Sunday, August 11, 2019

Dreaming of Nova - Movement and Mission Types


It has been a while since we last heard of Project Nova, the FPS set in the EVE Universe, currently back on the drawing board, as the last message points out. I am a very patient person, but as the time goes on, I start to feel sad, because of the torturing silence that surrounds the project. And maybe I should just focus on other things, but I often find myself dreaming about Nova.

So this is the beginning of a new blog series called Dreaming of Nova.

It may be the first and last, it may be the first among many, depending on how things turn out. But I will write about the things that I imagine about this game, aiming to provide feedback, contributing the best way I can.


Starting with two major things that I find to be essential for the first steps of a shooter like Nova - Movement and Mission Types.

Thursday, August 1, 2019

My Heavy Losses in EVE and why I Keep Playing

Hey!

Two things: first off, I can safely say I am back in EVE. I feel a lot better, calmer and more focused. Off to new adventures in space!

Second: I recently saw a forum topic describing a guy's fight that he found to be not fun and unfair, so he then decided to quit. Read on in the topic to see what has taken place. The guy's name is Hunco Rock.

In short, he is a newbro that had been lured into a clever trap. The guy that set the trap has more experience, is oriented in PvP, has the right mindset and is clever enough to lure an unprepared pilot in a PvP fight. He just wants a good fight and probably many newbs fall for this tactic. He lures them by stealing from their mission loot, in a transport ship, and then, when they attack, he uses a scrambler to point them, then slowly destroys their ship. It is an interesting an unusual tactic, the PvP pilot putting his ship into a disadvantage, having the heavy task to kill a battlecruiser or even larger ship just with a handful of drones and a single blaster. But he is patient and well prepared so this is admirable.

Well obviously that may have been one of the newb's first losses, actually when I saw his killboard, that is his very first loss. So it looks like he was offended, did not make it to the point when, as an EVE player, you gotta analyze what happened and start to think how to improve. That loss happened before he could be hooked to play more. Moreover - what happened to him is not common, so there is that. He found it unacceptable to be killed by a tiny transport ship, while flying a battlecruiser. All these factors, that are largely uncommon for any other MMO, are something that needs to be worked on, discussed and improved, in terms of knowledge and preparation, so that newbros know what to do. And it is very important to have someone by your side when you sustain a loss in EVE.

I can go on and on, analyzing this situation, but I just want to give examples of my own EVE experience, talk about my losses and why I keep flying.

Tuesday, June 11, 2019

Multicapsule Ships and Uncharted Space - More Ideas

Hey, folks!


I want to add some more ideas and clarifications regarding Multicapsule Ships and especially Uncharted Space - the star systems that pilots of these ships would roam.


A few days ago I announced that I will take a break from EVE, cause I was repulsed by how diabolical the Triglavians are, plus I had my attention to some things that I really am scared of, that I see in the game. A few days later I realized that as long as I choose to be a force of good and side with God, there is nothing to be afraid of, especially in a fictional game setting. I can always do what I can to project my influence and give advice to CCP to stay away from any unpleasant biblical references, that I find unacceptable. I do not blame them devs, nor do I believe they are evil, but I do perceive some things differently and I prefer to stay away from the most unpleasant biblical references.

I will still take a long break from EVE, in order to get myself calm, get my stuff together, seek professional help for the issues I have and all in all, evaluate my life choices, and contemplate on the road ahead of me. But I am, more or less, pretty dedicated to EVE, with all these projects I have, they are part of my dreams, so I want to make sure I contribute to this virtual world, so that it can be even more enjoyable for all of you space nerds out there. So far EVE has given me countless hours of enjoyment, the freedom to roam the stars and opportunities to join hands with awesome people along the way.



But enough of this, let's get to the things I want to share with you today. The Multicapsule Ships project is easily the largest of my ideas. Today I want to share some ideas on how I specifically see the space that these ships would usually roam. Yes, they need a totally new playground, one that is harsh and extreme, giving them a challenge for survival. I have chosen to imagine that playground to be some new addition of star systems, that I call Uncharted Space.


