151

(106 replies, posted in Balancing)

I still don't see how what I am saying doesn't apply - Im talking about human behavior IN a game.

A chess grandmaster may play chess for a living - do they?  But it's a rare job.  At least these days they are not beheaded for losing.  There is still a joy derived from it - I'll agree with you with the 'satisfying' aspect.  But I suspect that if a chessmaster was constantly metagamed (people banigng pots and pans outside of his windows before tournaments, sleeping with his wife, tyurning his kids against him, etc) he'd still eventually think of giving up chess if that was the cause. 

That was my ultimate point.

And you're right re: eve in that aspect as being one of the things peeving people off - casualness.  But i dont think it was the ONLY thing.  Obviously eve players by nature WANT more easy marks. wink  I think add ot that pot of simmering WTF that exploded the following: it's alright for the players to grief eachother, but the minute the game griefs the players, a line has been crossed and "*** just got real".  It wasn't just a CQ that pissed people off.  That's as much of an oversimplification as saying someone shot in an assasination died simply because of exsanguination.(there were hundreds of things contributing to the final act, its just that bleeding to death was one bit of the puzzle)

As for the wow thingy:

A theme park game caters to the lowest common denomiator as rule, and tries to add exeptions to keep the dediated people interested.

A sandbox needs to try cater to every denominator, period.  If that is what's missing here I'd say it is solely because everything is still developing and that fitting in aspects for others without dumbing it down for everyone else is a minefield and theres plenty of examples of where other games exploded trying (swg anyone). 

Every game sandbox or not that simplified a combat system, a crafting system, etc, to make something easier -the wrong way- suffered at least a few outcries.  I remember EQ2's craftuing system getting dumbed and nerfed and dumbed and nerfed and etc ad inifnitum as an example and it drove the crafters batty, devalued them in the game society, and wasted the 'satisfying time' they put into learning it.  nerfed combat systems, simplified loot tables, gosh, shake out your bag of mmos youve played and you can point to all the spackle smeared over the tapestries of complication to make a game 'easier'.

I dunno.  I guess the issue is that the first error made is that people assume all gamers are 'simple' people and things can't be made 'too hard'.  (exclude PVP from the equation for the moment, cause the human element can make a game of 52 pickup complicated egardless of the mechanical rules.)

152

(51 replies, posted in General discussion)

Parson Grimes wrote:

Terminal background screen is definitive, therefore ... umm ... yellowey-orange big_smile

Amber.

the color is Amber. wink

153

(30 replies, posted in General discussion)

Arga I think the lightbopt thing is lack of epitron in construction (?)

But if there were only lightbots on a beta island then there'd be no lack of epitron cause it would be easier to mine it as it would be lightbots fighting lightbots.  (theoretically).  Aeon has pointed out that in equal bots, skill and fit takes precedence - that a younger lightbot agent has mroe of a chance against a mech than a more skilled (and fitted) bot of equivalent make, and this is true.  In the end bot size wont matter, then it just becomes T1 vs T4, or 3 weeks vs 6 months, and only then does it boil down to 'hill vs flat ground' then 'twitch-speed vs twitch-speed' - aka - Arena and not sandbox.

Then as others mentioned people can show up in a mech and 'trololol'.  Though the reason doesn't even need to be for lolz.  It could be for srs bsns.  Either way there's no way to prevent it and everyone stopping and turning to kill the one angry/trolling/whatever mech sort of kind of turns the whole server, in the context of that one island, into an alliance.  Which, erm.  If it applies there then why not everywhere else.  Etc.   

Either way this is a political request and would need to be made with one or more political bodies in control of an island.  The ones that are NOT under control are, erm, 'contested', which sort of means people are going to bring what they can to eventually make it 'no longer contested' aka 'theirs'.

Politics and war take a long time by nature.  What seems like random acts of terror in beta are very likely not, at least in theory (though things can break down into lolz or fail in the field).  I have faith most people take things at least to that level of seriousness when it comes to corporate or personal advancement.

