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Low sec missioning

Author
Kimo Khan
Rage Against All Reds
GunFam
#1 - 2012-11-06 16:42:25 UTC  |  Edited by: Kimo Khan
I know there is a lot of talk about getting more people in to low sec. Many high sec people don't like going there due to high risk for low payout. But what if we changed lvl 4 missions a little.

Lvl 4 missions may be given in high sec, but the mission location is in lowsec.
Lvl 4 missions are all gated and you must have the agents code to activate the gate.

This will get more people in lowsec for the reward. People will have to risk the gate camps for their missions, but once on the mission the agent code protects them from unwanted player interaction.

This is sort of a hybrid approach to allow a little more risk, liven up lowsec, but still give some PVE mission protection.

Lvl 5 missions stay the same as you pretty much need a good low sec presence to stand up to them and a small gang does not bother them much. Higher risk, but also higher reward.

Thoughts?
Alundil
Rolled Out
#2 - 2012-11-06 16:49:17 UTC
I don't know that most of low-sec is as dangerous as high-sec pilots believe it to be. I know that there are certainly some dangerous spots in low-sec (Tama and Akidagi and a few others come to mind). But most of the low-sec systems that I've flown through tend to be really sparsely populated if at all.

I'm right behind you

Sean Parisi
Blackrise Vanguard
#3 - 2012-11-06 16:52:46 UTC
I would say one of the incentive isn't even so much just an improve reward as it is to provide an incentive for going to lowsec specifically for an isolated reward. For example Null Seccers are able to mission for pirate faction ships, FW users use their unique LP store. I would say it would be primarily beneficial to provide certain modules, ships, etc - That are only obtainable through low sec missioning. Thus increasing the likelihood for people to mission specifically for those items in particular.
Kimo Khan
Rage Against All Reds
GunFam
#4 - 2012-11-06 16:55:38 UTC
Sean Parisi wrote:
I would say one of the incentive isn't even so much just an improve reward as it is to provide an incentive for going to lowsec specifically for an isolated reward. For example Null Seccers are able to mission for pirate faction ships, FW users use their unique LP store. I would say it would be primarily beneficial to provide certain modules, ships, etc - That are only obtainable through low sec missioning. Thus increasing the likelihood for people to mission specifically for those items in particular.


So something like low sec rats dropping meta 4 or tech2 mods?
Sean Parisi
Blackrise Vanguard
#5 - 2012-11-06 17:07:51 UTC  |  Edited by: Sean Parisi
Kimo Khan wrote:
Sean Parisi wrote:
I would say one of the incentive isn't even so much just an improve reward as it is to provide an incentive for going to lowsec specifically for an isolated reward. For example Null Seccers are able to mission for pirate faction ships, FW users use their unique LP store. I would say it would be primarily beneficial to provide certain modules, ships, etc - That are only obtainable through low sec missioning. Thus increasing the likelihood for people to mission specifically for those items in particular.


So something like low sec rats dropping meta 4 or tech2 mods?


Something similar to increasing the possible loot drops or having a unique loyalty point store for some new "Low sec" corporations. That provide unique ships at a unique price but have their missions dedicated solely to low sec. This will mean that in order to get these items people MUST mission in Low Sec. Since they will have value and can only be obtained in this manner, people will be pushed to go to low sec in order to take advantage of this.

Similar to how the FW mechanic brings people into Low Sec due to its rewards that can only be obtained by going to Low Sec.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#6 - 2012-11-06 18:07:43 UTC
Alundil wrote:
I don't know that most of low-sec is as dangerous as high-sec pilots believe it to be. I know that there are certainly some dangerous spots in low-sec (Tama and Akidagi and a few others come to mind). But most of the low-sec systems that I've flown through tend to be really sparsely populated if at all.



I hear Lisbatanne is a great place to mission..

BYDI recruitment closed-ish

Nikk Narrel
Moonlit Bonsai
#7 - 2012-11-06 19:13:56 UTC
Kimo Khan wrote:
I know there is a lot of talk about getting more people in to low sec. Many high sec people don't like going there due to high risk for low payout. But what if we changed lvl 4 missions a little.

Ok, this line of logic is doomed to failure.

Perhaps this explanation may help the understanding of philosophical differences. (Mission runner as example)

PvP logic: Don't fly what you can't afford to lose

PvE logic: fly the best ship possible so you can beat your mission, grab your reward, and move one step closer to your goal.
(Goal is a issue often unique to the pilot)

Q: Why isn't PvE trying to stick to ships they can afford to lose?
A: This would downgrade the type of mission they could attempt. They went to a lot of effort to build and learn the ship they are flying so they could tackle challenging missions.

