Broken
Toys
Random comments about
games and tractors
CCP Comes Out Of Left Field, Shoots Everyone In Head
CCP announces new first-person shooter console MMO that expands Eve Online
The announcement, with the trailer tagline of “one universe, one war”, came at the end of a talk about the history of CCP. It left many GDC Europe keynote attendees — perhaps expecting an announcement for World Of Darkness, CCP’s other rumored project — significantly surprised.
The trailer, with slick in-game graphics, showcased a space station and then impressive first-person shooter gameplay. Petursson said that Dust 514 is “our take on a console MMO”, and was made after the company “looked hard at what people wanted to do on consoles”.
In fact, when Dust 514 launches, the map of EVE, currently divined only by player structures owned in the PC game, will also take into account infantry successes and failures within the console game. Players in the PC MMO can “fund mercenaries and give them goals” in the console title.
CCP’s Petursson hope that “these communities will meld over time”, expecting specific Dust 514 corporations to start with, but eventually social structures that bridge across the two. He quipped of the new game and the relationship between the two titles: “While the fleet does the flying, the infantry does the dying.”
| Print article |
about 1 year ago
Im fairly excited about this.
about 1 year ago
Interesting.
It seems like a good way to try to go. I hope it works out for them, but it’s not my cup of tea.
about 1 year ago
Opinion has so far been sharply divided in my office. I think it’s awesome while the other EvE fan in the building is ranting about how he now needs an Xbox 360 to play his game.
I’m hoping for more information on the interface with the PC MMO before too long and how this will impact the upcoming sovereignty revamp.
about 1 year ago
Remember, service equals citizenship!
Would you like to know more?
about 1 year ago
What Njal said + still waiting for WoD MMO.
about 1 year ago
Cool.
about 1 year ago
@dartwick That’s nice but completely lacks communication. Why?
@IanC Based on CCPs history 360s will be cheap cheap by the time it’s out.
about 1 year ago
So it is like Planetside where you receive mission requests from the MMO? That sounds pretty interesting. I hope it is a bit like Planetside, I do love that game.
about 1 year ago
@harl
I have no idea what your asking. But Im a long time EVE player and PlanetSide was probably my ll time favorite MMO(tied with DAoC.)
This potentially will inject new dynamics into EVE and creat a fun game in its own right.
about 1 year ago
this sounds like everything planetside ever wanted to be when it grew up.
and i loved me some planetside
otoh we now know why the Eve TT RPG was put on indefinite hiatus…
and like billzor i’m all grabbyhands for mah WoD MMO.
GIMMIE!
about 1 year ago
I can’t see this working for the player run alliances in 0.0, unless the 4 million ton starship can drops rocks at will on the poor bloody infantry on the ground. Maybe they plan to make it part of Faction warfare and hence won’t effect the spaceship sandbox.
about 1 year ago
I’m excited because, as a longtime MMO and EVE player, this promises to offer something new, interesting and innovative.
I’m skeptical because, given CCPs record, I don’t expect it to be out anytimein the near future.
I’m pessimistic because, given the typical MMO company record – it will be screwed up horribly and wreck the a game I love.
about 1 year ago
Left field? Come on, we’ve known for a while now they’ve been working on something like this. Its interesting, but as expected as they come.
about 1 year ago
Found some gameplay footage.
If plays as half as good as the presentation, this might be enough to fish me back in to EVE Online.
But I won’t grind spreadsheets.
about 1 year ago
@dartwick For clarification and not flame: What I meant was your post lacked any form of content. It was impossible for any form of discussion to proceed from it until you gave a reason why.
No one cares if you like something or not. We’re not here to judge your taste. We come in hope of discussion. Which is impossible with a “me too” post.
about 1 year ago
I’m more than suitably impressed. Damn bastards, trying to make me break my no MMOs rule on the console..
about 1 year ago
I’m curious to see how they coordinate these battles. My guess is that you’d stockpile clones all over the place and the hired mercenaries “activate” them wherever the battle is.
I very much like the idea, particularly the sort meta caste system created by having the infantry be console players.
about 1 year ago
I’m not hugely excited about the console FPS but I love the direction and innovation CCP are taking. It’s fantastic to see a MMO developer taking some risks and not just playing it safe.
about 1 year ago
I can’t say I’ve ever been particularly enthusiastic about EVE, but I’m wondering how the two will interact as they are still revolving around the same game:
From Massively:
Hilmar (Petursson) said, “DUST battlefields will dictate who control specific planets inside the EVE MMO. If a player contracts a DUST mercenary team to go and conquer this district of a planet. Then ultimately he will be able to control the planet, and therefore the solar system, and therefore the constellation, and the region.”
He explained more about the interplay between EVE Online and DUST 514. Hilmar said, “You will increasingly have to fight with your fleet [in EVE Online] but you will also have to contract people who play DUST, the console MMO, which then feeds into the sovereignty control system of EVE. Then EVE feeds back into that again by funding the mercenaries, giving them goals.” Source.
Which pretty much means, if you’re an eve player and don’t get Dust 514, you could be screwed, and it would become impossible (in practice, but not in theory) to even play EVE on an equal footing with other players without Dust. Nice way to grab cash, this.
And it differs from the usual cash grab for MMO expansions; in WoW, for example, you don’t really need to buy WOTLK because you play the original game. Yes, you’re limited, but it does not make the initial game inaccessible. In EVE, you want to maintain your little territory, well, you need Dust. Or at least, that’s how I understand it.
about 1 year ago
This sounds highly ambitious and I doubt CCP will be able to make this work smoothly until long after release. It’s definitely an interesting take, though. My eye is fixated, especially if they aim for 360 and PS3.
about 1 year ago
It’s not a good idea.
EVE has absolutely zero presence as a brand outside of the rarefied world of MMO’s, and it will be competing with things like MAG and pre-existing console FPS. The only real plus this has is that it links to EVE-it’s hard to see why people would pick it up otherwise, especially if MAG or a COD comes out near the same time. It would be a bad idea even if it were self-contained, but it could be a disaster if it links to EVE in real gameplay measures, and all of 10-20k people play it on console.
about 1 year ago
Show me where on the box that it says I can’t bunnyhop and dolphin dive!
about 1 year ago
Vetarnias: If the DUST angle does cut as deeply into Sov mechanics as some are suggesting (and remember we’ve seen almost no firm details of that yet) then it’s going to be at the alliance rather than the single player level where DUST participation would be required. Individual players don’t hold space, alliances do.
I really wish that you’d either actually play Eve so that you understand what you’re talking about or simply stop simply guessing at tedious length about Eve mechanics.
about 1 year ago
@IainC
Oh, but I did play EVE, and my subscription (the two months that came with the box) ends in approx. 4 days. After that, I’ll leave the game for good.
I never saw any PvP (not my thing anyway) and I never ventured outside of Empire space, but the PvE is the most tedious I’ve seen anywhere (including the notorious FedEx quests), the mining is boring, and the much-vaunted economy is a tangled mess of tiered production.
Our small guild started playing the game together, and we saw it was pretty much a lost cause if you were a small corp, and we didn’t want to become a small cog in a larger machine. So we all decided to stop playing, and I’m the last of the group to leave.
Also, I don’t see why you should respond so curtly, considering that I agree with what you wrote. What is CCP’s intent, assuming that Dust’s ramifications in EVE are as extensive as is suggested, if not to force all those alliances to start playing Dust just to maintain their advantage? That’s what I suggested in my previous post.
Though I will reiterate that EVE is the most despicable game I’ve ever played, for reasons I’ve mentioned before.
about 1 year ago
Now the too many Titan’s in EVE just need mountable planet destroyters to piss of the console users.
Too bad I’ve funded the development of that console (only) game by playing EVE for years.
about 1 year ago
Vetarnias: Participation in DUST does not have to equal ‘forcing them to play it’ any more than participation in the market forces you to mine. You didn’t agree with me, you put out an incorrect hypothesis based on an unsound premise.
So you played Eve and you didn’t like it, fair enough it most certainly isn’t a game for everyone, however it seems as though you have managed to miss the point entirely in many regards. There are many small corps in EvE who manage to achieve meaningful goals without becoming small cogs in a larger machine. If you can’t see how that can happen then I’d suggest that’s an issue with your vision rather than a limitation of the game. Likewise you looked at the market and saw a mess where others see complexity and opportunities at all levels. That’s fine, you don’t have to participate and if you don’t enjoy the game then that’s your prerogative however you should avoid making blanket statements when it’s clear that you don’t actually understand the systems you’re talking about.
about 1 year ago
How can this be forcing you to own DUST? You pay a bunch of mouth breathing console players to fight your turf war for you. This is like saying that because I donate money to feed the hungry Sally Strouthers, I also am obligated to go work in Africa actually shoving rice into Sally Strouthers face.
