Thursday, 23 May 2013

On The Forums Today

On The Forums Today

Here are some galnet postings I stumbled across today.

Features and Ideas Discussion

Discussion about changing lasers to allow a capsuleer to bias towards EM or Thermal damage. The basic idea is that all crystals currently focus on EM damage which most armour is more resistant to, while other weapon systems are able to select for explosive or thermal damage, which typically isn't as highly resisted in shields or armour as other damage types.

Some people need help learning how to manage new players in PvP corporations.

There is still more to be done with revamping EVE's PVE. A long time ago I was keen to have all missions tuned to be flyable with PVP style fittings, and to have NPCs behave a little smarter. We now have the Level One AI, it would be nice to have NPCs flying more player-like ships rather than wimpy things that can only beat you by throwing superior numbers and spamming DPS. CCP still need to follow up on providing more storyline missions so that people flying Distribution missions can get a Distribution storyline instead of Shipyard Theft or Materials for War Preparation.

There is (another) thread discussing the removal of attributes.

Tora Bushido would like alliance-level player notes. That is, alliance-wide versions of the "notes" tab on a character's info window.

No feedback on IRC-style chat highlighting since CCP Sisyphus responded at the end of February. I did raise the idea of having alliance, corp and player-created chat channels available as an IRC service during the Web round table with CCP Alice at FanFest 2013. We also raised the idea of mail available as an IMAP service (and potentially as an SSMTP service) and calendars available as a WebDAV iCal service. No doubt CCP will decide to follow the NIH route to awesomeness though :(

The Escort Carrier proposal is still bumping around in the darkness of F&I. The ability to fly 10 drones would allow an escort carrier pilot to "assist" two rookies with firepower and reppers during PVE, and I believe would fill the hole between Logistics cruisers and Carriers.

People still don't like space camouflage.

That foolish notion of separating all empire space with lowsec borders is still bumbling around.

Someone thinks the Mining Foreman Mindlink is too expensive.

The idea of scaling damage as fleet size increases has reared its head again.

It would be nice to have an agent finder for locator agents. Locator agent locator maybe?

CCP needs to sort out their thinking on the issue of logging in to change skills. I am convinced that what will encourage players to stick around in the game longer is remote chat: if there is someone to talk to you are less likely to log out. If there is someone in game chatting to you you are more likely to log in to start with. Exposing the skill queue to the web (or mobile applications) can come after remote chat, but it must be delivered. Yes, I wrote an essay in response to that thread.

There is a suggestion that the undocking animation should involve the ship leaving the pad and slowly moving down the tunnel.

Aquila Sagitta would like audible prompts to warn of fleet broadcasts.

The idea of hacking abandoned POSes raises its head again.

Allow players to build, probe down and destroy star gates.

No word from CCP yet on the topic of off grid boosting.

As for the rest of the threads in Features & Ideas discussion today? The forum continues to demonstrate that many players make really bad game designers.

Tuesday, 21 May 2013

Account Consolidation: Mara's Way

CCP has announced that they will allow players to pay a PLEX to allow training a second character on the same account for 30 days. I'd like to go further than this, with the ability to consolidate accounts and pay for specific services as they are needed.

Friday, 26 April 2013

FanFest 2013: World of Darkness

Note: We were asked to not record video of this presentation because CCP do not want people commenting on stuff presented through an in-house video being used as an art target for the World of Darkness art department. This is part of CCP learning to do thing "expectation management" thing. I have no experience with any of the franchise so I don't know the background to what is happening. I'm just reporting what I remember thinking I saw.

Interpretation

We are in a dark alley. It is raining. Sparse fat drops splash into rippling puddles on the ground. A woman is feigning interest in her mobile phone while observing a man leaning against a wall under a street light, cigarette smoke highlighting the dun cone of light. The woman approaches the man and makes a romantic advance, which the man accepts willingly as he pulls her towards him. She snaps his neck and sucks his blood.