Q: Why don't they gradually build up instead, grinding out lower missions with ships they can afford to lose?
A: They are playing it safe already staying in High Sec. Flying low sec in disposable ships to do missions repeatedly that you mastered long ago is boring.
The reward they want is not measured in ISK, it is measured in FUN. Challenging missions where they have their best ship, and the results are not guaranteed, this is what they seek. The fun penalty is not ship loss, but losing the mission.
Losing the mission often means hours of play for nothing, which is what is considered an acceptable penalty for failure.
Ship loss is reserved for avoidable and foolish mistakes.

Q: Why is this PvE dynamic so far removed from the PvP one?
A: Only the devs can explain why, but mission running uses different types of challenges than PvP fights. Often mission running is about active tanking long term fights, with predictable NPC reactions. PvP fights tend to be opportunistic, and unexpected to the target, with the aggressor having an obvious advantage on some level.
Sean Parisi
Blackrise Vanguard
#8 - 2012-11-06 19:51:33 UTC
Nikk Narrel wrote:
Kimo Khan wrote:
I know there is a lot of talk about getting more people in to low sec. Many high sec people don't like going there due to high risk for low payout. But what if we changed lvl 4 missions a little.

Ok, this line of logic is doomed to failure.

Perhaps this explanation may help the understanding of philosophical differences. (Mission runner as example)

PvP logic: Don't fly what you can't afford to lose

PvE logic: fly the best ship possible so you can beat your mission, grab your reward, and move one step closer to your goal.
(Goal is a issue often unique to the pilot)

Q: Why isn't PvE trying to stick to ships they can afford to lose?
A: This would downgrade the type of mission they could attempt. They went to a lot of effort to build and learn the ship they are flying so they could tackle challenging missions.

Q: Why don't they gradually build up instead, grinding out lower missions with ships they can afford to lose?
A: They are playing it safe already staying in High Sec. Flying low sec in disposable ships to do missions repeatedly that you mastered long ago is boring.
The reward they want is not measured in ISK, it is measured in FUN. Challenging missions where they have their best ship, and the results are not guaranteed, this is what they seek. The fun penalty is not ship loss, but losing the mission.
Losing the mission often means hours of play for nothing, which is what is considered an acceptable penalty for failure.
Ship loss is reserved for avoidable and foolish mistakes.

Q: Why is this PvE dynamic so far removed from the PvP one?
A: Only the devs can explain why, but mission running uses different types of challenges than PvP fights. Often mission running is about active tanking long term fights, with predictable NPC reactions. PvP fights tend to be opportunistic, and unexpected to the target, with the aggressor having an obvious advantage on some level.


This is a great analysis of player psychology in regards to low sec missioning dynamics.
Keko Khaan
Center for Advanced Studies
Gallente Federation
#9 - 2012-11-07 07:46:33 UTC
Sean Parisi wrote:
Nikk Narrel wrote:
Kimo Khan wrote:
I know there is a lot of talk about getting more people in to low sec. Many high sec people don't like going there due to high risk for low payout. But what if we changed lvl 4 missions a little.

Ok, this line of logic is doomed to failure.

Perhaps this explanation may help the understanding of philosophical differences. (Mission runner as example)

PvP logic: Don't fly what you can't afford to lose

PvE logic: fly the best ship possible so you can beat your mission, grab your reward, and move one step closer to your goal.
(Goal is a issue often unique to the pilot)

Q: Why isn't PvE trying to stick to ships they can afford to lose?
A: This would downgrade the type of mission they could attempt. They went to a lot of effort to build and learn the ship they are flying so they could tackle challenging missions.

Q: Why don't they gradually build up instead, grinding out lower missions with ships they can afford to lose?
A: They are playing it safe already staying in High Sec. Flying low sec in disposable ships to do missions repeatedly that you mastered long ago is boring.
The reward they want is not measured in ISK, it is measured in FUN. Challenging missions where they have their best ship, and the results are not guaranteed, this is what they seek. The fun penalty is not ship loss, but losing the mission.
Losing the mission often means hours of play for nothing, which is what is considered an acceptable penalty for failure.
Ship loss is reserved for avoidable and foolish mistakes.

Q: Why is this PvE dynamic so far removed from the PvP one?
A: Only the devs can explain why, but mission running uses different types of challenges than PvP fights. Often mission running is about active tanking long term fights, with predictable NPC reactions. PvP fights tend to be opportunistic, and unexpected to the target, with the aggressor having an obvious advantage on some level.


This is a great analysis of player psychology in regards to low sec missioning dynamics.


Agree.. And just want to highlight that people need and want to make isk with their billions worth shiny carebear ships. No one wants to lose those shiny ships to either rats or players. I wouldnt fly them anywhere wheres "real" risk of losing them. Pretty much this means that people uses those shiny ships mostly in high sec doing missions or incursions or in sov null doing anoms, plexes and escalations or even in WH's. Making npc null and lowsec more risky and less used with these shiny pve boats. Alltho nowdays FW gives alot LP's in lowsec but then again you can do them even with frig. Thats what i heard atleast as i dont do FW.