The cool factor on this is completely lost when I realize that there is no way to decimate the planetary populace with your ships weapons from space. I’d love to hire a team of mercenaries to take an objective and then show up just before payday with some friendly fire accidents.
about 1 year ago
Yeah, I think that would be a very quick way to lose all your planet-based assets.
about 1 year ago
As someone who has struggled to get into EVE I came rainbows when I saw this yesterday. I love love love love love EVE so much; it’s every great sci-fi space sim I played when I was younger. The problem is that the game can be so excruciatingly difficult to get into and stick with if you’re any sort of casual. It’s monotonous and boring and makes the WoW grind look like a walk down the street. But I keep going back to it (even this announcement’s made me twitch about resubscribing even though I know all I’ll do is log in, look at my ship, then log back out again and cancel) constantly despite the fact that I really can’t put up with the game for very long. It’s not even hard, it just does a fantastic job of encapsulating the boringness of realistic space travel.
I absolutely hate consoles, I only begrudgingly have an XBOX 360 because my boyfriend got one last year and it’s in the house. I’ve always preferred PCs as a gaming platform, but even still this announcement’s gotten me worked up. The EVE universe is exciting as hell, the lore astounding, and it’s always bummed me out that the MMOG was so hard to get into that I couldn’t be a part of it.
CCP’s idea is incredibly ambitious and can fail really miserably. I’m hoping it won’t though because it’s a chance to bring the EVE world to people like me, who either have never played the MMOG or played it and just couldn’t get past the barriers with the learning curve.
about 1 year ago
“I came rainbows when I saw this yesterday”
That pretty much ends the discussion right there. This is clearly awesome.
about 1 year ago
I kind of see cccp pulling this off more then a world of darkness mmo. I think it will have some snaffus but should work well in the end. And i would think it would be playable as a stand alone. I have an eve account but really would prob only play this game if i had to choose one.
about 1 year ago
I just hope that if they can copyright the idea they do so? (and have done so)
Good on them. I wish them the very best on this.
It could go horribly wrong – but… can you by CCP shares anywhere?
about 1 year ago
What exactly are they to copyright? (And I think you mean patent, but I’m not sure what they’d patent either; making a video game? o_0 )
And I’m sure, if CCP is a publicly traded company, their Icelandic stocks wouldn’t be of much use in the US.
about 1 year ago
“I kind of see cccp pulling this off more then a world of darkness mmo.”
Where’s Yakov Smirnoff when you need him?
@Gyrus
I assume you mean patent. And despite what Joshua is saying, you wouldn’t believe the rubbish they can get patented these days.
@IainC
Yet that’s also the problem with EVE, I’m okay with being told that what I saw wasn’t “the real EVE”, but it starts being a problem if this charge is levelled at every new player of the game. Because to me, this pretty much summarized it.
Recently, there was another thread on MMORPG.com on Yahtzee’s year-old review of EVE, and it was dismissed as the work of a hack without substance who just plays it for laughs. Well, I have a few concerns about Yahtzee if he’s anything like his public persona (a fedora-wearing misanthropist), and I certainly saw two major flaws in his EVE review: First, he hates MMO’s, whether it’s WoW, Conan or EVE — or even The Witcher, a single-player game that reminded him of one; second, he decided from the start to have nothing to do with player corporations. But on the whole, he is not a hack or primarily a humorist; watch his review of The Sims 3 if you believe there’s nothing underneath the breathless punditry. And about EVE, he was right on almost every point.
I did try to see “the real EVE” (well, out of the safety of Empire, that is; I don’t particularly go after being blown up just for the fun of it), but all I could find was forum braggarts congratulating themselves on the scams they’ve pulled off, or how successfully they’ve cornered a market (which I’m sure everyone can do on a 5-million-ISK budget). All I saw was a bunch of multi-year subscribers having their fun playing an aspect of the game beyond my reach, often not even in the game world, and having an advantage gap I can’t close because of that offline training system.
Add to this my being told that some corps won’t recruit anyone below 10 million skill points (a mere eight months, I’ve calculated, never mind that I’ve never played a single MMO that long in one subscribing stretch) and you can see why “the real EVE” appears to me as neither accessible nor desirable.
about 1 year ago
I’m really surprised so many people think CCP can pull this off. I have to chalk it up to people not actually playing consoles or people who like EVE enough to let it obscure their critical sense. I am one of those “mouth breathing console users,” I started on dreamcast, and played on PS2 and 360 until my comp could run some PC ones respectably.
Think about it-how many 360 gamers really care about Huxley? Same thing, FPS MMO, been promised a 360 port for years, no word. How many 360 users care now that they’ll never see a port of Age of Conan-another high profile promised game that failed to deliver. How many even care if champions online will be released for it?
You can literally count the US console MMOs on one hand: Phantasy Star Online, Everquest Online Adventures, Final Fantasy XI, Phantasy Star Universe, and soon FFXIV. One is defunct, two are on life support, the most successful one is pc/console cross compatible and was a minority of console players who didn’t like the PC players at all. PC players botted, used third party tools and hacks, and generally bitched about console users every chance they got. One is to be released in the future, and the only reason I count FFXIV in this is because SE will release it just to replace FFXI. We have no idea even if SOE will bother porting free realms let alone any other future title.
I really wonder why on earth CCP is doing this. I can’t see them taking a look and seeing demand there.
about 1 year ago
@Dblade,
You definitely have a point. But all of those things you’re talking about are console ports of existing MMOGs brought off the PC, not their own specific MMOG made specifically for the console but ties in with the PC MMOG. This is extremely unique. It’s its own game, not just a console version of an existing one. Like I said, I think it can either work or go tits up, I don’t think there’s any other choice. I have hopes that it’s going to work, however, given CCP’s track record. And keep in mind that while I love EVE as a concept, I actually don’t like the game itself (aforementioned inability to play it for more than a few minutes mentioned above). But frankly EVE is such a divergence from the rest of the MMOG scene that I want something like this to work if only to give courage to the other game developers that it’s not necessary for them to recreate WoW but slap different characters on top of it any time they want to release a MMOG.
about 1 year ago
The belief that the CCP guys can pull this off its based -mostly- in the fact that, unlike many of their counterparts in other companies, they give few signs of having their heads up to their asses.
And its basically an Xbox game that recieve data from the EVE Online server, it is technologicaly viable (The game itself its only viable if they do it like Global Agenda and instance everything, which given the hundreds of planets in the EVE universe its a given).
And to all the “mouthbreathing console gamers” comments, as somebody that plays both I can testify: Its just a matter of preference, they are all the same. Specially given the EVE Online playerbase.
about 1 year ago
Has CCP ever asked EVE players if they had a console and played it? If that RTS/FPS hybrid gets a significant number of the most obsessive EVE players calling the shots you can bet it won’t play like the usual each-one-for-his-life shootfest: Alliances will impose a degree of military training and tactics, mandatory drills, organized units and everything. Sounds impossible?… well that’s already how they play EVE, so it can be done.
But I only hope it ends up being as fun to read about as the MMO is: Fleet blockades in EVE to keep heavy mecha’ from getting to some planet while the FPS troops there frantically call for them…. sweet.
about 1 year ago
@Gyrus
CCP might be able to patent “vertical integration of multiple virtual worlds” or some such, i.e. the idea of having two separate persistent online worlds with events in each affecting the other. Leastwise, they might well be able to in the USA – from what I understand of IP law, software methods and business processes are patentable under US law, while they aren’t on this side of the pond.
On the other hand, there’s probably some patent troll already sitting on just such a patent and ready to drag CCP into a Texas court for a quick shake-down.
about 1 year ago
Personally, I like the idea that you can pay console players to be mercenary bands securing planetary assets for you. However, I can see it play out a few different ways:
1. People get bored of playing Dust. It turns out to be a largely unused drag on the rest of the game where you’re not so much paying people who enjoy playing the game to decide where to play as you are paying people who hate playing the game to power level you.
2. People prefer playing Dust over the real game. It leeches the life out of EVE Online by pulling a great deal of players out of the EVE Online universe so they can frag eachother on planets. (Unlikely: If you’re an EVE Online player, chances are your choice of weapon isn’t a gun but a spreadsheet.)
3. A perfect symbiotic balance of fun is achieved between Dust and EVE Online, promoting the general awesomeness of both games through the diversity of the activities that each game offers.