In the distance there are ghostly figures running over rain-drenched rooftops, leaping over alleyways and climbing walls. The woman considers them for a moment, then strides down this alley towards a brightly lit café. Inside the cafe we see innocents pursuing their mundane mortal lives, resorting to alcohol and romance to drive away the boredom of stable civilisation. The woman wanders through the cafe to the balcony on the other side, watching the ghostly figures in the distance while maintaining a nonchalant attitude. She leans against the glass balustrade.

The figures in the distance split up, one is proceeding alone to a nearby rooftop. The woman waits for an opportune moment then dives across the alley way, clinging to the parapet of the building next door. As she raises herself onto the roof the woman fades into the shadows, becoming a ghostly figure herself. The woman darts through the rooftop machinery, emerging into an open area where a man in a trenchcoat appears to be waiting for something.

As the man starts casting some kind of spell, the woman loses her shadowy cover and runs at him, landing a sidekick which launches the man off the building. The assault over in moments, the woman dives after him, landing next to the man's broken corpse. The woman slices open the man's throat and starts to feed.

Ghostly figures materialise around the woman, solidifying into a man and another woman who do not appear happy to see this woman here.

Commentary

The video we were shown is an internal "goal setting" exercise: this is a video depicting a few moments of what the art team wants World of Darkness to look like when we are actually playing it. Thus there are no dramatic scene changes, cuts, or camera changes. This is all third-person perspective like you would experience in World of Warcraft or EVE Online's Captains Shoebox. The level of detail is the same as or better than Captains Shoebox, and all very convincingly real.

It is now some time after watching the footage, so my memory is fading (or falsely enhancing the imagery) so I'm not certain of the details such as reflections, ripples, smokey atmosphere in stark downlights, but the footage we were shown was perfectly suited to setting the mood of the piece. I may be more impressionable and gullible than you.

Thursday, 25 April 2013

FanFest 2013: Design Principles

CCP Soundwave provided us with a selection of 6 from the claimed 9 principles that govern EVE Online (and presumably DUST 514) game design.

  1. No game should be more complex than it absolutely needs to be to meet its goals.
  2. A good feature can be based on positive or negative player interaction.
  3. Other players will always be more interesting, for longer, than designed experiences.
  4. Every system should affect, and be affected by, the wider world of the game.
  5. Here are the tools, do something cool with them.
  6. The social experience is more important than practical system balance; the interaction between winners and losers is more interesting than mechanical equality.
  7. Interactions should be about reaching and touching, more than reading numbers.
  8. Things in the world need to make sense.
  9. Players are not entitled to success. There should be an achievement mountain, with players able to find their level and strive to be better.

These are design principles that I can very strongly agree with. I have posted them here so I can refer to them when I come up with my next bizarre idea for tweaking the EVE universe.

Update: a longer article about these principles over here:

FanFest 2013: PVE In EVE Round Table

I attended the PVE Round Table hosted by CCP Affinity and CCP Bettik. My recollection of the topics discussed is roughly as follows.

Throughout these notes it is important to know that CCP Bettik's philosophy is that EVE is a living universe, and the traffic of mission runners and haulers are part of the life of this universe. I thoroughly agree with his opinion. IMHO, where any other MMO might have NPCs doing stuff (kodo wandering the plains of Mulgore, for example), EVE should strive to fill that role with players doing stuff (miners in belts, explorers in space, etc).

Missions

CCP Affinity made the scandalous statement that perhaps the "Damsel in Distress" mission has seen enough air time and should be canned. I vehemently disagreed!

One of the audience asked about being able to accept and complete all non-handin missions remotely.
IMHO, Damsel in Distress deserves a sequel, depicting the life of said Damsel after she realises that running back to her drug dealing casino-running boyfriend is a bad idea. Maybe she starts her own drug ring and becomes an agent for the Serpentis.

As far as remote completion and handin of missions, I disagree. Although we do have FTL communications and funds transfer the idea of having mission runners never set foot in station except to pick up or drop off items removes too much content for tourists and gankers. In addition allowing remote acceptance and completion of missions will boost mission-runner incomes far too much. Without the extra travel time you can shave 2-3 minutes off every mission, in some cases (esp. Cargo Delivery) this will double the mission runner's income, before any clever tactics are applied to maximise ISK/hr.

