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Pve in Eve seems unrewarding and not so interesting.

First post
Author
Meditril
Hoplite Brigade
Ushra'Khan
#21 - 2012-12-06 15:39:36 UTC
Gilbaron wrote:
the problem is not that pve is boring,
the problem is that you can hardly make a living via pvp


This is a general issue of PVP, regardless if it is a game or reality. Fight always means destruction, which means a) valuables are destroyed and b) only the winner can take the remaining stuff. This naturally means that in total valuables gets less by every PVP activity, while only a few, who manage to survive many fights can make money from PVP. This is true for reality and for EVE. You can't change it because it is darwinism law.

The only thing you can do is providing some ways for the "loosers" to recover and to create new valuables so that they can continue PVP. This is then named PVE. And yes, it would be nice if PVE would be more exciting and less repetitive.

With regards to PVE and ISK earning possibilities EVE really provides very much content but at the end of they day, if you do it just for making ISK it gets repetative and finally it gets a job. So it is up to you how much of eve you do as a job or as fun. If you look only at the ISK/h ratio then you are doing something wrong. Sometimes you should do things just for fun, regardless if they bring much or less ISK. Go out and try all the possibilities of EVE ISK making.
Solutio Letum
The Scope
Gallente Federation
#22 - 2012-12-06 15:52:44 UTC
Gilbaron wrote:
the problem is not that pve is boring,

the problem is that you can hardly make a living via pvp


you mean from high sec missions, dont forget the highsec at the end, everything in highsec is worthless but mining and incursions, because not everyone does does, the problem is every noob is introduced to missions or mining

if you want more isk i think youll need to ask for ccp to make tutorials for something else then missions, or put higher bountys...
or find something else to it, like create other different source of income, like from added types of module, like incursions or WHs, but some other type of high sec missions.. or change how missions work
Harvey James
The Sengoku Legacy
#23 - 2012-12-06 16:08:51 UTC  |  Edited by: Harvey James
well if pve was more like pvp.. it would be more fun aswell as some investment in more storylines that aren't always the same everytime you do them maybe mix up the names of the ships add more randomness different ship combos etc..
Also on pvp besides the merc contracts which is still incomplete it is hard to make money doing it as you get very poor drops off modules and poor salvage when you kill a ship even if you killed a faction bs or T2 ship odds are the salvage is worth a few hundred thousand and non of the good expensive mods will drop.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Solutio Letum
The Scope
Gallente Federation
#24 - 2012-12-06 16:10:42 UTC
Meditril wrote:
Gilbaron wrote:
the problem is not that pve is boring,
the problem is that you can hardly make a living via pvp


This is a general issue of PVP, regardless if it is a game or reality. Fight always means destruction, which means a) valuables are destroyed and b) only the winner can take the remaining stuff. This naturally means that in total valuables gets less by every PVP activity, while only a few, who manage to survive many fights can make money from PVP. This is true for reality and for EVE. You can't change it because it is darwinism law.

The only thing you can do is providing some ways for the "loosers" to recover and to create new valuables so that they can continue PVP. This is then named PVE. And yes, it would be nice if PVE would be more exciting and less repetitive.

With regards to PVE and ISK earning possibilities EVE really provides very much content but at the end of they day, if you do it just for making ISK it gets repetative and finally it gets a job. So it is up to you how much of eve you do as a job or as fun. If you look only at the ISK/h ratio then you are doing something wrong. Sometimes you should do things just for fun, regardless if they bring much or less ISK. Go out and try all the possibilities of EVE ISK making.


Then why not mix pve and pvp?

First Problem/Fix Needed:

1a Make Pve so you can use pvp fittings, pvp fittings are short terms high power fittings (Power = DPS or Tank or/and Both)
1b Make Pvp fittings that are a bit more long term to they merge with Pve better (longer lasting cap, rechargable cap booster i saw a thread about it could be tweaked for longer figths with ups and downs)

2a Make an area where players can pve in and pvp in, an area that supports both at the same time, like lowsec incursions, but not for large scale fleets only
2b Make it so pve players need to figth, and cant just warp out so there fits are gonna support being hotdroped
2c Make it you got no disadvantage by being there first, rats will turn around and attack others not farily even, they will think these guys are stronger so taking them out im more importent, but it will even out if its starting to last long
2d make it so you land not exactly on spot on the grid, make it random spot in a 40km circle so unless you have allot of pple you cant just "camp" these things