4. Any extreme in between.
Will people “feel forced” to participate in Dust? I’d say it depends on the balance alone. If planetary assets emerge as completely essential to every major activity in EVE Online, then absolutely they’d feel forced. If planetary assets are barely applicable to any activity in EVE Online, they’ll not feel forced but Dust will largely collect dust. If a good balance is established, then people won’t feel at all forced but they will be incentive. This is not quite same as the fun balanced outlined above because it has more to do with how to play the games and less to with if anyone enjoys them.
about 1 year ago
Hmm, I made a quick trek over to the MMORPG.com website, and the “community” seems very divided over Dust. One already calls it CCP’s NGE.
Then the EVE fanboys came to the rescue, with one of them, either being naive or dishonest (given the fanboy in question, I pick the latter), suggested with an apparent straight face that we didn’t really know if CCP’s Dust would be subscription-based. And when someone quoted the CEO’s words, which I also reprinted above, he just dismissed it anyway, again saying we don’t really know.
But that’s the part of the deal which really seems to affect EVE players: It’s not about a sense of betrayal that CCP went for a different platform for their next project (though some might be), it’s about this game, on a different platform, with completely different mechanics, affecting the EVE Online universe. We don’t know to what extent, that’s true, but we know it does.
The whole thing promises to be fun to watch from a safe distance, now that I’m about to leave the game; maybe a collective sneer could be heard from the SomethingAwful forum, thereby bringing Teh Internets to their knees, and maybe, just maybe, it will temper the love that people have for that game.
about 1 year ago
Geldo, I feel similarly about the game balance. Will space combat affect the ground combat too much? Is yes, the ground combat might not be fun when overly unbalanced by such effects. Will ground combat be too important to the EVE Online world? If so, it might make it more work than fun. If things are perfectly balanced, it might work spectacularly. Otherwise, it might be better to make the effect (going both ways) minimal, so as to insulate the two, which would keep the FPS part light and fun. *If* they can pull of the balance regarding reward for ground victory, and don’t let it become one-sided due to space-based external factors, then it might survive a deeper integration without losing its fun side.
about 1 year ago
“…maybe, just maybe, it will temper the love that people have for that game.”
You seem very desperate for others to share your disdain for the game. I know you don’t care for it (you’ve told us ad nauseum). Why should it matter to you that I enjoy the game?
about 1 year ago
One day CCP will bring out EVE 2, without capital ships and without the possibility for carebears of forming a fleet of 50 to hunt 6, with a real death penalty and the game will become interesting again.
about 1 year ago
Joshua:
I think the innovation you want probably won’t be served by this, it needs to be done on the PC to have an influence. The console market doesn’t need innovation- it needs actual product designed for it, and I can’t see CCP doing that well.
GX1080:
So what? They have designed one game, and have zero published FPS and no console experience. The one gamed they have designed is not known for its action, and the most exciting things coming out of it are usually metagamed.
Console gaming has a long history of developers with way much experience and back catalog than CCP fumbling when reaching outside of their genre. Namco released a FPS for original XBox, Breakdown. It died without a trace. Square Enix and Capcom both released racing games, Auto Modellista and Driving Emotion S-both tanked. It’s not easy at all for even established companies to succeed.
Geldon:
You forgot this one-
5. EVE players metagame Dust.
Imagine that. It’s really easy to see someone coming in with the intent to lose or teamkill a Dust conflict in order to effect the larger EVE world. It’s bad enough normally in Xboxlive FPS, especially since Dust will need to have achievements. But EVE’s culture is all about betrayal, piracy, and the gank. It’s hard to see Dust staying insulated or balanced for long.
about 1 year ago
“without the possibility for carebears of forming a fleet of 50 to hunt 6″
zerging is a carebear tactic now?
about 1 year ago
“It’s really easy to see someone coming in with the intent to lose or teamkill a Dust conflict in order to effect the larger EVE world.”
You don’t even have to go that far; you can simply have one team giving up quickly in order to play in another FPS instance, one where they have a chance. Because if it’s all about the EVE universe (note the “if”), then the EVE FPS players won’t be interested in just FPS gaming for its own sake, and will be min-maxing their metagame rewards similarly to organized losses in Arathi Basin in WoW.
about 1 year ago
Sorry, Arathi Basin example is confusing, because it implies collusion with the enemy; not saying that will happen in Dust (though it might), but merely using it as an example of a similar sort of metagaming min-maxing as Dblade notes.
about 1 year ago
Very interesting concept. I just wish it were a PC game as well as a console one. I loathe FPS games on the console, that damn dual-analog stick thing is a deal breaker for me. I need my keyboard and mouse.
about 1 year ago
Guy, yeah, zerging is a carebear tactic for me and carebears are permanently inferior PvP’ers when wielding even numbers to me.
The whole idea of coop with the two games is a bit laughable when coop within EVE is totally broken: 3 characters per account and the possibility to run up to 8 accounts on a modern gaming machine kill so much of what EVE could be.
The sovereignty system is badly designed, I don’t understand how an expansion for a different platform is going to fix it for the EVE players. Years of shooting undefended POS into reinforced should be rewarded with something else.
about 1 year ago
Sov is being redesigned later this year. So far we’ve seen no real details on what the new system will look like.
about 1 year ago
Oh, and the ability to have multiple characters on the same account is practically worthless as you can’t have more than one character per account training at a time.
about 1 year ago
@IainC
It isnt. Alt hiding its one of the basic tools of PvP in EVE. And it gives the safety of Anonymous.
about 1 year ago
IainC, the countless alt spies (just parked in a corp or in a solar system watching traffic), the countless specialized twinks (just a hauler, just a cyno field popper, just a Jita trader) were always getting on my nerves.
And they have severe impact on the game.
CCP will never fix it just like Mythic never fixed the original rule set servers and the buff bots as it’s THE (wrongly designed) feature that generates some serious additional income.
EVE’s (global) PvP had so much potential, sigh.
about 1 year ago
Additional accounts is one thing (although I’m not sure that a developer can or should ‘fix’ that), alts on the same account as your main however aren’t as useful. No corp that is worth spying on will let you join without checking your limited API – which will instantly show them the main character on your account. You can’t pop cynos for your main with an alt on the same account.
Yes you can watch stuff passing through trade routes or have a Jita alt or whatever but you could do those things with an endless succession of trial accounts anyway, having the characters on your main account only slows you down.
about 1 year ago
Yeah, but the average corp wont check tha alts that you use when they hide. And the average corp hide when the war its long and drawn out.
@Vetarnias
The cycle of EVE its basically farming for getting lots of cheap ships and blowing and get blown by other guys in lowsec or nullsec. Of course with looting the corpse of your enemies can net you nice profit but its random.
Of course, you need to enjoy the anger of somebody when you make a pretty explosion with their pixels. Money doesnt mean much if you dont enjoy playing the game.
In general, I think that DUST 514 its a great idea. I see it as an option for fighting with the resources of a planet, the CCP guys do not tend to make something absolutely neccesary. I mean people can stay in Empire all their boring time.
about 1 year ago
Epicsquirt
Odd attitude. Point of the zerg is the realization that you can’t defeat superior skill straight up, and have to use other means. It’s not like they’d be any less carebear if they fought you in even numbers and got demolished almost every time.
I never really got the skill-based argument, the more a game demands and caters to a high level of skill the less people actually play long-term, especially competitive. You see it a lot in online console fighting games. Eventually all the “carebears” get driven out, and you get around 20 people playing at such a high level of skill most new people play a few rounds and then stop.
about 1 year ago
EpicSquirt:
The guys you are complaining about zerging are “n00bs” – people who don’t play with the standard of skills and competitiveness you expect. “Carebears” are people who don’t PvP – in EVE that’d be folks who never leave high security systems.
If you’re going to go around copping a l33ter-than-thou progamer attitude, at least get the terminology right.
about 1 year ago
I really don’t care what your terminology is, to me there were and are many carebears in 0.0 and they were always in big packs.
about 1 year ago
Ah yes, PvP “skill”. As much as you might call zerging “carebear”, however, it isn’t, and I agree with Tremayne. Zerging is all about minimizing risk, but the element of grief is very much present indeed. And if we return to the root of the “carebear” expression, it’s named after those fluffy cutesy creatures who wouldn’t do harm to anyone. A carebear in video games is someone who would avoid both being griefed (and, by the way, whatever happened to “grieve”?) and griefing others.
I know that a carebear is supposed to be the object of contempt, because he wants nothing to do with your pecking order of leetness — finds it ridiculous, you know. And he doesn’t want to be an unwilling victim to someone else’s e-peen gratification. At one point I used to say, no, I’m not a carebear, I still care about PvP in MMO’s if there is an underlying purpose to it. But I saw that PvPers don’t share my concern, or, worse, that they will pay lip service to it to justify every underhanded tactic they can think of (yes, including zerging), so I avoid that demographic altogether now.