... anyway I lost my train of thought.  But I'll stick with the idea that even a personal cordoning off of one beta island to 'light bots only' could be exploited, if not from someone showing up with a mech/heavy mech squad and rolling people, it's basically just going to end up an 'undefended' epitron mining site.

If it's really that bad, maybe putting epitron spawns on Alpha would be the answer. 

(watches tomatoes and eggs fly before she can point at the blinking 'sarcasm' sign)

the point is, beta needs risk.  even if it IS 'overwhelming odds'.  Cause the truth is, they're NOT overwheming.  Something being learned by raw experience.

154

(23 replies, posted in General discussion)

I missed the memo too. hmm

155

(30 replies, posted in General discussion)

I'd really like someone to explain to us (as in, NeX) what everyone else is thinking of our existence, and not just because I want people to talk about us.

First, we are not the only new corporation of people who arrived and formed up in that week of June.  We were simply the only one who threw open our doors wide to anyone and everyone.  When the Eve channel was flooding with new signups everyone asked sort of the same question - "Any EVE only corps?"  NeX was just the first commented name, and so we collected people, in droves.

There was no ulterior motive, save perhaps the datacollecting idea of 'so, how many ofus are actually subbing up?'.  Imagine a group of refugees (New Eden Exiles, durr) and that was basically the viewpoint when we clicked the accept button however-many times a day it took to reach 625.  We took in a horde of total strangers far faster than anyone would have acclimated to one another.

We took in people who subbed, decided they didn't like it, and have gone idle.

We took in people who subbed, read a certain press release, and have gone idle.

I find it amusing that people are so focused on us, when other new corporations 1/5-1/8th of our size could easily be just as formidable if not mroe so, primarily because they *do* know eachother, they are used to working together, their personality differences were already settled before this, they're in it 100% for the long haul... when I can not with any confidence give that kind of percentage - or even close, to NeX's roster.

We're a big dot on the infograph, and we're chatty.

There are other folks though that I'd be keeping an eye on far more than us. wink

156

(106 replies, posted in Balancing)

A small idea: I think a point being glossed over is this (and every time I point out something like this my TS screams in agony in unision) - it's a game.

This isn't a situation of: this is my life and I must live it and there are things I must accept to survive.

This is: this is a game and is a simulation of life and though there are things I could accept to survive in the context of the game, I'd rather also have fun.

The minute you institute the act of play into the model, it distorts, and does so randomly in ways that can only be predicted, as is pointed out, in hindsight.  It means that people can and will be 'stupid' or 'irrational' - and not because they are stupid or irrational, but because the immersion into a game to keep it a game requires a childlike mindset.  Humanity in general is domesticated (which means that some of our childlike instincts are preserved into adulthood) so this sort of behavior should come as no surprise.

Anyone who takes it all TOO seriously is granted one archetype, anyone who plays solely for fun is granted another, arguments rage back and forth about 'This is not who I am in real life' and the truth is - it isn't.

And the real "serious business" starts when the failcasacde starts - it's when each of us sit back from the monitor, run a hand through our hair, and decide if the 'game' is really worth the effort of swallowing one's pride, devoting ones singular dedication, etc, to continue along a goal, all the while being trapped in a 'play' mode of game immersion and not being 100% capable of applying 'adult' logic to a game.  There reaches a poibnt where it is just not fun anymore.

That's what the metagame is.

It's about making the game so not fun, that people stop playing.  Numbers win and the less they have, the more you do.

That is going to be an issue in any PvP game.  It was amplified and glorified in EVE to an extent that, im my opinion, is yucky.  to a point where all of us will do it without thinking because we all suspect on some paranoid level that -everyone else would do it to us without a thought-.

So.. eh.  I am a carebear, I believe in peace and love, but I also believe very strongly in psychology and learned behavior.

157

(75 replies, posted in General discussion)

*grins wolfishly*

It's forecasted to be raining ordnance this evening...

Joking aside I do see your point.  But this is growing pains for the game-world.  Whether it'll grow into something nice or an evil cancer bent on destroying the world though is anyone's guess.

158

(8 replies, posted in General discussion)

I can trade you for one that won't drain your accumulator.

...

