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Thread Statistics | Show CCP posts - 2 post(s) |
Oveur
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Posted - 2005.02.22 09:23:00 -
[241]
Originally by: DigitalCommunist Ok, on the topic of content generation tools.. I saw the complex editor on the early client builds before they took it off, do you think it would be possible to give more people access? Is it only for internal CCP use or do some volunteers fiddle with it?
In a community this big I bet there are hundreds of modders or computer literate people. You'd literally be giving the players the tools to create their own content, and not just watching them use whatever you give them.
The client side editor for Complexes would not be enough, you would need access to the backend systems for the higher level designs. But it's true, community "level editing" would be very kewl, I did it for quake. Mine were crappy looking, but there were levels which were totally awesome.
Originally by: DigitalCommunist The code for area of effect stuff is already in, seeing as how there are mobile warp disruptors and anti-mwd fields for complexes. Just change the effect to deal damage or reduce velocity (or other stats like resistance dropping or say.. explosive dampening gas to increase them) then you'd already have the framework to make environments more tactical. The complex editor could be changed to use stargates or planets/moons as their reference point. With the player-base churning out possible designs with these tools the art department can focus on making new environmental effects, objects and other things for the editor itself.
Even if you somehow made every system in eve unique to the rest, you don't have to keep it static because environments do change afaik
speaking of which.. I need to go shovel snow off my driveway
Yes, like i said, the code is there for area of effect of course, but it's all been done on a case by case basis. Creating a new area of effect module requires programming work, while I was trying to point out that we want to move that from the programming layer into authoring.
That way we could apply an area of effect to a number of area sizes in a Complex as well as an asteroid belt, stargate, station, planet, ship, module or missile for that matter - without any coding involved.
This shortens the time to market considerably since you don't need thorough testing of the new code (since there is no new code involved), you can do faster trial-and-error development, taking your from prototype to beta and release stage without requiring retesting of the code at all and of course reduces the manpower needed to get the feature out, so it's more easily justifiable to put into testing. _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |
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Oveur
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Posted - 2005.02.22 09:23:00 -
[242]
Originally by: DigitalCommunist Ok, on the topic of content generation tools.. I saw the complex editor on the early client builds before they took it off, do you think it would be possible to give more people access? Is it only for internal CCP use or do some volunteers fiddle with it?
In a community this big I bet there are hundreds of modders or computer literate people. You'd literally be giving the players the tools to create their own content, and not just watching them use whatever you give them.
The client side editor for Complexes would not be enough, you would need access to the backend systems for the higher level designs. But it's true, community "level editing" would be very kewl, I did it for quake. Mine were crappy looking, but there were levels which were totally awesome.
Originally by: DigitalCommunist The code for area of effect stuff is already in, seeing as how there are mobile warp disruptors and anti-mwd fields for complexes. Just change the effect to deal damage or reduce velocity (or other stats like resistance dropping or say.. explosive dampening gas to increase them) then you'd already have the framework to make environments more tactical. The complex editor could be changed to use stargates or planets/moons as their reference point. With the player-base churning out possible designs with these tools the art department can focus on making new environmental effects, objects and other things for the editor itself.
Even if you somehow made every system in eve unique to the rest, you don't have to keep it static because environments do change afaik
speaking of which.. I need to go shovel snow off my driveway
Yes, like i said, the code is there for area of effect of course, but it's all been done on a case by case basis. Creating a new area of effect module requires programming work, while I was trying to point out that we want to move that from the programming layer into authoring.
That way we could apply an area of effect to a number of area sizes in a Complex as well as an asteroid belt, stargate, station, planet, ship, module or missile for that matter - without any coding involved.
This shortens the time to market considerably since you don't need thorough testing of the new code (since there is no new code involved), you can do faster trial-and-error development, taking your from prototype to beta and release stage without requiring retesting of the code at all and of course reduces the manpower needed to get the feature out, so it's more easily justifiable to put into testing.
Senior Producer EVE Online
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Juan Andalusian
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Posted - 2005.02.22 09:41:00 -
[243]
Originally by: Oveur The point is, we're almost done "fixing and nitpicking" for the next 5 years.