Mining

The discussion about mining mainly centred around the desire to remove the current mechanic of respawning asteroids once per day. There was no mention of my awesome ideas suggested in "Mining is Boring". I'll forgive them for now and simply ensure that Ripard Teg and his soon-to-be-CSM-minions get the right message.

CCP Bettik suggested that in keeping with his desire for a living, organic universe it might be worth compressing many of the existing belts into one or two: thus rather than a half-dozen miners doing their own thing you would have a half-dozen miners in the one belt giving the feeling that stuff is happening.

I dislike CCP Bettik's idea of condensing asteroid belts into mega-belts. Currently there is a rule of thumb: if there are more people than belts, move on. One pilot is able to clear out a belt in a manner of hours. If all the miners had to share a belt there might be more "social" interaction in the form of "get your grubby mitts off my rock", but there would also be easier ganks to be had (because all the miners are in one spot), less relaxing and chilling out available due to the requirement to pay attention for the purpose of negotiating rights with other miners, before you even consider the attention that will be required for avoiding the now-more-prolific gankers.

Moving all mining to bigger asteroid belts also removes content for explorers, as opposed to moving mining to grav sites.

Exploration

The discussion of exploration mainly revolved around hacking: the idea proposed by CCP Affinity was that only one player at a time would be able to hack a crate, but once hacked anyone could loot it. This further led to discussion about whether looting crates hacked by other players should trigger suspect and/or limited engagement status.

CCP Affinity expressed an interest for introducing a Guild Wars 2 style questing system to EVE: for example you wander around and see a "shiny thing" which you investigate which then leads to a mission, perhaps with an agent contacting you for follow-on missions. There was a leak about the new discovery system involving a system-wide "ping" which would highlight probable signatures in your view of space, enticing you to stop and smell the roses even if you are just flying through a particular system.

My opinion about hacking is that all pilots in range of the crate should be able to hack it (just like all miners in range of an asteroid can start mining): the one with the better skills gets to unlock the crate first. Then everyone gets to dogpile on each other until someone is left with an intact ship and the remains of whatever was looted.

The new discovery system sounds awesome.

Feedback

If I missed something, please remind me. During FanFest 2013 I will be most easily contactable via Twitter on @Mara_Rinn.

Tuesday, 18 December 2012

Fixing Nullsec

Ideas on the fly: What I would do to fix Nullsec

Of course when I say “fix” I might mean “spay” or “neuter”.

Ideas on the Fly

This is an idea on the fly. Please feel free to leave comments here, through EVE mail or Twitter.

Background

Nullsec is, in my mind, the place for awesome large-fleet PvP with consequences. It is supposed to be about world-shaping at the players' hands. It is supposed to be about building empires and tearing them down. There should be drivers in place to encourage neighbours to fight each other. Where do you find the most natural PvP in EVE? PvP free of the fear of the blob? The place you can go to pick fights with some certainty that the people you pick a fight with are going to be committed to the fight, and you won't be surprised with massive supercapital fleets dropping on top of your battleship fleet? That place is Unknown space or w-space. What makes w-space different to nullsec? In short it is the difficulty of access and the inability to move large fleets through cynosural travel.

From my perspective nullsec should be like w-space in some degree, but with the added risk of large fleets being moved into running fights with no limits, and the freedom of movement offered by star gates (stable wormholes which have been harnessed for the purpose of on-demand interstellar travel). The idea of massive fleet moving around via cynosural travel faster than sub-capital fleets can move using star gates just rubs the wrong way: it doesn't gel. Nullsec should also be the ultimate in player-driven content, to the point of world shaping. How much world-shaping is possible if players can't build and destroy the stuff that makes the world what it is?

So what is wrong with nullsec at the moment, and why does it need to be fixed?

First: reinforcement of a fight in progress through the use of cynosural fields is far too easy. A fight will escalate to capital ship fleets faster than it can be reinforced using sub-cap ships travelling through star gates. In short, the fight can be won simply by having more pilots online able to dog-pile a fight through a cyno bridge.

Second: far too much of the business of nullsec sovereignty involves static fights at very predictable times.

