The problem with immersionPosted: 2010-01-05
It’s been a while since any talk of walking in stations, so I thought that I’d stir up the riverbed.
The problem and fix, in CCPs esteemed opinion, is that players think of their ship as their avatar, and to fix that they’re going to give us all 3D avatars of whatever characters we made at the beginning of our respective careers, presumably wearing the same face that you see in profile, which should lead to some interesting in-station conversations with someone constantly looking to your right.
Anyway, I’d like to say that walking in stations is a horrible idea in any way it could be implemented, but I’m confident that CCP has thought of something I haven’t and everything will work out. Based on the information I have currently, however, I’m fairly certain Incarna is going to be horrible.
The first, and most glaring issue I have is the trade system. Currently, you dock and whatever items you wish to buy or sell are magically sold and/or bought, the moment you dock.
In a walking in stations world, you would have to leave your ship and walk to the market, and perhaps stop by the gift shop on your way out. This will only serve to add another step to the buy low, fly somewhere, sell high process, alternatively the buy at high prices, go off and get killed, buy another damn ship process. I think that the twitchy ADD sufferer in all of us will agree that adding more steps to any process that must be accessed several times a day will become irritating.
Alternatively, CCP could visualize the mountain of complaints from the twitchy people and make it so that you wouldn’t have to leave your ship for trading, ensuring that 95% of the people would never leave their ships, since the only reason they docked in this station out in the boondocks was for the cheapest vexor in the region. Considering this would be the equivalent of hiding all the work they’ve been doing on this project for who knows how many years under a black tarp, I’d guess that most of the designers would stick their hands in icelandic/russian/shanghai beehives (second and third varieties exceptionally painful, bees that can make hives out of metal and ice sound scary as hell) before not making us notice the work they’ve been doing.
After watching the minute twenty second section of CCP talking about walking in stations last fanfest(@ 53:00), I was filled with more doubt. On the first point of running your own establishment:
If you want to sell something, you make it as visual and as available as possible. In Eve, this generally means logging in every few hours, cancelling your sell orders and relisting them as .01 ISK less than the jerk who undercut you by .01 ISK. You do not bury your stuff inside a station and make someone walk there by themselves when they are already trying to buy that nanite paste and get out as fast as they can. Now, if they used the establishment as, say, a trophy room, that could work.
Hunting NPC outlaws:
With what? Will my gunnery skill translate into a pistol? Will I have five hobgoblin IIs following me wherever I go?(If so, walking in stations is going to be BADASS). Or will I use some sort of diplomacy to convince someone with a bounty on their head to turn themselves in? Again, either it’s not as profitable as ninja salvaging or something else that a new char could do, and no-one does it, or it is more profitable and people do it and complain about how silly it is.
That Eve poker thingy. Already have it. Alternativley, this might actually work, assuming there’ a craps table that has billions of ISK in liquid form for when that rich dude finally wins.
I admit, the option to walk around gleaming steel and see others walking around, maybe talk to them, and possibly have to walk to the clone bay will be pretty immersive, but again, all it’s doing is adding unnecessary steps to the standard processes we use today. I’m open to walking in stations being a good plan but it seems less and less likley the closer it comes.