<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: &#8220;&#8230;It&#8217;s another episode of Design Star:  EVE Style&#8230;&#8221;</title>
	<atom:link href="http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/</link>
	<description></description>
	<lastBuildDate>Tue, 09 Mar 2010 15:15:07 -0500</lastBuildDate>
	
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: jamenta</title>
		<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/comment-page-1/#comment-1126</link>
		<dc:creator>jamenta</dc:creator>
		<pubDate>Thu, 29 Oct 2009 22:44:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3951#comment-1126</guid>
		<description>I wrote an online FAQ for the game Oblivion in regards to player modding.  The FAQ to date has received over 217K views on Overclock.net.  It proved to me that the demand for player participation in the actual game design is very big along with the fact that most players will use a Mod if it improves their game. 
 
And I also found that there were quite a few player mods that out-shined the original content of Oblivion. 
 
But on the other hand you do open up Pandora&#039;s box when allowing such a feature into an MMO.  At the least, CCP would have to hire a player-content manager and would have to set up some strict guidelines on what player content could be added to game and what not.  There would have to be some kind of panel or judge.  You just couldn&#039;t have content added at will by players. 
 
But given just the enormous quality of player mod&#039;s provided for Oblivion and the demand for it - it is a huge area IMO that could benefit Eve if CCP went for it. 
 
 </description>
		<content:encoded><![CDATA[<p>I wrote an online FAQ for the game Oblivion in regards to player modding.  The FAQ to date has received over 217K views on Overclock.net.  It proved to me that the demand for player participation in the actual game design is very big along with the fact that most players will use a Mod if it improves their game. </p>
<p>And I also found that there were quite a few player mods that out-shined the original content of Oblivion. </p>
<p>But on the other hand you do open up Pandora&#039;s box when allowing such a feature into an MMO.  At the least, CCP would have to hire a player-content manager and would have to set up some strict guidelines on what player content could be added to game and what not.  There would have to be some kind of panel or judge.  You just couldn&#039;t have content added at will by players. </p>
<p>But given just the enormous quality of player mod&#039;s provided for Oblivion and the demand for it &#8211; it is a huge area IMO that could benefit Eve if CCP went for it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/comment-page-1/#comment-1123</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Wed, 28 Oct 2009 14:54:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3951#comment-1123</guid>
		<description>It would be very awesome.  I would love to do those kinds of missions. </description>
		<content:encoded><![CDATA[<p>It would be very awesome.  I would love to do those kinds of missions.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TheElitist</title>
		<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/comment-page-1/#comment-1121</link>
		<dc:creator>TheElitist</dc:creator>
		<pubDate>Wed, 28 Oct 2009 12:49:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3951#comment-1121</guid>
		<description>The idea of player created missions for both training and just for the fun of it is interesting, this way one can spice up missions. and the idea of implementing missions like scavenger hunts just fits in CCPs plans, aid activities that are already being done with game mechanics. </description>
		<content:encoded><![CDATA[<p>The idea of player created missions for both training and just for the fun of it is interesting, this way one can spice up missions. and the idea of implementing missions like scavenger hunts just fits in CCPs plans, aid activities that are already being done with game mechanics.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/comment-page-1/#comment-1120</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Tue, 27 Oct 2009 12:45:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3951#comment-1120</guid>
		<description>It&#039;s been a long time since I&#039;ve run missions and I stopped mainly because it became a grind.  The Epic mission arcs look interesting and I will probably head into that for some carebear fun. 
 
A variation of a training mission could be something like a &quot;audition mission&quot; where you setup a mission that can only be issued to people who have an active application with your corp/alliance.  A heavy combat mission to see how people stack up against a situation, such as tanking sentry guns for 30 minutes in a T2 cruiser hull or a tackling test to see how long they can keep a fast moving frigate tackled in a belt.  Things that pirates need to be able to do effectively.  Could be used as a good skill check tool for new recruits and what not. 
 
Yeah, I&#039;ve thought about that one for quite a while. 
 
:p </description>
		<content:encoded><![CDATA[<p>It&#039;s been a long time since I&#039;ve run missions and I stopped mainly because it became a grind.  The Epic mission arcs look interesting and I will probably head into that for some carebear fun. </p>
<p>A variation of a training mission could be something like a &quot;audition mission&quot; where you setup a mission that can only be issued to people who have an active application with your corp/alliance.  A heavy combat mission to see how people stack up against a situation, such as tanking sentry guns for 30 minutes in a T2 cruiser hull or a tackling test to see how long they can keep a fast moving frigate tackled in a belt.  Things that pirates need to be able to do effectively.  Could be used as a good skill check tool for new recruits and what not. </p>
<p>Yeah, I&#039;ve thought about that one for quite a while. </p>
<p>:p</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mynxee</title>
		<link>http://www.eve-druid.com/its-another-episode-of-design-star-eve-style/comment-page-1/#comment-1119</link>
		<dc:creator>Mynxee</dc:creator>
		<pubDate>Tue, 27 Oct 2009 12:34:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3951#comment-1119</guid>
		<description>I didn&#039;t participate in this banter because I don&#039;t run missions, but you have some great ideas here! Anything that lets me create a customized something in the game will capture my interest. Just imagine the training scenarios one could design to help new players get a grip on some basic PvP mechanics. I love that idea. </description>
		<content:encoded><![CDATA[<p>I didn&#039;t participate in this banter because I don&#039;t run missions, but you have some great ideas here! Anything that lets me create a customized something in the game will capture my interest. Just imagine the training scenarios one could design to help new players get a grip on some basic PvP mechanics. I love that idea.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