Basically these stars would be adjacent to the edge of Known Space (Null Sec). I even thought of giving them a fancier name, that can be really space-nerdy and fun at the same time. Something like: Adjacent Uncharted Space Sectors of Infomorph Expeditions (AUSSIE). ;)

Wednesday, June 5, 2019

Taking a Break From EVE From Now Until I don't Know When

Hello, folks!

It is a strange day today.

I just wish to announce that I will be taking a break from EVE. I got my reasons. Will share them here.

Wednesday, October 3, 2018

Team Puzzle Makers

I want to type a little something about puzzles. More precisely about people that make puzzles. In EVE, obviously.



It is basically an idea for a better content management when it comes to Exploration, Archaeology and PVE (with potential to lead to PVP) in EVE, in general.



I have been thinking about the teams of devs that are busy with making the Drifter/Triglavian shenanigans, the story bits, the mysteries that we have to uncover. All of their efforts were warmly met and they brought much excitement and stir in the cluster. And I would like to say that this type of story-crafting and content is actually a catalyst for more player-made content. I mean - a symbiosis between dev-made content and player-made content should always exist in the game, so that the stories that come out of it are in line with the EVE narrative.

Spectral Analyzer - Introduction and Development

(( The In-Character Part ))

Hello everyone!

Veskin Sentinel here. I want to introduce something to you. It is a piece of technology - a spaceship module, dedicated to exploration, capable of revealing in-depth information for everything it scans.

It took quite a bit of time to forge this into a presentable state, mainly due to the complexity of creating such a dedicated tool. You know - algorithms, compiling a database of existing knowledge on the various objects around, some historical data and all other little details, that it needs to process, so that it can be a trusty tool for curious pilots. And it has to be prepared for the unknown. While me and my team did a lot of work on it, it is still not certain that it is quite prepared for its tasks, but that will be determined in the testing phase, that I will describe below.


With this tool we are aiming to provide our kind - capsuleers - with the power to not just plunder whatever we find in the depths of Space, but also examine, analyze and discover things in a better way. You see... present days, when it comes to exploration technology, we got tools for discovering sites, structures, objects and ships, but when we do it, in most cases we can only utilize our available analyzers to just breach the computer security systems of the objects and scoop whatever we find inside. There was a forum discussion on that matter, some time ago, where this question was raised and it got me thinking even more on the topic.


I call this device Spectral Analyzer. After a steady and extensive research plus development, it is finally going into a state where it can be presented. Me and my teams have worked on it independently and with our own funding, but we got the entire crew of Sapphire Interstellar Capital Holdings behind us, with all the support they are willing to provide.

Without further ado, let's see the details of this new tech.

Saturday, June 9, 2018

PVE in Nova and Why it Matters

I am very excited for Project Nova! Yes, the FPS set in the EVE Universe, that is currently in vigorous development. I just can't wait to hear more news about it.


In the meantime I want to highlight some game aspects that I feel will be essential for Nova in its goal to be able to stand on its feet, when a deeper connection between Nova and EVE is made.

It sounds pretty clear - we need PVE in Nova, just as much as we need PVP. But why?


Because it makes the game more open and accessible to all different kinds of players. Two main reasons for that:

First off, not everyone enjoys PVP in shooters, at least not all the time. Feels strange to say that, and maybe this doesn't refer to the majority of players, but it is true. Some players, just like in EVE, prefer to do missions. Not to mention that sometimes players wait a lot for a PVP match to be found and they may prefer some instant PVE.

Second - it is far easier to introduce players to the storyline, by bringing them to a nice mission against or alongside NPCs. Of course, with some clever tricks, I guess the same could be achieved in PVP, but still, NPC missions give devs more control. And in terms of player satisfaction - missions that are rich in story, may be a great way to keep players engaged and make them stay.

Yes, and I want to highlight this specific thing. Players these days don't come for the pure gameplay only. They want a story, and they want it to be good. So it will be vital to have some things that get the players into the story right away.

Of course PVE is not specifically tied to missions. There may be some special anomalies in various systems, that could be accessed and run by Nova troopers, just like the anomalies in EVE.

I have some ideas for this. I am sure that similar ideas circulate among CCP and the Community as a whole. Most of these ideas require an established EVE - Nova link, so I guess they can be some kind of long term goals, but my suggestion is that we should have something like these early on.

