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Neonflesh

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1 year 12 weeks
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Comments by Neonflesh

Interesting that the majority of these comments are both Anonymous and unverified.
They are also mostly uninformed.

I've been playing EVE for over 2 years, and active on the test servers for EVE.
As such, i've both talked to CCP Devs on the test servers, and done my homework before
having the typical knee-jerk reaction that is going on here.

The AUR market has never, and definately after this response from their player base, will never
have an impact on skills or give you an advantage over other players.

Therefore introducing vanity items, is just that, vanity, and nothing you EVER have to pay for if you just dont want to. It IS indeed the equivalent in RL over those that pay 500bucks for a damn pair of sunglasses, vs. those who have never paid more that 20bucks for some shades. It's an idea that will only have any real reason/play once we can even see each other in station. The NeX market you see so far, is just a test, is only a test. Still, in even this first iteration, a single PLEX should buy you an entire wardrobe of clothing, not take several to buy a single item.

Now, i agree that some extra thought and maybe a month or so of development time into the first incarnation of INCARNA would have been a good thing. The interface could be better, and there are simple ways to stick to the original lore of the game, but damn people. This is just the first iteration in an element of gameplay, it is INTENDED to be tweaked and changed and developed on.

Now that being said... for those of you still reading over the nonsense posted here... here are some CONSTRUCTIVE solutions that can give those who "just want their internet spaceships game back", and still allow INCARNA to develop slowly in the proverbial space womb.

1. Docking : Offer a player settable option when you dock to "DOCK to HANGER" which gives you something of the orignal stripped down hanger view. This option assumes that you never leave your pod. OR a "DOCK to QUARTERS" which unpods you into your captains quarters, and allows you access to the station. This would prove valuable for new and old players. There are times when you just want to dock to change ships or refit, and don't need to mess with yo flesh. It stays in the orginal incarna lore that i think a lot of oldschool players liked, that capsuleers only really use thier flesh when they need to. (so there better be some orginal interesting content in a station that gives you a reason to other than to just hang out.)

2. Captains Quarters : Okay cool and all, a small amount of lore given in "The Mysterious Door" maybe stations need some conditioning to allow capsuleers to move about, a virus that affects us vs. those who have been working on station all this time. But for godsake, make the balcony make sense for us. Currently when we enter to CQ we are facing down to our Quarters, for those who rarely exit their ships its burdensome just to even turn around, walk over to the balcony ship console, then walk over to the "undock" button (only to get no payoff in an animation that shows what the pod does) And even then the options available at the console are pretty useless, when we can just do everything we need to do with the old interface ten times as quickly. Simplest fix: Even in quarters, when we dock we should be *facing the console*, and everything we need to change a ship, refit, move cargo, undock, should all be right there at our fingertips. (this is how we arrange technology in real life, it should be even better in the future) Then, and only then, if we need to move down into station we can turn around and walk down the gangplank. Its a relatively simple fix that would focus the game back into the Internet Spaceships game we all signed up for, even if we had docked to station focus it back on the ships.

I've got much more, but i'm already longwinded in a windstorm.
Yours Unruly,
Nathan Thorin
www.negzero.com

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