Third: for a game that purports to be a sandbox, nullsec has far too many rollercoaster rails in the form of fixed-in-stone stargates, inflexibility in player industry, and the inability to shape the world to suit player desires.

Rebalancing Cynosural Travel

Tweaking cynosural travel is necessary for two reasons: First, cyno travel is practically instantaneous; Second, cyno travel has far too great a range. These two factors combine to allow unreasonable "force projection" (at least it is unreasonable according to the forum trolls). Even without jump clones, it is possible to get ships from one side of New Eden to the other in tens of minutes (as opposed to requiring a day or two to redeploy). Thus any reinforcement timer, anywhere in nullsec, can potentially be greeted by the full force of all of nullsec's capital and supercapital fleets, regardless of where those fleets were stationed.
More about balancing cynosural travel in my article "Fixing Cynosural Travel".

Removing Sovereignty Structure Bashing

CCP has already started the process of building mechanics for claiming and challenging sovereignty that don't involve structure bashing and reinforcement timers. The occupation mechanics used for Faction Warfare have been developed with a mind to expanding the mechanics to nullsec player sovereignty.

So for the moment, I'm happy to leave it to CCP to know what they're up to here: implementing FW style offensive and defensive plexing, combined with “victory points” of some kind for blowing up other people in your space. Imagine if "treaties" of some kind could be implemented through alliance-issued charters for POSes: a renter will have to buy the treaties that the alliance members are selling.
I would like to see a removal of reinforcement timers as the underlying mechanic of sovereignty warfare. I recognise that reinforcement timers are a necessary mechanic for allowing pilots to defend critical infrastructure in this always-on game which we only participate in during our own play times. Sovereignty could be moved to an activity-dependent system rather than a structure-dependent system. But as I said, I'll wait to see what CCP is up to with Faction Warfare & "Sov Lite".

World Shaping (and Destruction)

How do we put the power of world shaping into the hands of players? Here's the core of my strategy: allow players to build and destroy stargates. On the way to that goal first, there are a few things that need to be sorted out.

First, the range of all cyno travel should be reduced. Black Ops ships are at the appropriate level: people constantly complain that their range is not enough, but black ops are still actively used. This indicates that Black Ops are balanced. After Black Ops, the next furthest range should be given to carriers and dreadnoughts. Finally, Titans (and their associated bridges) and Supercarriers should have the shortest range. See my article about cyno travel rebalancing for more thoughts about the mechanics of cyno travel.

Second, the process of building, upgrading and destroying (or subverting) star gates must be designed from the outset to allow the installation of star gates in systems where no star gates are available: the mechanism must not depend on getting ships into a star system which will not fit through any available wormholes or jump bridges.

Third, the local channel should be put under player control.

Finally, nullsec industry needs some serious love.

Remove Local

Local chat is provided to most systems through the fluidic router relay system. In nullsec, it is the sovereign of a system who installs the fluidic router relay and controls access to local chat. Note that ships jumping into system through a star gate will be registered (but not necessarily connected) to the fluidic router relay by the stargate itself (but a successful hack might prevent the stargate registering the new ship for a minute or two).

A fluidic router relay is of course hackable, so intruders can open it up to everyone or switch it off to everyone, delay the fluidic router registration process, or fake the deregistration of the hacking ship, up until the routine self audit system detects that something is wrong, alerts home base and resets the fluidic router to “last known good” configuration. Security conscious sovereigns might opt to install backups to certain features, such as a backup registration system which will be a structure (or structures) which ensure that all ships visible on grid are registered with the local fluidic router relay. Ships entering space through a wormhole may be able to delay registration with the local fluidic router relay, but only at the expense of losing all comms channels (which are accessed through the fluidic router relay).

Thus local as an intel tool is available to those who want it, but the fluidic router relay has to be installed and operational in order for Local to be available. Should this mechanism be extended to w-space too? Perhaps not: w-space is not just space-shifted but time-shifted too: how do you get a fluidic router connection to a place and time that you don't know? For the moment we have "magic" chat channels allowing pilots to communicate with each other in the absence of any communications infrastructure.