In other words: Okay, I’m a carebear. So?
about 1 year ago
Vetarnias, I don’t care what people do/did in empire space, fact is, that a bunch of hilarious idiots are populating 0.0, most of them never learned to PvP on their own, but just joined a random blob and listened to some random fleet commander who never learned to PvP on his own either.
They’re happy to give you a fight when they outnumber you 5 to 1, but when their 1000-men alliance or corp gets under fire from 30 dedicated players, they usually just disband and reform under a new name, somewhere else.
Those are the carebears of EVE to me, I couldn’t care less about PvE players sitting in empire space, doing small scale PvP. By my broad definition the former Xetic Alliance was a carebear alliance, but I also include BoB in my definition or Goonswarm, because they are just a bunch of useless smacktalking blobbers.
about 1 year ago
Organisation is a skill too. And in Eve, superior skill in logistics can trump skill points or native skill with spaceships. Goonswarm are steamrollering hteir opposition at the moment because they are better at playing the game than their enemies. Not necessarily better at piloting ships but better at the strategy and logistics game. Winning battles is pointless if you were fighting the wrong battle to begin with or if you can’t follow up on that victory with territorial gains.
about 1 year ago
“Goonswarm are steamrollering hteir opposition at the moment because they are better at playing the game than their enemies. Not necessarily better at piloting ships but better at the strategy and logistics game.”
No. They are steamrollering because they are from SomethingAwful, already organized long before they started playing. Hence, they don’t need to recruit; indeed, they won’t recruit except in the case of another SA member, or a player who has the support of Goons. They’re completely independent from their fortunes in the game, because they don’t care about the game. They take pride in destroying games, so they’re all about offense (all meanings of the word), a play style which is eminently favored in EVE.
It’s a case of numbers and outlook on online gaming, not of better strategy or logistics (unless you mean repairing to SomethingAwful for sneering at EVE when things go sour). And the Goons, if they do as well as you are saying, will end up ruining EVE Online without giving a damn.
about 1 year ago
I think that you overestimate GoonSwarm. They have been around as an independant alliance sice summer 2006, and they hadnt ruined the game so far. It helps that EVE its freaking huge. No single alliance can control everything.
about 1 year ago
You’re also underestimating the amount of logistics and strategic planning that needs to go on in a major war. Recruitment is not a major part of that.
Somethingawful also has next to nothing to do with Goons in Eve other than as a point of origin for a lot of them. There are many non-SA corps under the goon banner and it’s a rather curious claim to make anyway ‘they’re winning because they came from a website’? Really?
about 1 year ago
IainC, it’s just the amount of time you can spend in front of the computer without falling asleep that wins you the battles and holds you territory there.
about 1 year ago
“…it’s just the amount of time you can spend in front of the computer without falling asleep that wins you the battles and holds you territory there.”
…or spanning multiple timezones.
about 1 year ago
Agleed.
about 1 year ago
I’ll bite then. How do you define skill in a game like EvE?
about 1 year ago
@IainC
To be fair, the “amount of time you can spend without contracting keyboard face” model of success would seem to apply to all persistent game models.
EVE Online does seem to push things slightly further in that direction by
causing evil to flow from the game, into the userallowing a little more of what you accrue to occur as a consequence of time instead of from choices.The skill advancement model is the foremost aspect – if you can advance just as fast offline then your involvement is invalidated in this aspect – but there’s also a general “time investment > skill” focus in just about every activity in the game.
Mining? Grind to get better mining lasers and the ships that can carry them, play when there’s likely to be less competition or danger for the rocks you want.
Cargo Hauling? Grind to get better ships with bigger capacity, play when less players are likely to be on your cargo route.
Combat? Though this is probably where they’ve tried to even the playing field the most, better components and ship hulls will shortly bring about success. In corporation on corporation combat, the one that fields the most ships (e.g. has more players investing time) will have a definite upper hand.
That said, it’s probably the core mechanic itself which makes it difficult to identify where player skill can be applied in EVE Online. There is a certain subtle advantage you can pull if you know how to wield a spreadsheet, but the in-game interactions usually break down to pushing a few buttons and waiting. When you’re badly out-classed, you know it, there’s not much you can do about it but to hammer your panic buttons or wait for your inevitable destruction.
about 1 year ago
You’ve answered a different question to the one that I asked Geldon.
about 1 year ago
“I’ll bite then. How do you define skill in a game like EvE?”
Luckily [from my point of view] it’s not based on fine motor skills. Since it’s not physiological, I’d say it’s cognitive. How about ‘depth of knowledge of game systems and their interactions”. Of course that leaves out the social and organizational skills that help with running a corporation and alliances. For those who enjoy accumulating wealth through trading we’ll call them ‘analytic’ skills.
about 1 year ago
I’m not sure if I’ve answered a different question so much as was so long-winded in my explanation that it may have seemed that way.
about 1 year ago
You’ve defined how you advance in certain game activities. Some people have made a distinction between Eve players with skill and those without. I was asking how you determine where that line lies.
about 1 year ago
What I was trying to say is that the line is fuzzier than usual in the case of EVE Online because where the player skill lies is not in the overt activities in themselves, but rather in the planning stage.
The rest was pointing out that EVE Online’s activities, being a time sink and/or popularity contest in general, push this already subtle skill aspect even further beneath the surface.
about 1 year ago
IanC, there is none. And I say it as a former top 10 pilot, when the server had like 7k players maximum and players like SirMolle (Shrike) were safe spotted, smacktalking me, after I podded his wingman.
The early dominance of some parties in EVE’s ship combat came mostly through ship fitting and heavy use of MWDs & EW (first dampeners on Blackbirds, later multispectrals on Scorpion).
Today the whole fitting and tactics doctrine is written down on every corp / alliance forum, every noob can buy a solid character, join an alliance with a solid industrial backbone and viable fleet commanders.
When it comes down to running an alliance, the alliance with the better long term determination will usually win and hold territory, from my experience in alliance warfare the hard targets usually will get outnumbered severely at some point, regardless if they are on an aggressive expansion or just hold territory.
Wielding or organizing superior numbers never was skill for me and the older EVE became, the less room there was for fights with equal numbers.
All the metagaming stuff was interesting to a point, but alts and multiple accounts made it less apealing for me and tbh I never really enjoyed all the wall of text propaganda from people like Jade Constantine or other alliance leaders on the forums.
about 1 year ago
“Wielding or organizing superior numbers never was skill for me and the older EVE became, the less room there was for fights with equal numbers.”
Was never a skill for you in what sense? It’s skill you don’t possess or you don’t recognize it as a skill?
about 1 year ago
There is a certain context of what falls in the definition of a game that will vary from person to person. To wield the cooperation of other people falls outside the context of many gamers because it just doesn’t make sense that you should win the game by getting other people to win it for you.
However, is it truly outside the context of EVE Online? Not at all. This is because the game’s primary appeal is as a meta-gaming spectacle. Played as game of personal skill, it leaves much to be desired. Played as a game of not playing the game, it can circumvent much of the responsibility required in providing more than a pretty 3D space backdrop for numbers to increment and decrement in response to time investment.
Even meaning that in the worst possible way, it can be interpreted in the best possible way. A game in which you can play by inventing ways not to play it is a game that some will find enjoyable. If they find the activity enjoyable, it’s as good a game as any, right?
The goons are excellent at EVE Online for precisely this reason. They take great joy in finding how to excel at not playing a game as intended. It’s their unofficial mission statement behind their visit to any game they play. What they didn’t realize, perhaps, was that EVE Online has become a creature that specifically seeks to cater to this niche.
What I’ve mostly been going over in the past few entries is just that asking, “what makes the dividing skill between a good or bad EVE Online player” is missing the subtle point of what EVE Online is, really.
about 1 year ago
“To wield the cooperation of other people falls outside the context of many gamers because it just doesn’t make sense that you should win the game by getting other people to win it for you.”
Maybe for gamers who play chess but gamers who play massively multiplayer games? The genre that has historically focused on coordinated small group play for the bulk of the game and coordinated large group play for the so-called end game? This is a strange claim to make.
about 1 year ago
I don’t think so. Reading between the lines here, all I’m saying is that that different people will define different contexts in gaming. These definitions will determine the type of games I enjoy.
Me, I am a “chess” type (as you put it). I prefer to win at games because I’m a good player, and not because of the people I know.
EVE Online isn’t a game I enjoy so much because it doesn’t provide much avenues for me to be a good player – victory is more about who I know or how long I’ve been there than who I am.
about 1 year ago
JuJutsu, I don’t recognize it as a skill.
about 1 year ago
EpicSquirt
I think I see where the problem lies for you – you’re a “gladiatorial” PvPer. What you are looking for an even fight – one on one, or between even sized teams.
