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  #11  
Old 05-28-2010, 07:09 AM
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Originally Posted by Maibec View Post
Afraid not.
Setting up a building and clicking a button every three days is fun for you? I'm not talking about playing the market, making stuff, etc, I'm talking about the fundamental econ system in itself, which is neither groundbreaking, different or fun.
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  #12  
Old 05-28-2010, 08:09 AM
Maibec
 
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Originally Posted by Ryokan76 View Post
Setting up a building and clicking a button every three days is fun for you? I'm not talking about playing the market, making stuff, etc, I'm talking about the fundamental econ system in itself, which is neither groundbreaking, different or fun.
I'll give you that. Clicking the button isn't all that exciting. The fun begins once you have some goods to sell.

In any event, I doubt FLS is going to fundamentally change the way crafting works.
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  #13  
Old 05-28-2010, 10:04 AM
Vivian
 
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Originally Posted by chado View Post
While i think FLS has set the standard for combat engine, CCP is in a leauge of their own in terms of handling MMO sandbox complexity and producing a polished, interesting product (although you could argue no one else has really even TRIED lol). IMO.

Edit: oops.. wrong account
I hate to tell you this, but EVE isn't interesting. Some people find it so, I do not. And I know a lot of people who don't. EVE is also very newbie unfriendly. Yes, I tried it, and even with a well-established person helping me out, it was both tedious and dull to me.

And the new EVE content just makes me go... 'bwuh?' Definitely not what I'd want in such a game.
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  #14  
Old 05-28-2010, 10:12 AM
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Originally Posted by Kerrilyn View Post
My hubby actually came up with the idea of a combined genre space sim / rts / fps(with vehicles) game um, in the eighties~

Of course I think he was inspired by the "Electronic Battlefield" concept that Falcon 3.0 introduced.
I wonder how floggies and whispies your husband has O_o

On a personal opinion of what the OP suggests. Does the game really need the complicated king of a thousand lives line added to it? Most players find building ships and killing other ships complicated enough, if you're going to add this extra feature you need to think about the rewards other than the simple fun factor that draws you to it.

If you're going to get people to spend hours of their gameplay making sure Jack the Ripper doesn't kill any more prostitutes won't it affect the player balance on the RvR level? What I want to say is I like the idea of being incharge of a colony and stuff, but think about the effect on PB's. Every player that is busy setting up his colony is another player a side will not have for their pb.
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Last edited by cheeseypie5555 : 05-28-2010 at 10:21 AM.
  #15  
Old 05-28-2010, 12:06 PM
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Originally Posted by cheeseypie5555 View Post
If you're going to get people to spend hours of their gameplay making sure Jack the Ripper doesn't kill any more prostitutes won't it affect the player balance on the RvR level? What I want to say is I like the idea of being incharge of a colony and stuff, but think about the effect on PB's. Every player that is busy setting up his colony is another player a side will not have for their pb.
There are plenty of people who do econ and don't participate in the RvR right now.

I think one of the biggest mistakes FLS did with this game was to not only make everyone a crafter, but everyone almost required to be a crafter, and the dedicated crafter class only has a few advantages over the others.

Usually, I love playing the crafter and econ dude in games, but not this one. Although as Maibec, I also love 'playing the market' and selling products, but I find the econ tedious and dull enough that I just make whatever the ship builder in my society wants to make, and be done with it.
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  #16  
Old 05-28-2010, 01:44 PM
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Ryokan76,

Agreed, the game has a brilliant combat engine, but as a complete MMO it's very combat focused. Which is fine if that's your bag. But there are an awful lot of people out there who like the world building style of game, including crafting.

It would be great if the game was wide enough that they could have their fun separate of the combat and let the combat people focus on what they like. If you like to do both, that's fine too.

I guess I want PotBS to expand on the combat model to a Caribbean RPG. Just imagine, deeper non-combat game play, more subscribers, cheaper ships available on the AH, less hauling for those who hate it.


Also we need to get away from the idea that "I think X is boring so it's boring". I find the Simms dull, but the sales figure would suggest that plenty of people love it. As Ryokan said, currently you have to craft and you have to haul if not for yourself for your society to be competitive. Opening up the gameplay like this gives players more options and lowers the probability of you having to play a game style you don't enjoy.
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  #17  
Old 05-28-2010, 02:27 PM
Join Date: Mar 2008
 
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The problem with a planetary interaction type environment in the caribbean would be that when you'd load the control panel for half your structures, there'd be a group of african slaves there being whipped by a European......
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  #18  
Old 05-28-2010, 03:42 PM
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Originally Posted by cheeseypie5555 View Post
I wonder how floggies and whispies your husband has O_o
Lots and lots~ That's how I discovered that floggies makes for better coding. ANd other things mog~

Quote:
Originally Posted by cheeseypie5555 View Post
On a personal opinion of what the OP suggests. Does the game really need the complicated king of a thousand lives line added to it? Most players find building ships and killing other ships complicated enough, if you're going to add this extra feature you need to think about the rewards other than the simple fun factor that draws you to it.
Yah it does seem to be sort of overkill ^^;;

While I'd like more depth to the game, I'd like to see it in the "sailing and fighting ships" category. Taking us away from our core focus of that might not be the best idea..
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  #19  
Old 05-28-2010, 04:43 PM
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Originally Posted by David Rivard View Post
The problem with a planetary interaction type environment in the caribbean would be that when you'd load the control panel for half your structures, there'd be a group of african slaves there being whipped by a European......
They've cleaned up every other part of historical nastiness, so I don't see a problem with having happy white people working the plantations. Anachronistic, sure, but so are female captains and soldiers.

Quote:
Originally Posted by Kerrilyn View Post
While I'd like more depth to the game, I'd like to see it in the "sailing and fighting ships" category. Taking us away from our core focus of that might not be the best idea..
It would certainly not hurt to draw in a bigger crowd than the "sailing and fighting ships" crowd. We need more people in this game...
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  #20  
Old 05-28-2010, 06:39 PM
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Originally Posted by Ryokan76 View Post
It would certainly not hurt to draw in a bigger crowd than the "sailing and fighting ships" crowd. We need more people in this game...
Well, $$financially$$ speaking, it would be great to draw in everybody. Billions of subscribers being trillions of dollars a year if you could get the whole planet to subscribe.

Realistically though, there's limits on what can actually be made, game wise, plus I think a game that had something good for everybody would also have something to annoy everybody in it too. For example, I dislike all incarnations of avcom -- removing it entirely would make me happy. Making more avcom stuff makes me a sad kerri.

It might also be wisest to spend the limited resources to make things that Eve doesn't have, before implementing the things it does, unless we're falling very short of Eve by not having them (some sort of automagic or semi-automagic system for navigation outside of the red would be good). Or unless we can do it a lot better than Eve does.
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