3a make it worth something, and easily accessible, so players to it, and want to do it, the loss of ships will support for the money made
3b make it in highsec so any players can just go do it, but this area will be a pocket in space where concord does not care if something happens (im not sure if this is possible but im sure there is a way to make it possible, it would make it so all players could do it without passing in a gate camps)
Nriz Barol
1IL
#25 - 2012-12-06 16:35:16 UTC  |  Edited by: Nriz Barol
I really enjoyed watching the New Eden Open and Alliance tournaments before and would love to be able to compete in some of those and it makes me a little sad that I probably wont really get that opportunity the way the entry requirements are at the moment. One thing the commentators were saying was this pilot competed in Alliance tournament ** for such and such a team so it seems like there is an elite cabal of pilots who get brought back each year and there is not much opportunity for others to join in because of the perceived need for previous tournament experience. Also the cost of entry for a small Alliance is a little steep, maybe a seeding system based on previous performances in tournaments could be used, be they previous alliance tournaments or different competitions.

Imho I feel this is something that could really be iterated on and could maybe even have ISK (pay for pvp) rewards and the like. I know I would love to hear a Cinderella story about a group of random guys who just got thrown together for say the "Rens Gamble 8vs8" and ended up in the final of Alliance Tournament 12 (having knocked out PL in the semis *giggles*).

I know this may seem a little off topic maybe but feel that as the discussion seems to be centring around paying for pvp I felt it was on topic.
Xa Enyalius
House Harkconnan
#26 - 2012-12-06 16:36:56 UTC
How about this: make all station agents give missions remotely (and only in their own system). Get rid of the mission levels and make each site escalate in waves starting at a level 1 equivalent. If you kill the ships in a time limit, wave 2 (level 2) warps in. As long as you complete wave 1 of the mission you can hand it in, but more money comes from beating more waves. This avoids the grind of mission, dock, refit. Its also good for the economy, as lots of mission runners will push too hard for greater reward before their ready and get pop'd :p. A lot of Current missions come in the form of warp gates/waves which could be adapted to this format keeping the variance in missions alive.

For extra bonus points make it so that one ship per wave is worth 2x bounty, but will warp away if attacked, thus encouraging pvp fittings in pve.
Nikk Narrel
Moonlit Bonsai
#27 - 2012-12-06 16:38:54 UTC
Solutio Letum wrote:
Then why not mix pve and pvp?

First Problem/Fix Needed:

1a Make Pve so you can use pvp fittings, pvp fittings are short terms high power fittings (Power = DPS or Tank or/and Both)
1b Make Pvp fittings that are a bit more long term to they merge with Pve better (longer lasting cap, rechargable cap booster i saw a thread about it could be tweaked for longer figths with ups and downs)

2a Make an area where players can pve in and pvp in, an area that supports both at the same time, like lowsec incursions, but not for large scale fleets only
2b Make it so pve players need to figth, and cant just warp out so there fits are gonna support being hotdroped
2c Make it you got no disadvantage by being there first, rats will turn around and attack others not farily even, they will think these guys are stronger so taking them out im more importent, but it will even out if its starting to last long
2d make it so you land not exactly on spot on the grid, make it random spot in a 40km circle so unless you have allot of pple you cant just "camp" these things

3a make it worth something, and easily accessible, so players to it, and want to do it, the loss of ships will support for the money made
3b make it in highsec so any players can just go do it, but this area will be a pocket in space where concord does not care if something happens (im not sure if this is possible but im sure there is a way to make it possible, it would make it so all players could do it without passing in a gate camps)

I agree that there should not be two fits, one for PvE, one for PvP.

I disagree that PvE types should expect and be forced to PvP during PvE action. This will simply be abused from one direction or another. (Either a gank will happen once the PvE encounter wears down a target, or the mechanism to balance risk will be abused somehow)

If you are committing 100% of your efforts to a NPC fight, having a PvP pilot show up and attack is hardly a balanced action.
Obviously you don't want easier NPC fights to compensate.

I would suggest, for this, something that would level the fight.

