 14:35:00 -
[55]
Originally by: manasi Edited by: manasi on 11/03/2008 13:58:31
Originally by: Takeshi Yamato
Quote: Trial accounts can see everything, wont be targeted, wont be killed, and can go everywhere but in return they can only see whats happening ( yes even in 0.0 ) until they pay, supply a GTC, or the trial period expires.
I can tell you don't live in 0.0 
You MISS the point entirely......this is to bring in NEW PEOPLE TO THE GAME with minimal disruption. Read the whole post ;) then comment ...slight teasing there
I think he got your point. His point though is that people would never need to train for a covert ops again.
After all they have a perfect invulnerable scout available a 'create account' button click away...
Zarch AlDain ---- My corp is recruiting. See the recruitment thread here.
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Kolwrath
Amarr Imperial Shipment
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Posted - 2008.03.11 14:39:00 -
[56]
Edited by: Kolwrath on 11/03/2008 14:40:29
Originally by: Mardig
Very relevant stuff that I agree with ... and am going to reiterate for elaboration.
1. Missions are way too repetitive. How about some randomness in them such as random # of spawns, or random ships in the spawn or something along those lines. More variety perhaps?
2. Speed tanking IS WAY OUT OF CONTROL. I believe the MWD and the stacking of speed buffs is to blame. Speed tanking has made any non speed tank ship more or less useless in combat.
Range is now completely meaningless! Is that what you wanted CCP?
3. Pirating is all risk to the prey. Generally no real risk to the pirate. -Pirates can probe out mission runners very easily, and are pretty much guaranteed a kill. -A barge stands no chance against a pirate. -An industrial no chance against a pirate.
Yes these are all carebear situations, but I would argue that if the carebear stood a chance he would fight back. (instead of instantly fleeing, or just watching themselves die)
-Pirating has no real consequences. If your really bad, at worst you cannot go into empire. -Anti-Pirates get sec losses. -The bounty system doesn't really work. (Why isent Mr. -10 hunted day in and day out by anti-pirates or bounty hunters?) (Why isen't Mr. -10 scared to undock and living a life on the lamb?)
4. Learning skills suck. No, you don't have to do them, but if you plan to play more than a few months then they are a requirement.
5. Insurance is outdated. Most people don't even bother insuring any T2 ship because its pointless. No re-imbursement for modules.
6. I don't know if I agree about the aggression timers.
My additions
7. UI is awful. Get a human factors guy in and redesign it for more user friendliness.
8. The new player experience is leaps and bounds better than it used to be, but it still needs work.
Originally by: Chaos Space Marines
Do you hear the voices, too?!?!
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2008.03.11 14:49:00 -
[57]
Edited by: Danton Marcellus on 11/03/2008 14:53:42
Speed tanking. It's broken we all know it.
Undocking. Needs to be made random and well out of redocking range.
Map. Needs to show less information, alliances control their claimed territory using it as a security cam, 'fog of war' appretiated to force recon patrols.
POS. These things look like shaite, always has, people have said so from the start. There's a good thread on the idea forum about how to make them not look like pieces of **** and believe it or not but things looking good will result in more people being assed to tend to them, it's a law of nature.
Aliases. Given EVE is an openended character development let people develop their full character not just the skills, having chosen a ****poor name to begin with they're not going to ditch him one year later to make a new one just to achieve greater immersion, chances are greater the name will start eating at them and they feel less inclined to go on with it at all. Some are like that, I know you flAmeb0i666 isn't one of them so you can put the flamethrower away...
Should/would/could have, HAVE you chav!
Also Known As |

manasi
Caldari Valhalla Navy Technical Institute
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Posted - 2008.03.11 14:51:00 -
[58]
Edited by: manasi on 11/03/2008 14:51:13
Quote: I think he got your point. His point though is that people would never need to train for a covert ops again.
After all they have a perfect invulnerable scout available a 'create account' button click away...
That is indeed a better explanation of one of the problems but if communications within the trial accounts were limited or not possible that might be something.