EVE, and most other MMOs, work on a “war” model where you are part of a conflict between two large factions (either player guild/alliances, or fsctions built into the game like DAoC’s realms).
Individual fights within that sort of situation can be wildly unbalanced – sometimes you’re the windshield, sometimes you’re the bug. Except if you’re the guy running around looking for solo fights in a war zone, in which case you’re ALWAYS the bug.
Pirates of the Burning Sea has all combat instanced, so it becomes at most a 6v6 fight (apart from the port battles, which are also instanced at 25v25) and that mighht appeal more to your playstyle. For me, that was exactly what ruined PotBS as a RvR game.
about 1 year ago
Hmm, “my zerg is bigger than your zerg” is not exactly skill.
As for Pirates of the Burning Sea, I can’t say what it’s been like of late, especially since I did not even PvP when I returned for a month in April, but before that, the game was notorious for all the diversionary tactics to make sure the fight wasn’t on an equal basis (except for port battles, where your main problem was faction imbalance).
You had the inevitable case of trying to lure the opponent into thinking it would be a fair fight, but as soon as the opponent would engage you on the open sea, your five buddies in the nearest port would jump in, and that would quickly devolve into a 6v1. When facing coordinated groups, the common tactic was to divide them, keep some occupied while you got rid of the others.
That was how it was at launch and the months thereafter. The developer mantra in those days was “no crying in the red circle”, to which was added “war’s not fair, learn how to make it not fair in your favor”. “No crying” was dropped maybe five months later when ganking became such a problem that the game started suffering.
They tried to solve it, too, by allowing the defender in a fight was allowed to have up to eight players reinforcing him, as opposed to a maximum six for the attacker. But picture this, and add in the deceitful tactics mentioned above, and you’ll understand why that was dubbed the “Supergank” and stayed in the game for the entirety of one build.
Last time I checked, nobody expected a fair fight in PotBS either, so when people were ganked, they just shrugged and moved on.
The RvR just made matters worse, as it was shallow. In EVE, okay, I don’t like ganking or zerging, but at least you have your territorial space to look after, and when you lose it, you lose it. In PotBS, you lose a port, doesn’t matter, there’s a world map reset as soon as one of the factions gets enough conquest points, so all those ports that you worked so hard to conquer, well, they revert back to your enemy. I understand why it was done, to prevent the game map from being static, but it didn’t really change much if one faction was so powerful as to win every map anyway (things seem to have balanced out now, but at first, you had endless winning dynasties).
I’ve heard of cases where some factions on some servers were so dissatisfied with the shallow RvR that they just went after the most strategic ports (the deep water harbors, the only places in the game where the largest ships could be built) and just sat on them, making no further effort towards winning the map. On the Blackbeard server in the early months, there was a nasty rumor that the British were using extortion tactics to be convinced to win their map (which they had exploited their way through) instead of basking in the status quo, and for all I know, it was true.
And there were the so-called “underdog tools” giving you bonuses to loot and levelling speed and such if your faction was a loser of the previous map, with the further down the faction ranked, the higher the bonuses. And the rewards for winning were meaningless (to prevent a situation where winning dynasties would have an immediate advantage in the next round). So the inevitable happened: Can’t win a map? Why settle for second when you could finish dead last and have greater bonuses? (At one point I even heard that it was better to lose than to actually win the map.)
about 1 year ago
Tremayne, you got it right.
The problem with EVE’s war model is that it is pointless.
I can only invest so much time into fighting a bunch of people who will use real world money to buy ETCs, sell them in game for the game currency and cover their losses with ISK, who are jobless, yet spend their time on running 8 accounts at the same time, outperforming me ISK-wise.
Same goes for the moon mining exploiters and the neverending stream of people who got CCP to mother them.
Without a few adjustments I will continue to percept EVE this way, pilots in local and the whole radar crap in 0.0 should have been removed a long time ago.
I didn’t mind fights while being outnumbered in EVE in the first 3-4 years, but after that, being a high profile target and having negative standings not only from real encounters but also from hearsay most hunters became witches ready for some burning.
Maybe I’m exaggerating here as there was always room for an organized fight, but I used to love the occasional 8 vs 8 fleet fight in 0.0 which just happened while you’re moving around and I am quite sure that a lot of veteran players feel so. Today it’s “we have a roaming gang incoming, stay safe, once we have 50 people in fleet we’ll move out.”.
After 3-4 years of hardcore PvP (all forms, from alone to large alliance warfare) in 0.0, I’ve moved back to empire space and all I do is chatting and missions.
I can only take so much PoS shooting and pointless roaming gangs.
about 1 year ago
It is interesting to consider that one thing Dust will be doing is providing the avenue for the Gladiator/Chess types to participate in the EVE Online universe.
That is, assuming the matches aren’t completely unbalanced popularity contests, as the typical open-PvP “War” model is.
about 1 year ago
Sadly on the wrong platform with the wrong controllers
.
about 1 year ago
EpicSquirt, “IainC, the countless alt spies (just parked in a corp or in a solar system watching traffic), the countless specialized twinks (just a hauler, just a cyno field popper, just a Jita trader) were always getting on my nerves.”
May be annoying, but it’s realistic, as shown in the movie “Blackhawk Down”, when kids with cell phones informed the Somalian warlords of US troop movements. Spies and scouts have been around since people fought with stone knives and wore bear skins.
I always have to laugh at people who denigrate effective tactics they don’t like as ‘care bear.’ It says a lot about the person making the comment. How uber can you be if something so simple gives you grief?
about 1 year ago
“Hmm, “my zerg is bigger than your zerg” is not exactly skill.”
On the contrary, it most definitely is skill. It’s just a different kind of skill. And, in terms of actual effect on outcomes, organizational and logistical skill is far more determinative of war results, and thus far more important, than individual tactical skill.
You may argue that being able to assemble and usefully deploy a larger zerg is not the kind of skill which you personally enjoy engaging for competition in the sort of games you like to play for fun, but that’s a very different statement.
I was the branch leader for a guild in Shadowbane. My guildies, seeing me standing around inside my city walls doing nothing but talking, would occasionally ask if I was having any fun and if I ever got to play the game. I explained that I was having a great time playing the game; it was just a different game. They were playing a fantasy FPS, and I was playing a fantasy RTS.
about 1 year ago
This thing where you call managing your guild as being a game-playing skill… or where you might say it’s okay to roll up alts to spy on other factions in the game because Somalian kids were ratting out soldiers with cell phones IRL… these are not things many gamers will see eye to eye with you on.
They’re not wrong, insofar as you can identify these things as definitely being factors of victory in certain games, it’s just that many gamers find it a fair assumption that games are primarily supposed to be fair contests of skill between players. If you decide the game is, instead, about exploiting social networking, then you’ve opted for an incompatible focus.
about 1 year ago
@Geldon
You have any basis for your claims about ‘many gamers’?
about 1 year ago
@geldonyetich
The issue is that a large scale PvP game its going to have social networking you want it or not.
Its necesary for organizing several players in an specific objective and, given the fact that humans are social creatures, they are going to organize whatever you support it or not.
And in a war somebody needs to be the one calling the shots.
about 1 year ago
@Gabriel:
I disagree. Comparing organizational to tactical ability is basically about leverage versus strength. They’re both valuable, imperfectly substitutable, and neither is useful if you lack the other altogether.
In a good game both need to be important. A game in which tactical ability or “game skill” is unimportant is a game in which all players are basically interchangeable. Since it’s then only about the size of the zerg, the organizational game itself becomes shallow and boring.
about 1 year ago
Hey man, they don’t call it Massively Multiplayer *Chess* you know.
Sorry, I don’t really have a dog in this “fight”, just couldn’t resist making that comment… But seriously, for pure X vs X fights, it’s better to rely on stricter rulesets, such as organized arena fights. Which there is always room for (although balancing for it along with everything is challenging in an MMO).
about 1 year ago
It depends on what you are simulating. I think I’ve mentioned this theory before, but it probably bears repeating.
Some gamers view PvP as a spectator sport. They say they are looking for a ‘fair’ fight, although in practice, not so much. It’s all about their individual skills, and if they die, it’s because someone else did something ‘unfair’. It’s all about them.
Other games look at PvP as a combat simulation. There is no ‘fair’. If the game permits it to be done (barring the use of outright exploits), it’s all good. Anyone who finds themselves in a ‘fair’ fight has screwed up. The ideal fight makes good use of the element of surprise, concentration of force, and the application of overwhelming firepower. Your target force is wiped before they know what hit them.
Individual skills, while still important, are subordinate to effective coordination, strategy, and tactics. It’s all about the team. One man’s zerg is another man’s small unit tactics and superior organization.