In the event of PC interruption to a fight against NPC, (strictly for missions, not ratting in this case), the status of both sides is set aside and bookmarked. (Condition and state of both the mission runner ship and the NPC opponents)
The mission runners ship will be immediately restored to the condition it was in before the fight, (probably 100% in most cases), and all modules damaged by overheating also restored similarly.
The PvP fight is resolved. If the mission runner succeeds, his ship resumes it's status and is back in the fight against the NPC opponents as before.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#28 - 2012-12-06 16:40:02 UTC
Gilbaron wrote:
the problem is not that pve is boring,

the problem is that you can hardly make a living via pvp

Your half right. There are two problems.

PvE is dull. I will not dispute that. But it is pretty much the sole source of ISK. Without PvE there is no ISK to buy anything. It's all well and good having ships, modules, ammo and materials to sell, but if no one has any ISK to buy it with, then you won't be selling it any time soon. No ISK, no shiney PvP ships...

And your right, PvP is far from easy to make a living from. It would be good to have a way to make more from PvP, in one form or another.

Looking back on this thread, I feel my first post was probably too negative. I don't think it would be even feasible to bring rats onto a par with RL PvP pilots. Programming the AI would be difficult, given that evryone is different and the AI would ahve to react to so many variables in so many different ways. Not to mention that so many pilots are on such vaired levels when it comes to PvP. But making them more challenging would be good.

Bosses, I like. I have never understood why faction spawns, with such potentially tasty loot, are so easy compared to the elite spawns. IE: A Dread Guristas frigate dies in one or two volleys of missiles, while a Pithi frigate will jam, scram and web you while taking 3 or 4 times as much damage to drop them. That doesn't make sense to me. A boss spawn in the bonus room of Guristas Extravaganza (lvl 4) would be great. It would make it feel complete, rather than just noticing there isn't anything spawning any more.

I would like something to be done to change the needs of a PvE fitting. I know FW complexes got some attention during Retribution, so they are now designed to be done by PvP fit ships. Could this be done to missions? Make them more about the gank and less about the tank?

Some Incursion style missions would be cool too. Maybe, once in a blue moon, a level 4 agent could hand out a mission where you need to bring a small fleet? It would also encourage people to get out there and find supportive missioning corps, rather than just running a mission with an alt.

Solutio Letum
The Scope
Gallente Federation
#29 - 2012-12-06 16:51:09 UTC
Nikk Narrel wrote:
Solutio Letum wrote:
Then why not mix pve and pvp?

First Problem/Fix Needed:

1a Make Pve so you can use pvp fittings, pvp fittings are short terms high power fittings (Power = DPS or Tank or/and Both)
1b Make Pvp fittings that are a bit more long term to they merge with Pve better (longer lasting cap, rechargable cap booster i saw a thread about it could be tweaked for longer figths with ups and downs)

2a Make an area where players can pve in and pvp in, an area that supports both at the same time, like lowsec incursions, but not for large scale fleets only
2b Make it so pve players need to figth, and cant just warp out so there fits are gonna support being hotdroped
2c Make it you got no disadvantage by being there first, rats will turn around and attack others not farily even, they will think these guys are stronger so taking them out im more importent, but it will even out if its starting to last long
2d make it so you land not exactly on spot on the grid, make it random spot in a 40km circle so unless you have allot of pple you cant just "camp" these things

3a make it worth something, and easily accessible, so players to it, and want to do it, the loss of ships will support for the money made
3b make it in highsec so any players can just go do it, but this area will be a pocket in space where concord does not care if something happens (im not sure if this is possible but im sure there is a way to make it possible, it would make it so all players could do it without passing in a gate camps)

I agree that there should not be two fits, one for PvE, one for PvP.

I disagree that PvE types should expect and be forced to PvP during PvE action. This will simply be abused from one direction or another. (Either a gank will happen once the PvE encounter wears down a target, or the mechanism to balance risk will be abused somehow)

If you are committing 100% of your efforts to a NPC fight, having a PvP pilot show up and attack is hardly a balanced action.
Obviously you don't want easier NPC fights to compensate.

I would suggest, for this, something that would level the fight.