Now for Stargates

Stargates should be anchorable at certain points in a system which are determined by the intended target system. These points might require extensive surveys to be undertaken to determine gravitic contours. Subsequent to these gravitic contour surveys, the prospective stargate builders will need to identify locations of natural stable wormholes that can be utilised by the stargate infrastructure. Thus there are two distinct processes involved: a system survey which should take a coordinated group of players a week or so to perform, then the wormhole hunt which will essentially be a probe scan of the targeted area, similar to hunting down unstable wormholes.

The survey and wormhole identification needs to be performed in both systems simultaneously. The process of identifying the suitable wormhole will require teams in both systems to “knock and listen” at all the wormholes they find: there might be a dozen candidates, only one of which is connected to the target system. This “knock and listen” process will require structures to be deployed around candidate wormholes, activated, and maintained while the “knock and listen” survey is completed. When a suitable wormhole is found, a gantry can be erected over that hole. When both gantries are anchored and onlined, communication between the two gantries will be established.

Once a stargate gantry is in place in both systems, the star gates can be built. In the initial stages of modifying space, all stargates will have infinite capacity for transit, so choice of stargate will be aesthetic rather than strategic. Star gates will be upgradable, with upgrades (and downgrades) taking an appropriate amount of time during which the star gate is still usable. Later in the development of this process, different star gates will provide:
  • Transit capacity
  • Fuel consumption
  • Hit points
  • Hacking difficulty
The major decision point for stargates might be transit capacity. Each wormhole will have an innate transit capacity (for example, somewhere between 1kg/s and 100kg/s) which is then extended by the stargate hardware to levels such that a small gate on a long-distance wormhole link might handle one frigate per second, while a gate at a major staging hub might handle many battleships per second. There may be system upgrades, star gate modifications or faction stargates available which provide higher transit capacity, lower fuel consumption, or other benefits.

Some game design issues here will be the length of time that should be set aside for creating new star gates: for a rapid turn-over, perhaps the "knock and listen" survey could be done using modules fitted to ships, with the process of identifying linked wormholes intended to take in the order of an hour. For a longer turnover, perhaps a gantry would need to be erected, with certain fuel requirements to maintain the survey equipment for a week. What duration is appropriate?

Tollways and Access Rights

Star gates will also be configurable by the sovereign owner such that ships passing through the gate have to pay a toll, or may even have access restricted depending on standings. Gates will also be hackable, so that people of malicious intent might hack a gate to avoid paying tolls, or allow unauthorised ships through that gate, or even lock that stargate altogether so noone can use it.
Hacking a star gate will provide some change to that gates behaviour for a period of time (say, half an hour). At the end of that period of time the star gate's self auditing mechanism will come into play, at which point the hacking attempt will be reported.

Removal of Static Resources

Remove static moon goo. Moon goo should deplete, with that resource eventually repawning somewhere else. T2 moon harvesters should extract resources faster, and multiple harvesters should extract resources faster. There should be sufficient resources on a moon that reports a resource available to allow a T1 moon harvester to extract that resource for about 2 months. Harvesters should not openly report what they are harvesting, but it should be possible to hack into any item of a POS infrastructure to see what that structure is configured for, what it contains, or any other details that might be of interest.

Thus it should be possible to hide a highly valuable moon “in plain sight” as a CSAA POS, or perhaps even a jump staging POS. Spies will be even more valuable than before, as will black ops fleets sent out specifically to scout out enemy resources (or potentially valuable moons).
No longer will one be able to refer to a five year old moon survey and have confidence that certain POSes are harvesting particular resources.

Which brings us to nullsec industry.


Fixing Cynosural Travel

Tweaking cynosural travel is necessary for two reasons: First, cyno travel is practically instantaneous; Second, cyno travel has far too great a range. These two factors combine to allow unreasonable "force projection" (at least it is unreasonable according to the forum trolls). Even without jump clones, it is possible to get ships from one side of New Eden to the other in tens of minutes (as opposed to requiring a day or two to redeploy). Thus any reinforcement timer, anywhere in nullsec, can potentially be greeted by the full force of all of nullsec's capital and supercapital fleets, regardless of where those fleets were stationed.