Well you would have been done sooner if you would had stayed focus on yer balancing... but when you come around and undo all the Ship Class balance you had achieved in Castor with the Cruise Missile Intercept God Mode TM and the Speed Module changes, not only does that prolong the "fixing and nitpicking" but it makes working aspects of the game like PvP stagnant and boring.
**Pain is meant to be felt** |
Juan Andalusian
TAOSP Band of Brothers
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Posted - 2005.02.22 09:41:00 -
[244]
Originally by: Oveur The point is, we're almost done "fixing and nitpicking" for the next 5 years.
Well you would have been done sooner if you would had stayed focus on yer balancing... but when you come around and undo all the Ship Class balance you had achieved in Castor with the Cruise Missile Intercept God Mode TM and the Speed Module changes, not only does that prolong the "fixing and nitpicking" but it makes working aspects of the game like PvP stagnant and boring.
**Pain is meant to be felt** |
KIATolon
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Posted - 2005.02.22 15:26:00 -
[245]
New features in EVE-O used to be exciting and there was much anticipation in their release. These days however, they just are not. If half of the suggestions in DC's posts were implemented, It would make EVE exciting again for me and, in my opinion, a great portion of the EVE player base.
Here is a suggestion to the Devs. Dont be reluctant to implement features in DC's post, just because they'd be a uproar from some portions of the player base. Not everyone will be happy with changes as you've seen over the years, but the suggestions in DC's posts would truely benefit EVE in the long run.
Also, as multiple people have suggested, bring back the CSM's. I know you have posted that a CSM style system is coming into play, but put a bigger priority on it. Listen to your customers, as in my opinion, CCP is clearly not, and has lost its way.
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KIATolon
GoonFleet GoonSwarm
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Posted - 2005.02.22 15:26:00 -
[246]
New features in EVE-O used to be exciting and there was much anticipation in their release. These days however, they just are not. If half of the suggestions in DC's posts were implemented, It would make EVE exciting again for me and, in my opinion, a great portion of the EVE player base.
Here is a suggestion to the Devs. Dont be reluctant to implement features in DC's post, just because they'd be a uproar from some portions of the player base. Not everyone will be happy with changes as you've seen over the years, but the suggestions in DC's posts would truely benefit EVE in the long run.
Also, as multiple people have suggested, bring back the CSM's. I know you have posted that a CSM style system is coming into play, but put a bigger priority on it. Listen to your customers, as in my opinion, CCP is clearly not, and has lost its way.
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kwoodward
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Posted - 2005.02.22 16:52:00 -
[247]
a lot of that makes sense! I've said it b4 the map HAS TO GO!!! Also local!
Meow! |
kwoodward
MASS Stain- Alliance
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Posted - 2005.02.22 16:52:00 -
[248]
a lot of that makes sense! I've said it b4 the map HAS TO GO!!! Also local!
Meow!
"I hope you bring so many ships you block out the sun, so we can have some shade to fight you in." |
DrunkenOne
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Posted - 2005.02.22 18:01:00 -
[249]
Digi's ideas are genious. The fact that 99% of the replys say the same thing (that he=god) means that for once the community agrees on something.
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DrunkenOne
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2005.02.22 18:01:00 -
[250]
Digi's ideas are genious. The fact that 99% of the replys say the same thing (that he=god) means that for once the community agrees on something. Please resize your signature graphic to be smaller than 24,000 bytes in filesize - Jacques |
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Velsharoon
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Posted - 2005.02.22 18:12:00 -
[251]
Thanks to Digi and oveur, been an interesting read and good to see that problems are being dealt with :)
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Velsharoon
Gallente Finite Horizon
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Posted - 2005.02.22 18:12:00 -
[252]
Thanks to Digi and oveur, been an interesting read and good to see that problems are being dealt with :)
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Aliksr
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Posted - 2005.02.22 20:20:00 -
[253]
brilliant thesis
down with time sinks. down with skillpoint inflation. the game needs to be based on SKILL. it needs to be challenging
you obviously grasp the economics, and even though i don't care for pvp, everything you're saying carries over. it's all interrelated. there would be no economy if there werent incentives to buy things.