In the event of PC interruption to a fight against NPC, (strictly for missions, not ratting in this case), the status of both sides is set aside and bookmarked. (Condition and state of both the mission runner ship and the NPC opponents)
The mission runners ship will be immediately restored to the condition it was in before the fight, (probably 100% in most cases), and all modules damaged by overheating also restored similarly.
The PvP fight is resolved. If the mission runner succeeds, his ship resumes it's status and is back in the fight against the NPC opponents as before.


what you said has nothign to do, ganking is a good tachtics now you cant wait at a site, i had another though

2e these sites could be like asteroids belts but with NPCs in them

and you cant gank someone in it unless they warp on you
these sites would have has much NPCs has the system goes, if there are lots of ships at one place, they want to kill all of them if possible so they will warp to it, point the more ships they can and kill them one by one, so gnaking is untrue when you need to figth after, every size of npc should have Point this time, and they can have really fast frigates tacklers to ofc when needed

tell me where you see someone waiting in sites just to get a kill? without force, thats what ganking is, here if you try to blob someone Pirates will then blob you and youll be running like a ***** after losing a couple ships
Nikk Narrel
Moonlit Bonsai
#30 - 2012-12-06 17:06:02 UTC
Solutio Letum wrote:
what you said has nothign to do, ganking is a good tachtics now you cant wait at a site, i had another though

2e these sites could be like asteroids belts but with NPCs in them

and you cant gank someone in it unless they warp on you
these sites would have has much NPCs has the system goes, if there are lots of ships at one place, they want to kill all of them if possible so they will warp to it, point the more ships they can and kill them one by one, so gnaking is untrue when you need to figth after, every size of npc should have Point this time, and they can have really fast frigates tacklers to ofc when needed

tell me where you see someone waiting in sites just to get a kill? without force, thats what ganking is, here if you try to blob someone Pirates will then blob you and youll be running like a ***** after losing a couple ships

In reference to mission running specifically:
Ganking may be good tactics. It certainly increases the chances of a successful kill when your opponent is badly damaged when you start your attack.

The question I am wondering about is this: does that also make it good gameplay?

In reference to your newer belt style NPC sites:
So, these spots have a bunch of NPCs that spawn in response to your going to them? I think you suggested the spawn will scale with the number of ships involved. This sounds good to me.
Yes, they can try to gank someone, but they still need to respond to their own problems resulting from them being there too.
Solutio Letum
The Scope
Gallente Federation
#31 - 2012-12-06 17:07:35 UTC

2f make it so when you get to much carebear they just jump more backup in, and they will just you dont know how much, you need to keep tank baiting and not being 100% solid or then they will just pump everything in one shot, the point at the end of this is that you die no matter what, you get money for killing some of them but they get more and more and more and more until you die, if you get a carrier or 2 in it youll get some Sansha super carrier in and they will try to kill you with it, if its not working out and you let them to much time they will just call back up, youll be warned a bit before ofc but... its worth figthing for
2g ch1you can destroyer all they have, but its hard, the point here is to make it possible to figth in a small or big fleet unlike incursions, or WHs with carriers, or with titans and super caps, but they will try to kill it because its a juicy kill so your fleet better have some backup of there own
2g ch2, once you destroy everything they have, youll get some magic awesome bounty for everyone who shot them (well distributed but not unfair)
2h ch3 they will then rebuild and you wont see them in the area there bases where setup for a week, then they will be stronger, and will get weaker has time goes, because they do have multible bases around the world

well this is the seocnd idea beind it if it where to be made a bit like incursions
Solutio Letum
The Scope
Gallente Federation
#32 - 2012-12-06 17:13:53 UTC
Nikk Narrel wrote:
Solutio Letum wrote:
what you said has nothign to do, ganking is a good tachtics now you cant wait at a site, i had another though

2e these sites could be like asteroids belts but with NPCs in them

and you cant gank someone in it unless they warp on you
these sites would have has much NPCs has the system goes, if there are lots of ships at one place, they want to kill all of them if possible so they will warp to it, point the more ships they can and kill them one by one, so gnaking is untrue when you need to figth after, every size of npc should have Point this time, and they can have really fast frigates tacklers to ofc when needed

tell me where you see someone waiting in sites just to get a kill? without force, thats what ganking is, here if you try to blob someone Pirates will then blob you and youll be running like a ***** after losing a couple ships

In reference to mission running specifically:
Ganking may be good tactics. It certainly increases the chances of a successful kill when your opponent is badly damaged when you start your attack.

The question I am wondering about is this: does that also make it good gameplay?

