
Hathor Brutus
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Posted - 2009.01.30 19:10:00 -
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Forum ate my first post... see if I remember... hmmm...
Could we please stop with the assumption that because EVE is an MMOG that implicitly means we are supposed to engage on some sort of herd behaviour and MUST play WITH others?
In CCP's words: "...the level at which each player decides to participate is a matter of personal choice. The game leaves ample room for continual progress and variety in all its solo playing aspects. For those who opt to do so, becoming the best lone-wolf pirate or bounty hunter is a never-ending task as the competitors are other human players who will employ every method at their disposal to gain an edge over the rest. Solo players are also able to hire out their services as mercenaries or hit men to other players or player-run corporations." - EVE Online FAQ
and
"The bottom line is that we at CCP have strived to create a rich and immersive universe centered on human interaction. Players can play the game as a simple space trading game or endeavor to control the largest, most powerful company in the universe. We provide the rules and tools, but it is the players themselves who create the adventures." - EVE Online FAQ
Regarding the issue at hand, I assume that, due to the layered nature of W-space, the risks will also by tiered. We were already told by the devs, that loot will be tied to where in W-space you are (K to W versus W to W).
Using AI to drive PvE towards a PvP endgame, sometime in the future, is a worthy goal in my view. But AI also means that one should not expect to be jumped by a dozen Sleeper BS plus respective support.
One MUST expect escalation and proportional response . If you came alone, then you should have a fighting change to succeed. Not shoot fish in a barrel, but not be Sleeper'dokken (TM) on sight (was I first to coin this one up?).
I must agree with Marlenus. Players solo L5s and that was not intended by the devs when they designed it. Is it efficient? Probably not but does that player care? For him/her its a game(TM).
And I would assume that all that weird radiation in W-space will interfere with the inertial dampers and stabilizers that allow a POS to be anchored. What I would expect would be some sort of forward logistics base / C&C module for carriers to allow those to fulfill one more logistical role.
If a player wants to risk his/hers shiny new toy in W-space, looking for some T3-components and blowing up stray Spleeper ships, should he/she not be able to do so? Obviously it will take more time than what you can do with a well organized and coordinated effort put forth by a team. That is just economies of scale 
And because some of you brought it up, this is what game design flaws are (2me):
- bounties on NPC rats in belts in nullsec space - bounties payed on NPC rats to criminals (neg-sec stat) - sec stat raising by killing NPC rats
Now wouldn't it be a boost to gameplay if there were more agents and missions in lowsec and nullsec?
Come on... no DED agents in nullsec? How are they supposed to chase and eliminate those NPC pirates? Some of these agents would be really annoyed about having to live there (off their ships ) and would - for missions and a fee - be quite willing to alter your DED (or whatever) sec stat info.
I am not advocating an ISK-nerf. Put that nerfbat away. I am just trying to make a point on a game feature that seems flawed to me because it makes no sense. These agents' rewards should keep the isk/hour ratio unchanged.
And insurance??? I can actually self-destruct my ship, and get paid? I can willingly take my BS into a fleet fight in nullsec, get blown up, and get paid? I can commit a criminal action, time and time again, get blown up by CONCORD (or DED, I never know), and get paid?
Oh, come on...
Sorry if I rambled and ranted.
Finally - CCP - can't wait for Apocrypha!! |