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blankseplocked Streamlining the user experience... WoWifying EVE
 
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Allen Ramses
Caldari
Zombicidal Mania
Posted - 2008.12.17 02:10:00 - [1]
 

Edited by: Allen Ramses on 17/12/2008 02:11:10
These are some ideas. Worship and/or flame me!


This Grid Is Cramping My Style!
Current grid size is 250km for each axis. That's REALLY not very big. With a maximum theoretical targeting distance of close to 300km, it's actually kinda absurd that grids are so small, considering that fleet battles between larger ships (especially dreads) are basically doing everything at point blank range. In addition, does anyone have any idea how frustrating it is to be tackling and orbiting a sniper, only to see every ship in existence suddenly disappear?

I personally think the grid size should be hiked up to something like 1500km. I really see no reason not to. It would allow for tactical fleet engagements for starters, and I seriously doubt a conflict that large would interfere with another operation in the system. 1500km is REALLY not much. If it was limited for the sake of performance reasons, surely StacklessIO and Eve64 could conquer those limitations, at least partially?


Space: The Overwhelmingly Large Frontier.
One of the reasons why EVE online feels so empty is because it IS empty. Yeah, the territories may be full, but space is not. Between the jumping distance of one AU is approximately 150 million km, or 600,000 grids. Considering a decently sized system is 80 AU wide, there are TWENTY FOUR MILLION grids, just between those two points. Something needs to be done about this.

While I would love to have a realistic galaxy, star systems that large are impractical for an MMO with as many systems as EVE does.. I'm not saying space should not be vast, but that places of interest should be emphasized. Plus, even 100,000 grids are way more than enough on one axis. Furthermore, there would still be plenty of space between moons if systems are scaled down.


The Million Mile Journey
Doesn't travel totally suck in EVE? If you answered 'no', you may be a masochist! Because of the way gates work (or rather, how they DONT work), it takes two hours to get anywhere, and constellations are totally meaningless. How about a fix to this?

I would suggest to remove all small gates, and have all constellations be given a capital system where inter-constellation travel could occur. Wouldn't it be grand if the number of jumps from system A to system B was determined by the number of constellations between them, rather than the number of systems between them? It would also consolidate gate camps so they would be that much more territorial.

As for intra-constellation travel, you can use gravitational differences to warp to the star of whatever system you wished to of the same constellation, with a maximum deviation of 9000km. Look ma, no scattered gate camps! Of course, capital combat ships would still require a cyno field, as they are too massive (capital industrial ships are OK).

Oh, and reduce warp-in and warp-out times to five seconds.


Aura, You're Fired.
I have to say that Aura must be the most depressing, apathetic, and quite frankly boring character in the EVE universe... And she gives the tutorial?? Gawd damn. No wonder new players get scared away! I can show new players how everything works in less than 25% of the time it takes for Aura to do it.

The way I see it, a tutor for a game such as this should be like a football coach. Showing by doing. Our football coach would show how to kick the ball. Aura, however, tells a pilot that the shoes grip the grass in a certain way, while certain distinctive muscular contractions provide bodily motion, which may or may not affect the local volume of the ball, in turn possibly changing its kinetic and/or inertial properties. This is no way to explain how to play football.




I can haz feedback nao.

Endless Subversion
Genos Occidere
HYDRA RELOADED
Posted - 2008.12.17 03:39:00 - [2]
 

I read this expecting to hear about how the user modified interface of WoW has made the UI amazingly better, allowing the player to customize information and commands to their preference and basically allowing for the skill of the player to come out without the interface getting in the way.

Instead I got this...




Kiki Arnolds
Caldari
Allied Caprican Heavy Industries
Posted - 2008.12.17 04:16:00 - [3]
 

I can personally attest to being on a grid with someone 750KM away... I think you are mistaken about grids being static...

Grarr Dexx
Amarr
Kumovi
The G0dfathers
Posted - 2008.12.17 05:07:00 - [4]
 

This post has been cleared of inappropriate content.

Regards,
The EVE Online Moderation team

Nnamuachs
Caldari
Kiith Paktu
Curatores Veritatis Alliance
Posted - 2008.12.17 05:42:00 - [5]
 

A. Maximum targeting distance is 249.999~ km tops, you cannot lock any farther than that as its restricted by game mechanics, regardless of how many sensor boosters you toss on.