In reference to your newer belt style NPC sites:
So, these spots have a bunch of NPCs that spawn in response to your going to them? I think you suggested the spawn will scale with the number of ships involved. This sounds good to me.
Yes, they can try to gank someone, but they still need to respond to their own problems resulting from them being there too.


yes small amounts of npc from the start you can just pick off there guards and start taking anythign that comes out they have lots of pple in them, not to worry unless a fleet comes int, then they pump a fleet out not worrying about the one that was ratting, also because they WANT that kill, so they will aim for tackling/ganking when someone comes in then when they lose allot they will keep the tacks but maybe they could have some logis instead and make it hard on the fleet, again

you need to forget about ganking, since it would make ganking impassible you'd need a ship able to fight back, not just fall off and die
Orion X04
Corus Aerospace
#33 - 2012-12-06 18:19:03 UTC
Why not have a system that spawns random pve sites in a system and alerts nearby players that it's there?

For example:

Players would receive a distress call from a point in a system, the player would then warp to the point of the call to find a PVE site where an npc convoy is under attack from pirates. Fighting off the pirates would result in an isk reward based on how many friendlies survive.

Once the event is finished, the convoy warps off and the site despawns.

The pirates would be more advanced, like incursion npc's, making these mini-incursions something to aim toward and justifying greater rewards.

The sites themselves would spawn at random with varying levels of difficulty.

Thoughts/improvements?

Corus Conglomerate

"Building A Better Tomorrow, Today"

We are recruiting!

Eukal Yptus
AdAstra. Beach Club
#34 - 2012-12-06 18:43:16 UTC
About anomaly:
DED found when doing anomaly take you too far, often in enemy territory and the traveling way is borring :s , just make it pop around the pocket.

Also, the anomaly work on round/wave, we should make it a bit funny, maybe with a "bounty chain", the faster you kill and chain, more you get. The time gained/needed depend on the size of the target. And the bounty become harder to maintain over time but also give more reward.

Exemple:
Starter 120s
Frig 10s
Cruiser 20s
BC 40s
BS 80s

So the first kill is the starter, if you kill something before the end of the 120s, you become in a Bounty-chain1, lets suppose i kill BS and add 80s to the stopwatch, each time you kill a rat, the bounty chain increase in reward AND the time given by the size of the rat is lowered the more you climb the chain. (like 10s given by a BS at a bounty chain 30)
If the stopwatch drop to 0 second, the chain reset.
The reward should be an increase in percentage for the bounty.


In another idea, the problem with nullsec ano are their size, i do haven alone... not bad but there is a lack of huge anomaly made for a gang. So we stay alone... make one for gang... and not only in -1.0




Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#35 - 2012-12-06 19:16:36 UTC
My train of thought just took me through the following:

Incursions... Thats Sansha trying to get a foothold in New Eden... It would be cool if other pirates tried to do similar and carve big chunks of New Eden for their own empires... Hmmm, they could start attacking the borders and players would have to run mni incursion style sites to fend them off... Or they could help the pirates... What if the security status of the majority of New Eden shifted and changed with successful and failed mini incursions?

A small 'core' of systems, notably the Trade hubs and their surrounding systems, would be 'immune' to these attacks as Concord and the militias would defend these harder. But wouldn't it be cool if the very future of New Eden was dictated by the actions, (or inaction,) of the player base in this way?
Arian Blade
The Scope
Gallente Federation
#36 - 2012-12-06 19:18:16 UTC
As no one responded to Xa's idea I would like to expand on that.

In a post a little back Xa gave an idea I blogged about recently, basically it is an idea that your missions gains and difficulty should scale with your ability and even group but how do you do that?

Fairly simple as it happens has already been achieved in other games, most notably a game called "RIFT", it is an idea thats very simple that actually fits the eve cannon even better, essentially you as a capsuleer enter a system, request a mission remotely (this is the future with instantaneous communication, seriously is docking necessary?) you are then given a coordinate to warp too, you warp in and commence blapping.

First wave, equivalent to lvl1, complete it in time? congrats here comes wave 2! roughly equivalent to lvl 2,complete that in time? next wave! and so on, until your getting to waves that require exceptional fits, piloting and or groups to complete to get to the next wave, each wave giving progressively better returns until you fail to complete in time at which time the NPC's attempt to run.

Got to a high level wave? got a faction spawn? point that sucker so he doesn't warp out! this will actually get people PVE'ing together and learning PVP style fits and gangs without such a harsh distinction between them just to get to higher waves.
There is also no reason you cant make the spawns procedural so that the diffiiculty just gets higher and higher without an actual upper limit so you will at some point fail and need to learn when to cut and run!

