Into the Wormhole: An afternoon with Eve Online's least understood demographic
techhive.com
techhive.com
I remember when a TON of games worked this way (not always by intention), and it's one of the things that drives me nuts about gaming today. Everything has a guide, maps, tutorials, and you are essentially told exactly what to do every step of the way (especially in MMO's). There is absolutely no sense of exploring the unknown or messing with the system and game-play mechanics to figure something out.
http://www.vgchartz.com/yearly/2011/Global/
These games are surprisingly mass-market.
What I meant by 'not mass market' was more the developers' reckoning of the game's appeal. In practice, a lot of people imported the game from Japan to play it in the US because they didn't even think it would get released here! Then, when it came out, IIRC sales dramatically outpaced the publisher's expectations and they had to rush to make and distribute more copies.
A great example of this might be haste vs crit vs power. There are generally trade offs between them and the game in no way says which is more useful per point. In large part because the math depends on play stile, spec, and the dynamics of a specific fight. Still players often spend a lot of time trying different optomizations and building different simulations based on different assumptions. End result tens even hundreds of thousands of hours of experementation that ofen gets tossed out after each patch.
And because players will find this crap out on there own games have become vary vague with exactly how things work or what they changed. Aka "spell power less useful for ability X" which says vary little overall.
Why exactly is this "nice", but having features that can only be exploited by grinding XP and equipment drops is horrible?
I mean, yes, exploration is more enjoyable than grinding, but isn't that already its own reward?
Why does it make a game better to reward one kind of massive time investment, but not another?
In my opinion, putting options in a game for people who want to discover mechanics on their own and be rewarded for it is appealing. It goes along with the hacker mentality.
It's a subjective opinion...you don't have to agree with me.
If anything the difference was fewer players cared about wormholes and people where far less interested in sharing info about them.
Hmm - sounds familiar.
Like God and real life?
#negative penalties from the highest level of wormhole could be used along with player used module debuffs to reduce values below 0 - on an unsigned value which then reverted to being incredibly high.
I wish I saw more games like one Ragdoll Invaders, though.
The reason I say this is that much of the hidden game-play/mechanics was emergent from the simple basic game-play -- you controlled a ragdoll shooting and avoiding a series of progressively more difficult enemies.
You could use the physics to, for instance, somersault gracefully through oncoming bullets (reducing your surface area), keep your body tightly curled into a ball if you moved slowly enough, continue to play with just one arm (the other would continue to shoot) so you could make the decision to lose an arm in order to survive.
This struck me as being really cool, and I wish there were more games which did allow 'special moves' as a natural side-effect of the physics they were using.
I was amongst the first people to take up living full time in a worm hole in eve. We got stranded, and while getting ourselves out we stumbled onto some corps in the middle of a war dec and stole a tower off a freighter pilot that exploded right in front of one of my corp mates, who stole in and docked up, waiting for the cool down timer (or so the tale goes, he showed up with a small serpentis tower so no reason to doubt him). It was like an act of god to set up a base and we spent almost every day over two years in wormholes hunting other players, raiding, laying traps, and generally just being the unseen death of hundreds of players.
There where days when between 5 of us we would get 20-30 kills in a few hours, especially if we got a Jita opening. One weekend we managed to two down two towers between about 7 of us (by controlling the collapse of wormholes so reinforcements couldn't be brought in by our targets, effectively stranding the targets) just using Battleships, took forever but was heaps of fun.
I would describe living in a worm hole more like hunting than anything else, spending heaps of time trying to create a bait scenario, then releasing the trap. Nothing funnier than having the a covert ops ship accidentally bump into few retreivers, decloak, and watching them scramble in panic before we can drop on them. As must people are aligned to warp, when that happens you only have the time it takes to warp a barge to get the drop down.
We eventually got our comeuppance though. Lost something like 20 billion worth of ships, probably about 8 capital ships atleast, as well as a tonne of T3 stuff, one of the players came online outside of our normal hours with a bunch of mates... and just stole everything. Left us unable to defend against the C6, 20 strong cap fleet came in, towers fell within a fortnight, ordered out by the new occupants, and we I went back into 'normal space' and hated the game.
Within a two month most of our core group quit. I went back to boost some indy guys I was helping from within teh hole, and sent my main character to join up with a null sec group. A few months later I lost totally interest, and quit.
I still miss the wormhole days TBH, the amount of laughter, emotions, hours sitting around trying to release a trap talking on vent. I feel like signing back up now, but I know it wont be the same.
http://www.ccpgames.com/en/public-relations/press-releases/a...
I haven't heard this mentioned in ages, so my question is which servers do you play? I now have the urge to pick up a Leviathan and get killed a lot.
The star wars one was great too (is it still alive?)
Eventually there was a website setup by another player who'd buy the locations I and others had found and sell them on to others, since the hidden places often had better loot, or sometimes asteroid belts with no enemies.