/smacks own hand.  Bad Winter!

What kind of Pelistal bot?

159

(75 replies, posted in General discussion)

Oh. Um.

/shuffles feet sheepishly

(whispers) Who's gonna be the one to tell him?

160

(13 replies, posted in General discussion)

Noooooo I don't wanna see Dev Calvin's boobs. sad

161

(106 replies, posted in Balancing)

Predator Nova wrote:
Winter Solstice wrote:

RP Explanation

Yes, exactly my point. I wasn't actually advocating that we all RP, I was merely saying that this is the sole reason NRDS existed for CVA in the first place. Sorry if that wasn't clear. smile

Gotcha.  ... tbh I was blue in CVA space on my pirate, and still refused to undock if anyone was in system... paranoia big_smile

162

(106 replies, posted in Balancing)

Well sure we can roleplay, and it could eliminate the need for ANY PvP, period.

If another roleplayer (or normally roleplayer, but not here) can see it any different, help me out here, but I'm not seeing PvP as viable in an RP sense -at all-.

Between something as simple as the advert video to the existing lore, the us vs them is us (as earth Agents) versus them (as Nia residents), not us (as earth agents) versus them (as other earht agents).

It's basically - earth is out of resources, there are 3 companies, theyre all functioning through one Perpetuum Project to get energy from Nia.  So there is no RP reason in the lore to PvP, period.  We should all be happily gung-hoing it against the NPCs, anything else is detrimental to the survival of our own planet.

The only people who would PvP in an RP sense would be extra-trerrestrial hippies who feel that we shouldn't be raping Nia if its resources, and so try to stop those who are doing so at every turn.

But keep in mind that CVA also happily roleplayed blasting the *** out of other groups for reasons that existed in the game lore, as did many of the other roleplaying corporations and alliances in EVE. 

Those reasons do not exist in the lore here.  In the case of Earth draining energy from Nia it is do or die.  There is no reference to this triad of corporations being at conflict with eachother at all that I have found - you could 'assume' a conflict of some sort - or at least a 'separation', but it does not exist.

Simultaneously, in a RP sense there is no sense of loss here, which is necessary, even if it is the loss of fictious  'baseliner' crew.  All you lose here is a bot 87,000 miles away.  this leads to in an immersion sense, 'senseless violence'.  It's not 'hurting' anything to blow up your assault bot, so why not?  There's no real consequence.

So atm there is no reason to ally or enemy anyone when roleplaying.  So, you'd end up with the same scenario.

163

(106 replies, posted in Balancing)

Predator Nova wrote:

Maybe a partial solution would be the implementation of a wormhole-space like region. Random portals with mass limitations that would make it a major headache for larger corps to establish themselves there, leaving the adventurous soloist with an outlet to pursue his/her dreams of becoming rich beyond imagination.

Easy enough to do with valleys with no permanet teleports, one terminal, and limited bot-sized access.  But even at first glance this is a logistical nightmare to balance.

Plus its a pvp mmo, either pvp in the combat sense, or the indy sense, or the market trader sense, or the political sense.  Separating people isn't the answer either.

"renters" "pets" and "alliances" as words all have *** on their boots and it all got tracked in from EVE, lets be honest with ourselves.

If everyone can wash off their boots first and not recreate the past (that pissed off so many people to begin with in its OWN context) we'd all be a lot happier.

164

(75 replies, posted in General discussion)

That's not a deal... we come out to get blown up for free already!  You will need to sweeten it more. smile

165

(75 replies, posted in General discussion)

Arga wrote:

20M is about buying a temporary BLUE with a corp, not bribing a single player.

However, I'll gladly tell you where and when I'll be mining, but maybe there will be a Lemon assisted log-in trap instead of slow fat miners.

Well if you say "Novastrov" then that's a given anyway.  I mean, really.  We're new, but not THAT new. big_smile

166

(75 replies, posted in General discussion)

Arga wrote:

There's no way to mitigate the risk, that is I can't call up NeX and say "I'll pay you 20M NIC to let me mine in peace", because I'd also have to call Foom, 62'nd, M2S, ect ect.

