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The Evolution of MMOGs - Eve Online

Gamasutra is running an article about the Massively Multiplayer Game Eve Online. Information from senior producer Nathan Richardsson gives a look into the development of the largest concurrent MMO on the market. From the article: "Power to the players. Nothing compares to a player that is enabled to affect the universe. We create tools for players to create content. For example, a massive alliance of corporations - our versions of guilds - with real, legendary players, leading them, controlling large areas of space and building up infrastructure is truly awesome content. We can never create that, but we can create the environment and tools enabling to happen. We're also very iterative in our work and keep continuous feedback cycles on the features we do, then regularly improve them based on that feedback. The community is an incredible source for how to improve the game and what they do within the game gives us constant inspiration for what we should implement next. Being so open-ended means the players do what they want and we try to keep up and add support and tools to take emerging behavior further. Embrace and evolve are the keywords here."

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  1. Not as good as they would have you believe by It+doesn't+come+easy · · Score: 4, Insightful

    I have been playing EVE Online for 6 months and it's not all it's cracked up to be. There are some players that absolutely love it. However, the ability to create content and the great graphics in the game does not make up for some fundamental flaws in game play. The problem is that the game boils down to spending hours just traveling or just mining, both tedious activities in the game. Combat can also be tedious in most cases, since it usually becomes showing up at some location and slugging it out. I could deal with those aspects if your skill was in some way tied to your activities, but they are not. Skills are trained simply by turning the training on. Even the skill training system is flawed. There are approximately 200 or so different skills. To be come an expert in combat related skills, for example, it takes about 100 separate skills, training one at a time. I calculated how long it would take me to be fully trained on captaining a battleship, with all the necessary skills for both weapons use, piloting, and maneuvering. With the current system, it would take more than 3 years in real time to finish the training. I'll be surprised if the game lasts another three years. Experienced players (i.e. players who have been playing EVE for a long while) basically can attack inexperienced players with impunity. I have been killed four times so far just for the fun of it by an experienced player in what is supposed to be safe space. Yes, the experienced player is immediately killed by the NPC cops but that's the only penalty. They can make up the loss in an hour, it takes me a week to regain the equipment I lose. Sad to say, I am disappointed in EVE enough to stop playing. I hope some EVE admins read Slashdot, because the way the game works, I would bet you are losing more new players than you would imagine.

    --
    The NSA: The only part of the US government that actually listens.
    1. Re:Not as good as they would have you believe by Shadarr · · Score: 3, Insightful

      Funny you should mention griefing, since the only thing I really know about Eve is that it provided the backdrop for the greatest scam ever in a MMOG. ALso, I think something you implied but should be spelled out is that the game doesn't just emphasise PvP, but unbalanced PvP. The reason the game is unfun isn't that there's a lot of PvP, it's that the outcome of most PvP battles are predetermined based on the skills of the character and the ship they own. It may be realistic, but it's not fun.

    2. Re:Not as good as they would have you believe by Shinobi · · Score: 3, Insightful

      3 years is bullshit. A focused character can pilot battleships decently in PvP in less than 3 months(Besides, you need that time just to figure out the finer details of the game mechanics. You'd be surprised at how many idiots there are that just want an "I Win" button, and who don't want to think for themselves)

      And, your player skills do count. But, they are more mental skills than the CounterStrike/Quake Twitch. Which fights can you expect to win? Which fights can you expect to survive? Do you utilize transversal properly? Are you fitted so you can deal with the enemy tackler? How good are you at keeping yourself aware of your surroundings so you see if the enemy gets backup? Do you know where you are in relation to stellar bodies, do you know how long it will take you to align and warp out? Will your cap hold an extended engagement after a long warp-in? Are you able to communicate with teammates, or do you expect to be able to lone-wolf it(Usually a bad idea for anyone lacking even one of the factors I mentioned)

      Yes, EVE has flaws, but the parts you mentioned are not flaws. It creates a more tactical game. If you want twitch-type, you could always play Freelancer

    3. Re:Not as good as they would have you believe by Oveur · · Score: 4, Informative

      As you point out there are some players that absolutely love it. We now have 71.000 customers, experiencing continuous growth since launch, surpassing big titles such as Sims Online, Asherons Call (1&2) and Planetside (See http://www.mmogchart.com/Chart3.html). I can only assume from that fact that your statement is indeed correct and there are some players that absolutely love it ;)

      We will however never be a mainstream game and we have never intended to be so. We have a brutal and harsh universe and embrace PVP, and consciously live with the drawbacks of that decision as a cost of doing business. Your experience of being a miner attacked by a pirate a stellar example of such cost. Nevertheless, would EVE be so unique and growing if it didn't have such an extensive PVP system? I seriously doubt it :)

      However, I can't agree with your estimation of the skill training system, time required to train to be proficient and the gap between experienced players. I'll go in to some basic details first so everyone reading is on the same page;

      In EVE, a skill is trained off-line, each skill involving 5 levels, each level giving an additional cumulated benefit. Since we are talking about combat proficiency, lets take the Small Projectile Turret skill. It allows the Operation of small projectile turrets and gives a 5% Bonus to small projectile turret damage for each level trained, resulting in 25% bonus to damage at level 5.

      The key here is to look at levels 1-4 and compare them to training from 4-5. Training from level 1-4 to get an accumulated bonus of 20% takes a day. Training from level 4-5 to get an accumulated bonus of 25% takes a bit more than 6 days. If I have a decent amount of learning skills trained and implants, these numbers would change to 3/4 of a day and 4 days respectively. I can shave more off with better learning skills, better implants and a character in a combat bloodline. I should also mention that advanced learning skills and implants were released considerably after launch, so older players are at a disadvantage, having spent more time achieving the level they are at today compared to the possible speed of a new player.

      Therefore, the skill system inherently has a built in favoritism towards new players even though off-line skill training would seem to contradict that simply because you spend relatively more time achieving those extra percentages. Surely, a 2 year player will be better off in general than a 6 month player, but if you train wisely, fit for the occasion and position yourself well, you can have him running too.

      Remember, you only need to train for about 5 months to get everything to level 4 which a 2 year character all has to level 5. If you want to advance to higher tech levels however, you start getting training prerequisites of level 5 in certain skills, which again requires you to start selecting what you want to specialize in.

      I assume you the 3 years you mention are to train all those skills to level 5 and you are right, if you want to max out the skills, you will need something in that ballpark. But that also means you can use almost any ship and any module from any race in the game and be pretty damn good at it. Currently, nobody has that ability, EVE is only 30 months old.

      I'd also like to point out a new feature coming up, which is called "Eye for an Eye" which I believe might help your situation. If someone kills you illegitemately, like you describe, you get an "Eye for an Eye" contract on him which allows you to shoot him down whenever you see him - once. I don't know if that is the kind of retribution you are looking for, but it might be.

      Thanks for voicing your concerns, although I don't agree with some of them - but I hope I addressed them to some extent.

      Nathan "Oveur" Richardsson
      Senior Producer - EVE Online