Beltias Kreun

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I'm sure everyone has noticed that the developers over at Goblinworks are quite fond of EVE Online, and while EVE Online may be considered an extremely unique MMO with several different activities to partake in, in the grand scheme of things, quantity does not equate to quality. The quality of the gameplay itself, the action, the player input, the act of doing things mostly feels stale across many levels. Some may point out that risk is all a game needs to make gameplay fun, I digress. At many points in EVE, things feel slow, boring, and stale because the gameplay is not fun, for there isn't risk 100% of the time. The controls are not intuitive, the combat isn't exciting, the UI is cluttered, travelling is boring, mining is boring, doing missions is boring, etc. If the fun factor relies heavily upon the risk factor, then there is something seriously wrong with the core gameplay mechanics. Playing the game itself should feel enticing. It should captivate you from the very first minute.

You may say that EVE Online only gets better as you play more, but the harsh reality of things is that first impressions are crucial in forming opinions about anything. Gameplay needs to be gripping from the get-go. The number one reason I would log out of EVE was because I would get sleepy. At 4PM.

Funny little video (lower volume down a bit before watching): http://www.youtube.com/watch?v=lMSjd6HNQdY


Hello. I began a discussion in another thread regarding skill training, but find it more appropriate to start a separate one for it.

Basically, I do not like Goblinworks' idea of making use of EVE Online's time/queue-based skill training system in Pathfinder Online. I believe a system in which you gain skill level ups through actually using your skills to be superior in a variety of ways.

I think of EVE's system as inferior based on multiple considerations:

First, in a time-based skill training system, the character is forced to progress in a very specific pace. This is due to the nature of the system itself, as your actions have no real impact on how fast or slow your skills progress. For this reason, I believe it can lead to a discomforting position, where the player finds himself wanting to progress his skills at a certain rate but is unable to do so because the system imposes an extremely restrictive time limitation.

Second, it is an artificial, job-like form of progression. Instead of training to become a better swordsman by actually grabbing a weapon and hunting monsters, the player has to wait for a timer to expire. I'm sorry, but where is the fun in that? Where is the sense of achievement when you gain that new skill point? In a system where skills are trained through use, your actions directly lead to the molding of your character. Your adventures gain weight, and slaying that extremely tough opponent gives you more than just a few pieces of gear, it actually makes your character a more experienced being.

I do hope the community and Goblinworks give this thread some consideration as Pathfinder Online seems to be the game many of us have been waiting for and I can only hope it lives up to its expectations. Thank you for your time.