In the words of the philosopher, “Learn to play, noob!”
about 1 year ago
@JuJutsu
You’re confusing “Many Gamers” with “Most Gamers.” The later requires I’m able to quantify, while the former is a common sense assumption that, given the diverse tastes of humankind, “many” (meaning simply a goodly amount) gamers will have tastes suitable to what I was mentioning.
In any case, you’d have just as hard of a time quantifying gamers to disprove such a claim as I would to prove it, so (assuming you are indeed a logical fellow) you’re just going to have to accept what I’m saying is a viable possibility.
@Gx1080
The issue as seen by the “many gamers” of my previous comment is precisely that. A “large scale PvP game” – or, more accurately, an open PvP game where there’s no regulation of the involved parties on either side of the conflict – is inherently an unbalanced game. As far as being a fair and reasonable competition is concerned, such a game holds little value. Thus, “many gamers” would prefer to play something else where a fair measure of their skills applies.
Life isn’t fair. We prefer our games be, nonetheless. Perhaps it’s because, for many of us, it’s more enjoyable when we’re reassured the competition isn’t stacked against us.
I think that, of most the people who enjoy EVE Online, they’re not really concerned about “fairness” as much. They’re mostly there to participate in an epic happening of sorts. It’s not really a game, insofar as a game would be defined as, “a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators” so much as it is a spectacle, as defined as, “a public show or display, esp. on a large scale.”
Are they wrong to do this? No! If you enjoy what you’re doing, far be it from me to say you’re wasting your time. However, different people find different things entertaining. It has ever been such, and this is why trying to get my “many gamers” to see eye to eye with your average EVE Online player is an exercise in futility.
about 1 year ago
@Geldon
“You’re confusing “Many Gamers” with “Most Gamers.” The later requires I’m able to quantify, while the former is a common sense assumption that, given the diverse tastes of humankind, “many” (meaning simply a goodly amount) gamers will have tastes suitable to what I was mentioning.
In any case, you’d have just as hard of a time quantifying gamers to disprove such a claim as I would to prove it, so (assuming you are indeed a logical fellow) you’re just going to have to accept what I’m saying is a viable possibility.”
All true but, imo, intellectually dishonest. “A goodly amount” and “many” being any number greater than 1 and less than 50% allows you to say pretty much anything you want as a viable possibility but it doesn’t help the discourse. Owain and I expect more from pundits [well I do anyway
]
I think Epicsquirt is much more honest: he says what he sees as a skill and what isn’t and how he feels about it. Personal tastes are what they are and not refutable. You want to make assertions about what other games think and , at the same time, maintain the ability to not be refuted. It’s psychologically comforting but it doesn’t add to the discourse.
about 1 year ago
@JuJutsu
It would be intellectually dishonest if I were trying to prove something with it, but I’m not. I’m not trying to wield my “many gamers” as a bludgeon to convince anyone that’s there’s something wrong with EVE Online. I’m just saying that, amongst those who do not enjoy EVE Online, this is the reason why some of them will not be changing their minds. It’s not talking science, but rather elaborating a bit on a difference of philosophy.
about 1 year ago
Many gamers enjoy all sorts of things. I could say many gamers enjoy free for all PvP, which would be true. Many gamers DO enjoy free for all PvP. Many do not. So what?
I’m not entirely sure what JuJutsu’s complaint is here.
“Owain and I expect more from pundits ”
Hey, don’t drag me into this. Geld originally said, “it’s just that many gamers find it a fair assumption that games are primarily supposed to be fair contests of skill between players.”
I have no problem with that. Many gamers DO think that. I don’t think it’s necessarily a valid assumption, but a lot of people disagree with my thoughts concerning PvP, and I’m OK with that, too.
I have a problem with people who think ALL games should be exactly alike, either because they don’t like free for all PvP, or they don’t like PvP at all, or they like it just fine, and want to force everyone else to like it to, or else.
So, I guess the best bet is to either make a niche game that caters to a specific audience, or segregate your game areas if you want to appeal to a large audience. Have PvE only areas, but allow duels for people view PvP as a spectator sport and who want a ‘fair’ fight, or battlegrounds for team fights, contested areas for people who want RvR, and separate area for the fans of free for all PvP. This allows people to select their own pain threshhold, and hopefully, preclude ‘many’ gamers from being subjected to a playing style they want no part of.
Yes, this does smack of UO Trammel, but back in the day, that never bothered me because I never went there. Live and let live (or not, depending on where you play).
about 1 year ago
Raph Koster said it best:
“The expectations are higher than of similar actions in the real world. For example: players will expect all labor to result in profit; they will expect life to be fair; they will expect to be protected from aggression before the fact, and not just to seek redress after the fact; they will expect problems to be resolved quickly; they will expect that their integrity will be assumed to be beyond reproach; in other words, they will expect too much, and you will not be able to supply it all. The trick is to manage the expectations.”
Since CCP basically said: “The real world isnt fair, so neither our game that is supposed to be realist”, of course that it always will be a niche game. It isnt good or bad, it just is.
My opinion: I rather play a game that walks its own path that a game that its just an insipid copy of another one.
about 1 year ago
Gx1080: Since CCP basically said: “The real world isnt fair, so neither our game that is supposed to be realist”…(sic)
What about Eve is unfair? Does ‘fairness’ even make sense in this context?
If you mean that CCP provides one group of players preferential treatment over a different group of players, then yes, that would be unfair.
If you mean that Eve allows the players to perform criminal acts, that has nothing to do with ‘fairness’.
about 1 year ago
I enjoyed reading someone unwilling to use words according to their meanings and unconcerned with other people’s meaning and then seeing the conversation evolve with people defining new terms
I’m such a geek…
Many gamers expect an even match of skill, yes.(And not accepting that skills we don’t have or prefer are, indeed, skills is unacceptable) Yes, many gamers will immediately say the fight was uneven if they lose.
I’m not even aware of a gladiatorial pvp mmo. This may well exist in the mmo-fps niche since that’s outside of what I play, but in a more standard gamestyle I’m at a loss. The closest things I know of are enforced even fights such as with WoW’s arena but this is made up for with gear dependence arguably usurping skill present.
I think this may have something to do with an issue I’ve seen discussed here before, that being that highly competitive MMOs inevitably drive off their customer base. When one side is capable of dominating and destroying another group of player’s playtime, noone wins in the end.
I consider myself a ‘gladiator’ PvPer. I’m a duelist. I live for skirmishes while large scale battles bore me. That said, my most cherished PvP memories come from DAoC Mordred. Guerrilla tactics along with more temporary yet more meaningful goals kept me glued.
There’s also something to be said for how a harsh environment mitigates cries of how things are unfair.
about 1 year ago
Actually, I would say that CCP offers their veteran players some pretty preferential treatment in that, by the very model of how skill and asset progression works, it’s unlikely a new player would ever catch up to them.
But then, there’s also been what you’re talking about – evidence that the GMs had been doing favors.
From the perspective of a player who plays games for the reasons I do, the odds are so stacked against new players or players lacking in social connections that I find it fairly indistinguishable from a GM cheating. Whether those competing assets that crushed your fledgling space empire were generated spontaneously or earned from years of grinding, the bottom line is that they’re well out of your means to do anything about.
Put another way, it seems as though the player is irrelevant in EVE Online. It’s not who you are, it’s what you have: ships, character skills, contacts. This is where “fairness” becomes a factor towards EVE Online’s value as a game. We don’t sit down to a table of Monopoly where the banker has dealt everybody else 1,000,000 dollars (“because they earned it before you joined”) and you get 100 and honestly feel we’re being invited to play.
about 1 year ago
“Many gamers expect an even match of skill, yes.”
It’s an exercise in futility.
If you have a class/level based game, people will whine that the fill-in-the-blank class is over powered.
If you have a skill based game, use of skill X, the combination of skills x, y, and z give players an ‘unfair’ advantage over players who prefer skills a, b, and c.
If you have a non-rpg game with no skills or no classes, like an FPS, then assault players have an unfair advantage over combat medics (to use BF 1942 terminology).
If everything were identical in every way with respect to characters in the game, the other guy won because:
1. He has better ping.
2. LAAAAAAG
3. I went link dead.
4. Anything other than I lost fair and square.
People who can’t tolerate being killed in PvP games should avoid PvP games. But for God’s sake, don’t whine about it. Whining generates no sympathy.
about 1 year ago
Personally, I’d say progression based complaints are more than just excuses. They are a fundamental problem with the design of the games.
Maybe the trouble with really identifying if “fairness” belongs in a discussion about EVE Online is that there’s really not much in the way of a working alternative in the MMORPG genre.