Sunday, May 13, 2018

Multicapsule Ships - Simplifying and Refining Concept

New Multicapsule Ships ideas coming! Hi folks!


I have been thinking of Multicapsule Ships recent days and I feel that it is time to improve the concept further. There are some things that need to be addressed right away.



Multicapsule Ships - Crew Time Zone Differences, Log Off Needs and Lore Elements around that


I have to admit that I hadn't thought about that at all, ever since I started to make the Multicapsule Ships (MS) concept. Like - what was I thinking!? Maybe I assumed that the MS crew will play 20 hours a day, every day?

EVE takes a big and prominent part of our lives, but we got other things in our life that we got to take care of and they are, or should be, of greater importance in general. Family, kids, income - all the things that are interconnected to our lives and keep us going, needs no explanation. Everyone manages their time differently and will not always be able to be in fleet, managing the MS, far away from any station, out in the deep of Uncharted Space. So this needs to be addressed for our MS here.


When flying in a MS, it would be recommended to have a crew that is in the same time zone or close. The story would be that in Uncharted Space, on the far reaches of K-Space, due to some special conditions, there would be some pilot fatigue building up, a result from the increased distance to the EVE Gate, which, as some recent discoveries might claim, would emit a vast field that improves pilots overall body endurance. Same field, on a smaller scale would be emitted by planets. The fatigue would build up slowly and capsuleers would need to hibernate in their capsules (log off even during fleet operations, when they have to go), and that would also explain why they don't wake up from their hibernation when the MS has been attacked while other crew members (that are logged in) are operating it.

In order to hibernate, a capsuleer should leave all their ships and bring their capsule in the Shell (the large capsule that contains the other capsules). Once this is done, they would have left the rest of their ships and equipment to be used by the rest of the crew, rather than hibernating in their ship in the Deck, which would leave it unusable. Alternatively the Captain of the MS should be able to move any pilot's capsule to the Shell, if they have left it in a ship in the Deck, like a loving father or mother, that carries their child to the bed, after finding them asleep on the couch.

There will be some improvements to the Shell in this blog, described below.

When the ship is not in use (all crew members logged off) it should be cloaked and removed from space, just like the Safe Logoff mechanics that are currently in place. Upon a crew member login, they would appear in the ship, but the ship should still be cloaked, until they want to operate with it. If they don't operate it in case they want to wait for other crew members that are about to log in soon, the cloak would remain indefinitely. After the crew starts to operate the ship, it should decloak.

With these things in mind, there can be some options for MS crews in terms of time zones and log off needs. The concept will evolve accordingly, to supplement pilots in that regard, having more and larger MS for various fleet sizes.


Which leads to the next thing.

Monday, March 12, 2018

Dedicated Lore and Storyline Changing Missions

I have some more ideas for some new gameplay in EVE, especially dedicated for Roleplayers in the game.



Specially crafted missions, given to noted Roleplayers, that involve all kinds of activities and have outcomes that may influence the story of the game.

These missions would vary in activities and would be given to roleplayers and their organizations via special official, or not so official agents from various factions (NPC actors from CCP). They would have various outcomes, depending on how well the capsuleers complete them. Some missions would be official, but most of them would require discretion.


The missions themselves should be similar in design to existing agent missions - involving a site in space, that may have structures, enemy ships, various environments, things to hack etc. But they should be really challenging, like anomic missions, or even more challenging - involving a fleet of dedicated pilots, that should fill in specific roles in fleet or defeat a greater force of enemies, pick up items while under fire, things like that and anything in between. Of course they should not always be combat missions. Some may require exploration, stealth and reconnaissance, or maybe hauling some cargo through dangerous territory.

Wednesday, February 7, 2018

PVE Content Improvements

After EVE's recent expansions I see some nice improvements in PVE content, namely with the neat Agency interface, the Forward Operating Bases and the Resource Wars sites. It is a nice addition that, I dare to say, is laying the foundation for a more meaningful and interesting gameplay.

What I am gonna write down now are some ideas that have been hovering and growing in me for a while.


We need some refreshment in regards of PVE content. More missions and more things to explore. It is clear that our devs are busy with other things these days, so most of the ideas I am gonna write here are long term ones.