Everyone is out there hunting everyone everywhere. I really miss the days when Alliances controlled the Islands. Having ALL the beta islands be the wild west is bad for business.

Neh.  You just call one of them and say "I'll pay you 20M NIC to guard my mining operation."  Then when someone else shows up, your guards fight them while you drop teleport beacons and GTFO.  Easy.

And if you worry about betrayal, the same could happen paying off an alliance.

As it is, just call up any island owner, offer your 20mil, and hope they don't say that NIC is meaningless because they function in a communisitic society and blow you up anyway.

Large scale alliances are in direct conflict with PvP and corporate individual identity.  As a new player I can tell you the names of only maybe 10 of the many more than that corps out there - and the ones I can mention are likely proverbial 'heads' of already existing alliance groups or corporations with members who stand out in discussions 9either positively or negatively).

Also I do not support the idea of an autominer because "mining is boring".  Some people may find mining boring, I do not.  I am a former memebr of a mining/manufacturing corp.  Mining is not boring. 

The idea is mining is exceedingly risky to corporate and individual assets in comparison to the rewards, and in the current market it is painfully difficult to compete by simply mining lesser ores in larger quantities and sell it to purchase the rare ones you need.

And yes, there are political answers such as wishing for a golden age of mega-alliances, but they don't currently exist in the form you're wishing that they do.

Either way, as I said, the idea of an autominer is pipe-dreaming.  It's not as if I have any say in the matter. wink

167

(106 replies, posted in Balancing)

The honest issue for us - politicans leans close tongue  - is PvP is fairly cost prohibitive for us right now with indy just getting on its feet.  There is little to no chance of success for any op.  Every roam either runs into no one or suffers 70-100% attrition.  It's literally throwing NIC and bots to the wind.  The gap between "us" and "them" is large - considering it is a six month lead in EP and gear that we're missing, it is hard to tell if it is a balance issue between skills/gear from t0-t4/0-10, or simply a need for us as new players to adjust our viewpoint and just not bother PvPing until we also have 6 months under our belts because 6 months is all it takes to cause an uncrossable gulf in skill.

But that would be boring.  So we go out anyway.  And we die.  Every night. smile

168

(75 replies, posted in General discussion)

I'm just thinking in regards to balancing risk vs reward, if the idea now is losing minerbots/haulers is too much of a risk, and a more invuln/safe autominer would be too much of a reward, something in between could work.  Basically that they are as vulnerable as, well, unattended drones, but ones that function.  I mean if you got fancy they could even function as drones (with a whole skillset), could be hacked (counterskillset) etc, but that's overcomplicating it.  As long as the prerequisite to making them function is indy skillset based, it also wouldn't invalidate being an indy (you still need the skills to use and place them - and it could even effect their efficency) but staying current with the 'balance' of indy being not easily defensible (unless youre crafty). 

runtime doesn't effect the idea either.  The longer theyre in the field, the more time there is to find them, the more work/manpower it is going to take to empty the can they generate. 

The only thing that's changed is a) the miner doesn't need to be in the field for the full duration - only to place the autominer, then to retrive the contents. 

There's no reason these things would have to run cheaply either, simply 'cheaper' than losing a mining bot at some ratio that's fair to leaving something blind deaf and dumb in the field as opposed to a living player.  Would just have to be fair.  My brain is thinking of the idea of - indy places autominers, combat ops guards autominers, even a single scout (could be the indy himself in a fast lightbot) can watch or check on them.  It sort of lowers the cost and amount of manpower required for beta mining -- or not -- depending entirely on the size of the op.  Heck a large corp could drain a field with them if they wanted, but at a lower efficiency and only a limited number of cycles per tile it would be counterproductive.

But meh, pipedreaming.

169

(4 replies, posted in Open discussion)

Bananfluga wrote:

If I ever got one it would be so my big dog could eat it wink


But no, I'm not a big fan of cats, they give me bad vibes for some reason...

http://www.youtube.com/watch?v=h6CcxJQq1x8

170

(106 replies, posted in Balancing)

Arga wrote:

There's this impression that just because an area allows PVP that you have to kill anything and everything in that area. I see posts about roamers going out and shooting anything that's not in their squad, which is large but not too powerful, and L2P if your out in pvp land alone or with only a few players.