As I said i have posted a longer version of this idea on a blog myself and a few friends run, I really do invite critique and addition to the idea both on this thread and our blog at...

http://www.extra-vehicular.com/2012/11/pve-content-mission-shake-up-idea.html
Dersen Lowery
The Scope
#37 - 2012-12-06 20:18:47 UTC  |  Edited by: Dersen Lowery
PvE is pretty boring, although some missions got a recent upgrade in the "oh, %*(@)" department.

A few things to consider:

1) make NPCs warp off when they are (only) webbed, so that mission runners have to fit, or bring, tackle. The actual reason for this is to have a lot more tackle-fitted ships in high sec in tandem with the recent changes in Retribution, but it would also be a significant step toward using missions as a training ground for PvP;

2) loosen up the "get quest, complete quest" model. For the data center agents, you could have them contact a capsuleer who has acquired some of the appropriate tags, and say, "hey, I have a reward for you if you pick up 10 more of those. Meet me at X Data Center when you're done." Also, +1 to accepting and completing missions in space. The agent finder could be moved there as well, with a "current system" setting. Missions that involved deliveries (including "rescues") would still require docking at the appropriate station;

3) please, please, please find all the "storyline missions" of the "Federation needs 99 units of tritanium for the war effort" variety and kill them with fiery death. Mining missions are fine, but make the amounts worthwhile and ICly plausible. There's a bright, shiny ORE frigate out there just begging to be used;

4) I like the idea of GW2 style "events," though it might take some tailoring to integrate them into EVE's significantly different atmosphere (heh);

5) Boost the rat AI. I don't just mean make them smarter, although I would like to see logi and something like fleet comps, I mean give them personalities. Fighting different factions should feel different, beyond EWAR and weapon types. Rookies could be highly disciplined when there's a commander on field (they're great at following orders) and bad otherwise. Mercenaries would be a mixed bag. Sansha would operate with a terrifying, mechanical efficiency, and so on. This probably means designing out reasonably full faction ship lines.

6) Have spies be spies. Whip up a table of a few key types of module, and equip spies with ship scanners (the same fallible kind that we get, just to keep things a bit interesting). The spy gets a basic snapshot of your ship (LR active armor BS) and triggers a spawn that is appropriate to the challenge. Then, instead of not shooting spies because they tend to trigger spawns upon death, you want to shoot them ASAP before they trigger spawns that can hurt you.

7) maybe get some of your recently hired PVP players to design comps and update them every year or so according to the evolving in-game meta, so that PVE evolves with the game.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Dawn DiDacyria
The Scope
Gallente Federation
#38 - 2012-12-06 21:06:16 UTC
I'm not sure scalable mission difficulty is a good thing, at least not in EVE. In other MMO's where the death of a character has a much smaller impact on the game, and on the player, it not only works but is a good idea. There you can change your tactics and strategy and still be able to pull of a win, after dying some times, and having levels that easily can set a staging point of where to set the scale of difficulty makes scaling easy.

In EVE where the loss of a ship can be very expensive it would result in too much ISK loss for a player if missions scaled up to the point where it became inevitable to lose your ship unless you bailed out. It would make PvE unprofitable instead of a way to gain ISK. There's also the problem of not quite knowing what to fit your ship with if missions are scaled depending on your ship and it's capabilities and your skills with said ship and it's modules. It could even be worth downgrading your ship to get an easier mission...

Even though the increasing level of spawns idea might seem like a good idea I still have serious reservations against it. Part of a mission running experience is to being able to tank as well as giving out enough DPS to overcome any enemies tanking abilities. Having a mission based on DPS'ing as fast as possible for more reward seems to me to just elevate the "as much ISK/h" sentiment that is a pretty big part of making PvE the basically boring past-time that it currently is. Making a mission require a "do as much DPS as you can" fit elevates the problem as not only will the ISK/h sentiment rear it's ugly head but it will not require any kind of need to fit a ship depending on the mission at hand. DPS and a scrambler to keep the best bounty rats in place.

Dersen Lowery's 7th point though is interesting. Have monthly competitions for designing new mission complexes, complete with story and all, could be fun as well. Getting the players to feel more involved and have more fun (I mean, who wouldn't find it fun to run a mission or two they themselves have helped design???) as well as getting the world more evolved. The final version would of course be balanced by CCP so as not to have low-risk missions give top-end rewards.
What the hired PvP Players are all about I have no idea though. New devs?