I just finished explaining about how there’s no way to catch up the existing veteran players in EVE Online. This is true in EVE Online more than other games because EVE Online’s progression is locked behind a RL time investment table that cannot be circumvented by simply playing more or getting help.
On top this, there is no “maximums” in EVE Online. If you’re playing World of Warcraft or you’ll eventually hit level maximum, and be pretty much equivalent to every other maximum level player with the exception of gear whose earning is largely chance-based anyway.
However, upon starting out as a level 1 player in World of Warcraft, can I compete with a maximum level player? No, any progression-based game will manifest these kinds of “in-game assets trump player skill” mechanics.
Now, here’s what I’d like to point out: Unbalanced MMORPGs doesn’t have to be that way. They usually choose to be that way because it’s easier than trying to achieve fairness between players, or else they feel it’s important to preserve the power fantasy involved in allowing players to lord these kinds of advantages over each other, but it’s not like any of this is unsolvable.
I’d give you some examples (Guild Wars tournament model to assure even teams in PvP, for example) but I’m short on time.
about 1 year ago
“Actually, I would say that CCP offers their veteran players some pretty preferential treatment in that, by the very model of how skill and asset progression works, it’s unlikely a new player would ever catch up to them.”
From what I remember of Eve’s skill system, it has a soft-cap aspect to it. Yes, you can continue to add to your skills indefinately, but it has an asymtotic effect. After a couple of years, any additional skill gains you achieve have only a very minor effect on your overalll effectiveness. So as a new player, a two year veteran would have significantly greater power than I, but after two years, the difference in effectiveness between me and a 4 year veteran would be less pronounced.
“…the odds are so stacked against new players or players lacking in social connections that I find it fairly indistinguishable from a GM cheating.”
As a new player, what are your expectations? Do you think it’s realistic for you in your puny frigate to go up against the two year veteran in his dreadnought? If that’s the case, your expectations are unrealistic. Do you lack social connections right of the bat? Well, sometime in the next two years, you might want to work on that. If after two years, you still lack the necessary connections, is that the fault of the game, or is it that maybe you have a toxic personality?
In a game like Eve, some time is required for a player to achieve critical mass. That is what the high level space is for. It provides a reasonably safe environment for you to develop skills, materials, and connections that allow you to venture into the more dangerous sectors. You won’t be able to do this in a couple of weeks, or probably even in a couple of months. If you have ADD, Eve is not the game for you if you want to compete at the highest levels.
It’s not that you’ve sat down at the Monopoly table, and the banker has given everyone else $1,000,000 while you just get $100. You’re coming into a game that was started a week ago, and all the properties have been acquired, and you are whining that you don’t own Boardwalk. Damn, I hate whiners!
At least in Eve, they have 1.0 space where you can start to build your fledgling empire, and affords you the possibility at some point of kicking another player off of Baltic Ave. In that regard, Eve is far more ‘fair’ to new players than Monopoly. If you are only a casual player, you can find an enjoyable playing experience in 1.0 space, flying your frigate, learning to mine, attacking bandits, and running quests. You pretty much never have to worry about anything more complex than that unless you want to. In your example, you probably wouldn’t even survive a single lap around the board.
If you want to make an analogy, find one a bit less silly.
about 1 year ago
Eve has no skill point ceiling and a new player will never catch up with an established player but that’s not the same thing as being automatically outclassed in any fight with an older character. Skills do have a limit and training has diminishing returns, the last 20% of a skill takes 5.6 times longer to train than the first 80%. It’s easy for a new character to have most of the effectiveness of a perfectly skilled character for a given role within a relatively short time frame. It’s possible to have exactly the same effectiveness as that perfectly skilled character regardless of the ‘headstart’ that he benefits from. Saying that ‘you can never catch up’ is true only in a very technical manner that has no relevance within the context of the game.
Additionally most of the training of an older player will be in broadening his role rather than a vertical progression. He may have 10 different spaceship command skills but only one applies at a time.
Skilled players with new characters beat older characters all the time, even with worse equipment in some cases. That’s something that cannot happen in most other games.
about 1 year ago
From a perspective of a “play to crush” follow like yourself, I can see how you’d feel this way: I need someone to crush, you’re the one who hasn’t earned the right not to be crushed, so sit there and stop whining as I commence with the crushing.
However, from the perspective of a, “I play games with an understanding that they’re fair competitions,” it’s not whining, it’s pointing out that this is not the kind of game I’d be interested in playing.
Perhaps, but would a new player be able to gain this kind of understanding implicitly? It seems to me that this is the kind of thing you’d only be able to figure out after you’ve been playing the game for months. The point is that this apparent skill gap is very off-putting to potential EVE Online plyers.
Then there’s the matter of actual asset accumulation – earning ISK. EVE Online is a very good unregulated capitalism simulator in that the rich simply get richer, and the players starting off are pretty much working for them to make sure they stay richer. Those giant offers to buy piles of ore in newbie space are coming right from the pockets of veteran players who can break down the ore and make more profit from it than the newbies can.
about 1 year ago
@Geldonyetich
“Actually, I would say that CCP offers their veteran players some pretty preferential treatment in that, by the very model of how skill and asset progression works, it’s unlikely a new player would ever catch up to them.”
Unless a veteran player screwed up his own leveling by failing to level up the learning skills first (unlikely), or that he did not renew his subscription for a few months, there is no way for a new player to catch up with him. It’s also that there are so many skills to level up that there is literally no end to it, and I would expect CCP to add new skills in a future build should the end of the current skill set be in sight.
Complain as I may about WoW or PotBS, at least in those games you know you can reach the endgame in a couple of months (for levels at least; equipment is another matter). And the irony is that they sell EVE as a level-free game, whereas it just means you can’t catch up with older players.
@IainC
True, you might be able to do something decent with a relatively new character, but what I hear about is some corporations requiring a skill point threshold of more than six months’ real time, and actually dictating what you should train next. This sort of behaviour is not a case of being allowed to test the game, see all that it offers, find out if you like it and want to stay subscribed; it’s a case of being forced to wait (and it’s wait, literally, since no matter what you do in the game, your leveling won’t go faster) six months to a year just to be able to join a corp which will then allow you to see the game which you were supposed to be able to see in the first place.
Am I being bitter? Yeah, I suppose I am, if that pleases you to hear me admit it. Because EVE was the first game I played in a while that promised not to revolve around a hand-holding mindless grind for levels; what I got instead was players themselves drawing lines, not to mention the most arrogant community I’ve ever experienced (one whiff at the official forums and I’d had enough of those) and a grind for money just to afford training the skills needed. Despite its skill-training system, it’s definitely not a casual-friendly game, and that annoyed me most of all. On the one hand, I’m supposed to be dedicated to EVE; on the other, being dedicated to it changes nothing, since I won’t level up faster if I log in and do stuff twenty hours a day.
@Owain
“It’s not that you’ve sat down at the Monopoly table, and the banker has given everyone else $1,000,000 while you just get $100. You’re coming into a game that was started a week ago, and all the properties have been acquired, and you are whining that you don’t own Boardwalk. Damn, I hate whiners!”
Then you may want to ask yourself: What is the point, for a latecomer, of wanting to play at all?
about 1 year ago
Any player 2 year+ old of course that its going to win over a new player, all things equal. And when all things are equal in an open PvP game?
Theres also the fact that you guys are watching this in a battle-for-battle basis, of course that who bringed more ships wins a battle, but if you got a lot of your manpower in one place, it isnt in another, like your territories or, in EVE case, the POS, the things that gives your alliance soverignity over territories.
And thats supposing that both alliances make strategies. But, like in many games, a lot of guilds, or in this case the corps, are not organized, they are just a bunch of guys with an IRC channel and a nametag.
Add to that the fact that any game with the word “PvP” its going to attract the retards of the Internet like flies to the honey(and makes forums even more of a cesspool), and you got a lot of corps without any clue about organization or even solidarity between the members.
Also given the characteristics of the ships in EVE, a large ship its going to have a hard time hitting a smaller ship if the small one its too fast, gets enough close or both. And thats good, because one shot of the large ship could blown apart the small ship in pieces instantly.
The scandal was 2 years ago and after that the CCP guys did have to get their heads outside their asses and make a stronger company policy.
In short, if EVE was truly unbalanced, if it wasnt no way that a new player beat an old one, it would have sunk like WAR.
about 1 year ago
“In short, if EVE was truly unbalanced, if it wasnt no way that a new player beat an old one, it would have sunk like WAR.”
I assume you mean unbalanced in the RvR, as far as WAR is concerned. I don’t recall hearing much about individual imbalance, especially not in PvP, where the game was particularly innovative. Other things seem to have sunk WAR, such as its failure to set itself apart from WoW or the lack of a united community.