So what you are left with Islands of PVP areas void of any activies other than roaming, simply because the risk of doing anything else is near 100% and the reward is close to 0.

The knee-jerk reaction, try to force players into beta so gankers can have more targets, or the equally bad lure targets in with expectations of high reward so they can be ganked.

The previous solution was, add moar space, current suggesion is make bigger spaces. The only thing accomplished was to make the roaming groups have to cover more area, get more frustrated, and even more likely to simply blow up anything they see out of sheer bordeom.

Now bored pvp players are trolling the forums trying to get people's dander up so their internet feel bads are bruised and maybe they will come over to beta to defend thier honor.

I don't want to pvp in beta, but I would like to go there to do business. But it's impossible to develop trade routes simply because there's no punishment nor consequence for the roaming 'bandits'. It's not like they are even out there trying to disrupt the enemy's supply lines, they probably aren't at war with the outpost owner, they just want to blow s-hit up. That kind of PVP, needs to have some kind of game conseqence, like being unable to teleport back into syndicate protected Islands. If you want to pirate, you have to live on beta. Now you have a reason for players to live on beta, because they have to if they play the pirate game. And that's a plus for the traders too, because now they have to trade with us, which means we can negotiate passage with them.

This is where the war dec comes in. It doesn't give you any special alpha powers, it simply means that you can kill members of that corp without getting neg. syndicate rep. And obviously a couple non-war kills isn't going to make you a pirate, so you can still gank the occasional player or transporter with a trial of epitron and NIC falling out of their sequars.

There would have to be more to it, but you get the general idea. If every player is an open target with no consequences, then you're going to get the situation where only the sharks go there, no one wants to live there, and there's no risk/reward/troll that is going to convince the remaing player base to set foot there.

Though I'm not sure exactly what you're referring to with the wardec, I'm assuming you mean a mechanic, I must agree, even though I sense you're referring to NeX with: "I see posts about roamers going out and shooting anything that's not in their squad, which is large but not too powerful".

We just like to pew, what can I say.  People have been lax on AARs so idk if we've shot at any convoys or not.  TBH, I don't think so.

171

(75 replies, posted in General discussion)

Sorry to double post - I've been thinking about autoharvesters.

What if it was something that worked like this.

If:


It is: something that comes in several flavors.  1hr, 2hr, 4hr.
It is: controllable: it can be deactivated early.
It is: set to, on deactivation, revert to a field container which will degrade, as they do, in 10 minutes.
It is: inefficient - does 25% of the work manual harvesting would be.
It is: insecure.  Anyone who discovers an autoharvester can control it, which includes deactivating it and emptying the resulting can.
It is: targetable.  You can shoot it with a single mech and do not need to catch it in a crossfire (like potatoes).
It is: detectable on radar.

People would still place autoharvesters on beta.  These autoharvesters can then be: shot, deactivated, emptied out, or camped.  Why camped?  Well, because if you find a 2hr autoharvester, and can tell it is going to revert in 1hr, then you know someone will liekly be showing up to try and collect the contents.

Seems like a lot of reasons why autoharvesters would be pointless.  But if you consider an autoharvester like an incubator, you find that they will not be 'do your job AFK' modules, but possible points of conflict on the map.

172

(75 replies, posted in General discussion)

just a quick question - is it faster or no to harvest the 'potatoes' as it is to mine epitron?

173

(8 replies, posted in Resolved bugs and features)

think youre asking for an action queue like in eq2 and 'elsewhere'

Aerodrome Engineer wrote:
Winter Solstice wrote:
Aerodrome Engineer wrote:

I feel like someone punched me in the gut

?

Ref:  His name and what he said.

As usual, I'm slow. big_smile

175

(44 replies, posted in General discussion)

Arhke roams are 3 week old news. 

But some of our SC's are more exciteable than others, for reference.

They're all important and valuable members of NeX's crazy little community. smile