B. Grids are not static, i've gone as far as 1000 km before seeing everyone else disappear off grid.

C. Eve is supposed to feel vast, its part of immersion. And there is emphasis placed on certain locations, they're called gates and stations.

D. Your exaggerations about time to travel make your argument moot.

And for a change of pace... 5. The purpose of the gates is to make it so players actually run into each other... constellation only gates wont have near this effect as by solar system.. they used to not use a gate system and it was horrible, people almost never saw each other.

As for your aura comments.. i didnt even bother doing the tutorial and i've been playing for almost 3 years.. and people i've recommended to the tutorial are still playing as well.. so its a stupid point.

Barbara Nichole
Cryogenic Consultancy
Black Sun Alliance
Posted - 2008.12.17 05:54:00 - [6]
 

Quote:
it takes two hours to get anywhere,


I'm thinking it should take longer. this is not wow.. we don't need mage portals.

Quote:
One of the reasons why EVE online feels so empty is because it IS empty


It's getting ready to be fuller with wormholes leading to prieviously unexplored space.

Quote:
Aura, You're Fired.


I like Aura. A football coach doesn't belong in scifi.. if you want a football coach you could hire one, make your own tutorials, and offer them in corp.



Hesod Adee
Dark-Rising
Posted - 2008.12.17 08:35:00 - [7]
 

Originally by: Allen Ramses
Edited by: Allen Ramses on 17/12/2008 02:11:10
These are some ideas. Worship and/or flame me!


This Grid Is Cramping My Style!


Agreed. The locking range hard restriction of 250km is an annoyance. I say ramp it up to beyond the maximum that a ship can actually lock, and increase the distance at which we are guaranteed to see a ship as much as possible.

Quote:
If it was limited for the sake of performance reasons, surely StacklessIO and Eve64 could conquer those limitations, at least partially?

Those were to reduce lag. But given that adjacent grids are most likely empty, I don't see why lag would be the reason for the limit. Maybe they have trouble processing numbers bigger than that with their weapon handling code.

Quote:
Space: The Overwhelmingly Large Frontier.


So you want to change from having far too many grids to having less, but still far too many why ?

All it does is reduce the realism and immersion for no benefit in the best case and risk running out of room in the worst case.

Quote:


The Million Mile Journey
it takes two hours to get anywhere,

Exaggerating already. This should be fun.
Quote:
and constellations are totally meaningless.

Except for plexers.
Quote:
How about a fix to this?

I'm waiting to see a problem.
Quote:
I would suggest to remove all small gates

It would screw over a lot of existing logistical plans for what gain ?
Quote:
It would also consolidate gate camps so they would be that much more territorial.


Making it easier to defend larger areas of space. Why do you want this ?

Quote:
As for intra-constellation travel, you can use gravitational differences to warp to the star of whatever system you wished to of the same constellation, with a maximum deviation of 9000km. Look ma, no scattered gate camps!

So how do you defend plan to systems from invaders without choke points to camp ?
Quote:
Of course, capital combat ships would still require a cyno field, as they are too massive (capital industrial ships are OK).

Meh.
Quote:
Oh, and reduce warp-in and warp-out times to five seconds.

What do you mean by warp-in and warp-out times ?

Quote:
Aura, You're Fired.
I have to say that Aura must be the most depressing, apathetic, and quite frankly boring character in the EVE universe... And she gives the tutorial?? Gawd damn. No wonder new players get scared away! I can show new players how everything works in less than 25% of the time it takes for Aura to do it.

Ah yes, we have a problem.
Quote:
The way I see it, a tutor for a game such as this should be like a football coach.

This conjures up some worrying, but irrelevant, images.
Quote:
Showing by doing.

How exactly would you "show by doing" ?

Fly a ship in front of the player and then tell them to do what it did without saying how ?
Quote:
Our football coach would show how to kick the ball. Aura, however, tells a pilot that the shoes grip the grass in a certain way, while certain distinctive muscular contractions provide bodily motion, which may or may not affect the local volume of the ball, in turn possibly changing its kinetic and/or inertial properties. This is no way to explain how to play football.


Still waiting on how you plan to show by doing. Oh dear, we are at the end of the post. Maybe the football coach would just say "fly the ship" and leave the pilot to be confused ?


 

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