
Maud Dib
|
Posted - 2004.04.14 13:31:00 -
[2]
Quote: There's a lot of but's and if's in this thread. Fact is that there's only one thing wrong with this game - it's sodding booring when you take a look at it.
There's nothing to fight over. Nothing you can build and call your own, nothing that forces people to take risks, nothing that requires risks.
Even for people who put "making money" on top of their list there's little point. In essense time is translated into ISK. You spend 2 hours mining, viola you have ISK. You spend 2 hours doing agent missions, tadaaa more ISK. So it follows that ISK = time.
So a player who has ISK he is not spending or planning on spending is stockpiling time. He spends all day getting ISK by spending time, and then he stockpiles it... why? some do it to get more out of the time they spend getting isk (bigger ships, better BPs, etc.), and some choose to "invest" their ISK in fighting other players. To me having 100 million sitting doing nothing is a waste of time (since ISK = time).
The fact is that since the revised agents and T2 R&D came out, most people have been spending their time in empire space. The old alliances consist of two sepereate entities, one that stay in 0.0 and one that doesnt. The main reasons behind staying in 0.0 is getting ore, and fighting, while those who stick in empire try to get that illusive T2 BPO by doing R&D.
The fact is that 0.0 space will never be "opened up" like the nold west until there's a way for people to build stuff there. The 60 odd conqurable stations made a difference yes, but they are too hard for most to conqour, and too easy for those already established to keep and re-take. Since the stations cannot be destroyed and the equipment in them cannot be lost (even when someone who does not like you takes the station), there is no real reason to fight over them. You simply wait, gather forces and hit back...
We desperately need structures that pleyers can build, that can be damaged and destroyed and that can defend themselves. We need them to span from being inexpensive (1-10 million) to very expensive (100-500 million or more?).
Once the basic game mechanics are in place, you will see a myriad of corporations setting up bases in 0.0, carving empires, making and breaking alliances. To be able to defend these bases you need to be able to deploy anything from one or two small sentry guns, to massive arrays of small, medium and large turrets, some with ECM, jammers, scramblers and some with launchers. If destroyed, replacemants can be deployed from a special structure (again something the player has to invest in). This makes it possible for very big alliances to build very big bases that are very hard to attack, even for the 20+ battleship fleets we see regularly in 0.0. It also makes it possible for small time operators to hopeto go unnoticed, and small time pirates to make raids on undefended bases, stealing valuable ore, minerals, modules, ships, etc.
I guess I am getting carried away here, but it's hard to sit and watch such a fine game go down the crapper, because of basic game design flaws.
CCP claims to be:
Quote: CCP¦s mission is to become a pioneer in the field of massively multiplayer games, a genre still in its infancy.
We aim to create games in which the players are the central focus, and the role of artificial intelligence is as limited as possible. In other words, to move away from the AI-centred games of the past into a new era, where human interaction is raised to a higher level. To make this possible, it has been necessary to completely rethink the approach taken in game design. As game designers, our main responsibility is no longer to manually create all the puzzles and challenges facing players, but rather to create the rules by which our virtual world is governed, and provide the tools necessary for players themselves to create their own destiny and their own adventures.
It seems to me that CCP have taken a step away from their mission by increasing our dependancy on AI-controlled mechanics like agents, NPC hunting, and player versus environment interaction in general. The only way players intercat with eachother in a grand scale at the moment is through the market. ALL players in the game are forced to use this at some stage, even if they are self-sufficient, they have had to use the market at one stage.
What some players fail to realize is that you cannot claim to be "not interested in PvP". You are by definition playing with and against other players. By doing agent missions you change the standings of agents, their corps. and their factions towards others, thereby influencing THEIR GAME (PvP). By placing items on the market you make it possible for players to fight wars against other players, by selling minerals you fuel the conflicts that drive EVE, in short, you caanot claim immunity from people wanting to shoot you, even the largest battleship contains trit
|