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Aliksr
GoonFleet GoonSwarm
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Posted - 2005.02.22 20:20:00 -
[254]
brilliant thesis
down with time sinks. down with skillpoint inflation. the game needs to be based on SKILL. it needs to be challenging
you obviously grasp the economics, and even though i don't care for pvp, everything you're saying carries over. it's all interrelated. there would be no economy if there werent incentives to buy things.
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Tar Ecthelion
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Posted - 2005.02.23 02:56:00 -
[255]
Great post, one of the best I've read. As someone who doesn't travel far into 0.0 space that often, I do use the pilots in space map thing to check my travel routes, though it shuold be changed as has been mentioned earlier in this thread, empire should remain same, and as security status decreases, so does the reliability of this option, until in deep 0.0 space is totally defunct. More access into 0.0 space would mean more peeps risking it to travel to hunt mine whatever .. meaning more chance for you PvP types to pounce on them while they are merrily cooking roids. More npc pirate activity would be good, have npc pirate fleets ( i.e up to and over a dozen ships ranging from battleships to frigs ) occasionally travel into empire space to cause havoc, thus news could travel about a sansha raiding party heading your way from people fleeing and peeps could gang together to form a resistance against them. More player AND Pve interation all in one. ( I would love to see, occasionaly as I emerge from a jumpgate, concord actually clearing the area of npc pirates, would feel like they actually are a police force, and not just pose around the gates being totally useless for anything ). One last thing, billboards need more loving .. we want news reports flashing across them, warnings of pirate activities ahead, advertisments from players and corps looking to sell/trade/buy things etc. Just my little comment. This game is the best mmorpg out there at moment, please Devs, keep it that way. .
"Modus Vivendi"
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Tar Ecthelion
Kryomek Industries The Volition Cult
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Posted - 2005.02.23 02:56:00 -
[256]
Great post, one of the best I've read. As someone who doesn't travel far into 0.0 space that often, I do use the pilots in space map thing to check my travel routes, though it shuold be changed as has been mentioned earlier in this thread, empire should remain same, and as security status decreases, so does the reliability of this option, until in deep 0.0 space is totally defunct. More access into 0.0 space would mean more peeps risking it to travel to hunt mine whatever .. meaning more chance for you PvP types to pounce on them while they are merrily cooking roids. More npc pirate activity would be good, have npc pirate fleets ( i.e up to and over a dozen ships ranging from battleships to frigs ) occasionally travel into empire space to cause havoc, thus news could travel about a sansha raiding party heading your way from people fleeing and peeps could gang together to form a resistance against them. More player AND Pve interation all in one. ( I would love to see, occasionaly as I emerge from a jumpgate, concord actually clearing the area of npc pirates, would feel like they actually are a police force, and not just pose around the gates being totally useless for anything ). One last thing, billboards need more loving .. we want news reports flashing across them, warnings of pirate activities ahead, advertisments from players and corps looking to sell/trade/buy things etc. Just my little comment. This game is the best mmorpg out there at moment, please Devs, keep it that way. .
.....
"When you kill a man it costs nothing to be polite" Winston Churchill
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jamesw
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Posted - 2005.02.23 04:18:00 -
[257]
This thread = teh win. What a great distraction from boring work ... It seems to be turning into a little dev-chat of its own
I agree with pretty much all of what has been presented here by Digi/Ove, and I especially love the idea of "engineers" backing up fleets with various deployables. -- jamesw Rubra Libertas Militia
Originally by: RollinDutchMasters I fly a dominix, its like a portable blob in a can
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jamesw
Omniscient Order
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Posted - 2005.02.23 04:18:00 -
[258]
This thread = teh win. What a great distraction from boring work ... It seems to be turning into a little dev-chat of its own
I agree with pretty much all of what has been presented here by Digi/Ove, and I especially love the idea of "engineers" backing up fleets with various deployables. --
Latest Vid: Domination! |
DB Preacher
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Posted - 2005.02.23 10:12:00 -
[259]
Great post and some great replies from Oveur.