EVE’s RvR still seems to be doing well, though it will be something of an anticlimax if the Goons win. I agree, though, that the CCP response to the “Band of Developers” scandal was decent enough to restore trust in the company.
about 1 year ago
Personally, I’m not such a great believer in tradition to find that something which survives is necessarily in an ideal state.
about 1 year ago
This looks tight!
about 1 year ago
So don’t join one of those corporations then. There are plenty of others from small family corps to major 0.0 alliances that don’t have those requirements to choose from.
about 1 year ago
Geldonyetich says, “From a perspective of a “play to crush” follow like yourself, I can see how you’d feel this way: I need someone to crush, you’re the one who hasn’t earned the right not to be crushed, so sit there and stop whining as I commence with the crushing.”
Not at all. Were I to still be playing Eve (which I am not), and you were just starting, our paths would never cross, because you would wisely be spending your time in 1.0 space learning the interface, acquiring skills, and accumulating assets while I would be elsewhere. There is no benefit to be gained for me to come looking for people in 1.0 space and there is considerable risk. That looks to me like good game design.
Again, Geld says, “However, from the perspective of a, “I play games with an understanding that they’re fair competitions,” it’s not whining, it’s pointing out that this is not the kind of game I’d be interested in playing.”
In 1.0 Space, it’s about as fair as is humanly possible, since almost everyone there is just starting out, just like you would be, and the penalty for aggression from the NPC patrols is an effective deterrent, so one can only presume that is Geldonyetich, yet again, talking out his ass about a game he apparently knows little about.
He says further, “Perhaps, but would a new player be able to gain this kind of understanding implicitly? ”
Perhaps not, but would a new player know implicitly that there is an numerical, although not an insurmountable functional skill gap between him and those who have played longer, or would he simply like the sound of the game and jump in, as many still do? Once the new player becomes more familiar with the game, he can always choose to learn more on the Eve forums, where he can learn as much as he ever would want to know about the game. Even if he never visits the forums at all, Eve allows him to seek his own level in the game. Venture too deep too soon, and you will get burned. Bringing a friend (or a dozen) is a good idea.
Like many games, you can play Eve as casually or as seriously as you wish. But for a casual new player to criticize the game because he can’t compete on an equal footing with an experienced dedicated player is foolishness.
I’m not really sure what CCP could do more in order to accomodate players with different playing styles.
Further, Geld says, “Then there’s the matter of actual asset accumulation – earning ISK. EVE Online is a very good unregulated capitalism simulator in that the rich simply get richer, and the players starting off are pretty much working for them to make sure they stay richer. Those giant offers to buy piles of ore in newbie space are coming right from the pockets of veteran players who can break down the ore and make more profit from it than the newbies can.”
Exactly what is wrong with this? Sounds like a equitable arrangement. The new player is unskilled, and veteran players provide him a market for his raw goods that allows the new player to generate more profit that he would be able to make on his own. Both the new player and the experienced player benefit from the relationship, and as the new player gains experience and becomes established, he can take advantage of the same ecomomies of scale and efficiencies over time. What is you complaint here?
On a different front, Vetarnias says, “Unless a veteran player screwed up his own leveling by failing to level up the learning skills first (unlikely), or that he did not renew his subscription for a few months, there is no way for a new player to catch up with him.”
Numerically, perhaps. Functionally, and for all practical purposes, as IainC points out, within a relatively short period of time, the new players can be roughly equivalent with the more established players, due to diminishing incremental returns on subsequent skill gains, and because you can’t use all skills simultaneously. I may have maxed out energy weapons, and missiles, and slug throwers, and all the classes of ships available, but I can only fly one type ship at a time, and I am limited in the number of weapons I can equip, so the more experienced players can only use a subset of skills at any one time, allowing a new player who has specialized in a small number of skills to start with rough parity.
He ends with, “Then you may want to ask yourself: What is the point, for a latecomer, of wanting to play at all?”
The point is that Eve does permit reasonably safe environments to permit you to develop to the point where you can compete effectively with those who have been playing longer.
If you are a casual player, you never need worry about the giant corporations, and can spend an enjoyable time by yourself or in a small group of like minded friends in areas that are only as risky as you want them to be.
If you are more ambitious, then you can strive to build your own empire. Over time, the functional difference between you and those who have been playing longer will diminish, and eventually become inconsequential, because if you are an effective empire builder, there will develop a synergy between yourself and your partners, and collectively you will be more effective than you are alone. That is how these games work.
If you insist on treating an MMO as a single player game that happens to include an inconveniently large number of other players, then taking on the large corporations may not be your best course of action, but that seems to be the chief criticism of Eve around here, and as criticisms go, it’s one of the more pigheaded ones I’ve heard lately.
Finally, Geldonyetich offers this bit of irrelevance. “Personally, I’m not such a great believer in tradition to find that something which survives is necessarily in an ideal state.”
There is no such thing as an ideal state, and tradition has nothing to do with it, which is the root of your irrelevance. The fact that Eve has survived, prospered even, demonstrates a degree of success that is by no means guaranteed in the MMO industry, as can be seen in a landscape littered with failed MMOs.
Eve is not to everyone’s liking. I don’t care for the ‘ship as a personna’ aspect of Eve, but otherwise, there is a great deal about the game from a design point of view that I admire, and that over time has proved to be very successful. You should be so fortunate as to be as successful as the Eve developers have been.
about 1 year ago
“Those giant offers to buy piles of ore in newbie space are coming right from the pockets of veteran players who can break down the ore and make more profit from it than the newbies can.”
Oddly enough the fact that the buyer can go on to make more money than me doesn’t bother me a whit when that big chunk of isk goes into my n00bish wallet.
“Despite its skill-training system, it’s definitely not a casual-friendly game, and that annoyed me most of all.”
EVE is extremely casual-friendly. I’m about as casual a player as can be and it fits me to a T.
about 1 year ago
Owain, although I’ve generally been agreeing with what you’ve said, just a comment: when something is described in terms of the “rich getting richer”, it by definition means the “poor” can’t catch up, ever. Which is an inherently inequitable situation.
I understand skill improvements in EVE are asymptotic, but I wonder how the relationship looks with ISK. Still, though, there are other balancing factors, such as shifting alliances and rebalancing of alliance populations.
EVE could probably do with a bit more “regulation” to provide a more interesting and robust competitive environment (as is true with real capitalist environments), but I suggest this more as a refinement than a fix. This are quibbles, I’m not EVE-bashing.
about 1 year ago
Guy, in what way does Eve prevent new players from being able to catch up ever with respect to ISK? The reason experienced players have an economic advantage over new players is that due to their greater experience, they harvest more ore per unit time, they refine more finished metal per unit of ore, and they enjoy greater efficiencies when manufacturing finished goods. New players can enjoy these exact same efficiencies over time if they choose to invest skill points in the affected areas. In the meantime, they can benefit by selling raw ore to experienced players for a higher profit that they would realize in refining it themselves. An equitable division of labor that benefits both sides.
What imbalances do you think exist that requires any additional regulation, and what regulation do you think is necessary or even useful? From what little I remember, the system works just fine as it is.
about 1 year ago
@Owain
Judging by your dropping frequent references as to the irrelevance of what I’m saying, it’s sounds like I’m rubbing you the wrong way again (though I’m not entirely sure I’d ever rubbed you the right way). Considering how what you consider what I’m saying is so very irrelevant, I’ll not pester ya with the gritty details of where you misinterpreted me.
So instead, lets step back a bit. We’re in general agreement that EVE Online is a game which doesn’t particularly care about “fairness,” it’s closer to real life.
A new player will grind one million ISK worth of ore, and the veteran player who purchased that ore will have the skills and connections to turn a ten million ISK profit by manufacturing parts from that ore. This is the “rich getting richer” with no chance of the new player to catch up.
As a new player, my 10 million ISK ore trawler might be all I have, while the guy who I’m selling the ore to is able to afford ten said ore trawlers.
Sometimes, as these new players with their ore trawlers are harvesting for the safety of 1.0 space, somebody will come in with a tricked out Frigate and they don’t particularly care about losing, and obliterate the trawler. The new player loses everything, the guy in the tricked out Frigate loses the frigate to the 1.0 security forces. He ganker doesn’t care because the Frigate is cheaper and, unlike the new player, he might have several fold more wealth than the new player.
This happens so often that this is what Ganking means in EVE Online. Again, realistic, if not particularly fair.
Now, if you’re fine with “realistic, if not particularly fair,” then that’s all that needs to be said. Many EVE Online players don’t particularly care – they’re just in it for the moment, not to win. Me, I prefer to have a chance to be something more than the established player’s wage slave or pinata to burst.