The first point is good too. To get the bounties on the rats you need to take them out. In any mission where Capsulers fight non-Capsulers the non-Capsulers should bail and try to run when they notice they have no chance and are about to die. This would of course set missions where the objective is to kill all enemies present hard to do unless changed to either kill OR drive off. This would not result in increased ISK to the game as not killing them means no bounty for them either BUT could allow for more rats present with the knowledge that of the total (random number bounty) 50% will not be given out as the rats will warp out to safety. To keep them all interested would require seeming to be taking too much damage and introduce a few new strategies for making ISK of those bounties.

Cheers
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#39 - 2012-12-06 21:41:10 UTC
Dersen Lowery wrote:
1) make NPCs warp off when they are (only) webbed, so that mission runners have to fit, or bring, tackle. The actual reason for this is to have a lot more tackle-fitted ships in high sec in tandem with the recent changes in Retribution, but it would also be a significant step toward using missions as a training ground for PvP;

At least make faction spawns try to warp off when their primary tank drops below say 25%.

Dersen Lowery wrote:
2) loosen up the "get quest, complete quest" model. For the data center agents, you could have them contact a capsuleer who has acquired some of the appropriate tags, and say, "hey, I have a reward for you if you pick up 10 more of those. Meet me at X Data Center when you're done."

Would it be possible to use a random mission generator? Get a few dozen objectives, throw in a random number of rooms, random chance of higher value spawns, very low (but not nonexistant) chance of the ambushes where the brief is actually a setup adn the rats try to gank you?

Dersen Lowery wrote:
Also, +1 to accepting and completing missions in space.

Seconded. Communication is the future and all that.

Dersen Lowery wrote:
5) Boost the rat AI. I don't just mean make them smarter, although I would like to see logi and something like fleet comps, I mean give them personalities. Fighting different factions should feel different, beyond EWAR and weapon types. Rookies could be highly disciplined when there's a commander on field (they're great at following orders) and bad otherwise. Mercenaries would be a mixed bag. Sansha would operate with a terrifying, mechanical efficiency, and so on. This probably means designing out reasonably full faction ship lines.

Maybe, with reduced numbers of rats in fights, Guristas could actually use Drones, given that their ships are all Drone Boats? (I don't know what sort of load that would put on the server, but I wouldn't mind having to fend off the occaional wave of drones, maybe in a boss fight?)

Dersen Lowery wrote:
6) Have spies be spies. Whip up a table of a few key types of module, and equip spies with ship scanners (the same fallible kind that we get, just to keep things a bit interesting). The spy gets a basic snapshot of your ship (LR active armor BS) and triggers a spawn that is appropriate to the challenge. Then, instead of not shooting spies because they tend to trigger spawns upon death, you want to shoot them ASAP before they trigger spawns that can hurt you.

I like this idea. Maybe randomly pick either a wave that you will struggle to kill with your particular weapons, (He's using Artillery, get some attack ships in close!" Or a wave that will try to exploit your tanks weakness, ("Its's a Drake, load up the EM rounds.")
Joe Risalo
State War Academy
Caldari State
#40 - 2012-12-06 22:05:06 UTC
I personally feel that lvl 5 missions should be brought back into high sec.

However, they should be slightly altered so that it is impossible to solo them.

They should require a fleet of 5 at least, with at least one logistics.



This would help to break up the monotony that is high sec missioning.

They are currently outperformed by high sec incursions anyway.


Now, as far as the introduction of t2 related minerals, I feel this is a good idea as well.

anything to cut down on the costs of t2 ships, thus making them more viable for pvp would be nice.


As far as npc intelligence. I feel they should all be similar to sleepers, however, lvl 4 missions should still be solo-able with a properly fitted bs.

Perhaps what could be intruduced is dynamic missions so that the more people you bring, the more npcs you face, thus increasing payout divided amongst the players.

However, doing so may discredit lvl 5 missions and incursions, so perhaps that's not the best of ideas.

So, perhaps, like I said, they should move lvl 5's back into high sec, buff low and null incursion payouts, add t2 mineral drops to cut down t2 markets, make all npcs more like sleepers, and add rare npcs with chances at pirate/faction drops but are also quite powerful compared to other npcs.