Again, this was taken as an idea of how to separate the trial accounts from the npc corps and the rest of the players, but still showing them some of the EvE.universe...maybe limit to hi sec and low sec but no 0.0....I was trying to think outside the box.
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Joker Kaaos
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Posted - 2008.03.11 15:10:00 -
[59]
I came to EvE a couple months ago. I'm a long-time PvPer from more games than I can remember. The main problems I see from my newb experience so far:
1. CHOKEPOINTS. These allow "alliances" to block off huge chunks of territory that they could never defend otherwise. EvE should not be laid out like a RISK map. Things as they are now are a huge disincentive to anyone who would like to explore 0.0 space without having to kneel before some would-be 19-year-old Emperor who plays EvE 80 hours a week with 10 characters.
2. SESSION-CHANGE GANKING. Station camping and gate camping are the cheapest excuses for "PvP" in any game, however they may be manifest. Eve is no exception. Gankbears are FAR bigger cowards than the PvE players they insult so freely. It should not be required to have multiple accounts/scouters/blob to lag out the system/other metagaming expenses in order to avoid being killed without control of your character.
3. LEARNING SKILLS. I've had one friend try the game and quit already because he got bored with the idea of waiting around two months before beginning to truly advance his character. The alternative, of course, is to learn "fun" stuff early and gimp your character in the long run. Being forced into this choice angers a lot of people. If I hadn't done a lot of reading and preparation for the idea I probably would have quit during my trial for the same reason.
4. BLOB LAG. You really can't get by with excuses about lag if you want EvE to hit the big time and stay there. The game is on Steam now, and thousands of new trial accounts are coming in. The game mechanics *must* be brought into line with hardware limitations (or vice versa).
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Mithrantir Ob'lontra
Gallente Ixion Defence Systems The Cyrene Initiative
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Posted - 2008.03.11 15:16:00 -
[60]
Edited by: Mithrantir Ob''lontra on 11/03/2008 15:16:14
Originally by: Tobias Sjodin In my opinion:
1. Lag 2. Territorial warfare 3. Being an outlaw isn't as appealing anymore.
3. Right now there's one advantage of being an outlaw, and that's the ability to attack anyone in low-sec anywhere. And a heapload of disadvantages. It's basically the same concept that existed in many AD&D-RPG:s "Well, you can be chaotic evil - but choosing that path will be severely more difficult, everyone will hate you - because the only thing that prevails in this world is love and the ways of the 'morally righteous'". OK, it's a crock of horseshi+*. Outlaws can be attacked by anyone, have sentries against them, can't go into .5 and above without a shuttle or a pod, can't bring anything from .5 or above without a hauler alt (game design is basically saying: you want to be outlaw, you have to have a hauler alt, which is flawed imo). I'm fine with these flaws, but there needs to be more merit to it as well.
Your ideas.
I can't comment much on lag since I don't participate on 0.0 fleet warfare. But i guess that is a problem with more aspects than just the capacity of a server to support a 400x400 battle. First of all the numbers participating in the battle (which supposedly takes place within a solar system) is a problem that has to do with the current mechanics of warfare, that has been enforced by players and CCP alike.
Territorial warfare (POS mechanics i take it) also are not my game, but i can only imagine with horror what is needed to play in this field. Some changes are needed there too, most probably by automatizing some procedures. This [url=http://oldforums.eveonline.com/?a=topic&threadID=723378]thread[/url] had a good (in my opinion) base to start a discussion about it.
As for outlaws. I guess what are you saying would be true if there was no possibility to have an alt do the jobs a person with outlaw status can't.
But since there is the possibility (and excessive use) of alts what you list here as difficulties do not really exist. In fact i can tell you that for someone who claims to be anti-pirate, it's a harder life since he/she has to watch his security status (and thus wait to be shot first in most cases) unlike the pirate.
Guess it's a point of view, but for me the problems with outlaws and bounty hunters (as well as Empire based alliances needing some love) low sec etc should be solved with Factional warfare.
------- Nobody can be exactly like me. Even I have trouble doing it. |
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