Looks like we are all in for the long haul :D
dbp
Current RKK Ranking: (CAL4) Soldier
Drop by and say hi in Reikoku Forums.
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DB Preacher
Reikoku Band of Brothers
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Posted - 2005.02.23 10:12:00 -
[260]
Great post and some great replies from Oveur.
Looks like we are all in for the long haul :D
dbp
Caldari Alliance PVP Championship Winner Current RKK Ranking: (PSCAL6) Proficient Short Tanto
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Liet Traep
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Posted - 2005.02.23 11:17:00 -
[261]
One thing I disagree on. CCP did make a counter to the ease of level 4 missions where you can make hundreds of million npc'ing in empire wars. If my alliance is in a war I feel safer out in 0.0 than in Rens or Luminaire where i can't always see the enemy before they come after me. Where as in 0.0 if someone pops up in Local I quickly whether I'm going to be fighting or not. In a lot of ways 0.0 is safer than empire.
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Liet Traep
Minmatar Black Lance Against ALL Authorities
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Posted - 2005.02.23 11:17:00 -
[262]
One thing I disagree on. CCP did make a counter to the ease of level 4 missions where you can make hundreds of million npc'ing in empire wars. If my alliance is in a war I feel safer out in 0.0 than in Rens or Luminaire where i can't always see the enemy before they come after me. Where as in 0.0 if someone pops up in Local I quickly whether I'm going to be fighting or not. In a lot of ways 0.0 is safer than empire.
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Feta Solamnia
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Posted - 2005.02.23 14:07:00 -
[263]
I believe that I've never seen such a complete, logical and truthful post in eve.
Signed beyond any imagination.
I'm only worried that I'm getting to agree more and more with M0o ppl lately and I'm puzzled
On a final note, I have to give very serious weight on the isk sinks problem. He's right on and it's been a quite frequent subject of the ppl of the market.
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Feta Solamnia
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Posted - 2005.02.23 14:07:00 -
[264]
I believe that I've never seen such a complete, logical and truthful post in eve.
Signed beyond any imagination.
I'm only worried that I'm getting to agree more and more with M0o ppl lately and I'm puzzled
On a final note, I have to give very serious weight on the isk sinks problem. He's right on and it's been a quite frequent subject of the ppl of the market.
Originally by: Oveur
I have access to all market data. Believe me, we have not reached anything close to deflation yet.
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Tyrrax Thorrk
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Posted - 2005.02.24 16:31:00 -
[265]
<3 4 Oveur & DigitalCommunist
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Tyrrax Thorrk
Amarr Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2005.02.24 16:31:00 -
[266]
<3 4 Oveur & DigitalCommunist
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Kaylona Tso
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Posted - 2005.02.25 02:35:00 -
[267]
Originally by: Liet Traep One thing I disagree on. CCP did make a counter to the ease of level 4 missions where you can make hundreds of million npc'ing in empire wars. If my alliance is in a war I feel safer out in 0.0 than in Rens or Luminaire where i can't always see the enemy before they come after me. Where as in 0.0 if someone pops up in Local I quickly whether I'm going to be fighting or not. In a lot of ways 0.0 is safer than empire.
very good point -----
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Kaylona Tso
Doomheim
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Posted - 2005.02.25 02:35:00 -
[268]
Originally by: Liet Traep One thing I disagree on. CCP did make a counter to the ease of level 4 missions where you can make hundreds of million npc'ing in empire wars. If my alliance is in a war I feel safer out in 0.0 than in Rens or Luminaire where i can't always see the enemy before they come after me. Where as in 0.0 if someone pops up in Local I quickly whether I'm going to be fighting or not. In a lot of ways 0.0 is safer than empire.
very good point -----
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Nybbas
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Posted - 2005.02.25 04:13:00 -
[269]
iunno... digi has good ideas, but he is always mean to me : ( |
Nybbas
Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2005.02.25 04:13:00 -
[270]
iunno... digi has good ideas, but he is always mean to me : ( |
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