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.”

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  1. #1 by Avecrien on August 31st, 2009

    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.

  2. #2 by geldonyetich on August 31st, 2009

    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.

  3. #3 by Owain on August 31st, 2009

    “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.

  4. #4 by geldonyetich on August 31st, 2009

    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.

  5. #5 by Owain on August 31st, 2009

    “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.

  6. #6 by IainC on August 31st, 2009

    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.

  7. #7 by geldonyetich on August 31st, 2009

    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!

    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.

    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.

    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.

  8. #8 by Vetarnias on August 31st, 2009

    @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?

  9. #9 by Gx1080 on August 31st, 2009

    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.

  10. #10 by Vetarnias on August 31st, 2009

    “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.

  11. #11 by geldonyetich on August 31st, 2009

    Personally, I’m not such a great believer in tradition to find that something which survives is necessarily in an ideal state.

  12. #12 by Queso on August 31st, 2009

    This looks tight!

  13. #13 by IainC on September 1st, 2009

    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.

    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.

  14. #14 by Owain on September 1st, 2009

    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.

  15. #15 by JuJutsu on September 1st, 2009

    “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.

  16. #16 by Guy on September 1st, 2009

    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.

  17. #17 by Owain on September 1st, 2009

    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.

  18. #18 by geldonyetich on September 1st, 2009

    @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.

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