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Missions & Complexes

 
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Do missions need a revamp?

First post
Author
Atreides 47
Sebiestor Tribe
Minmatar Republic
#81 - 2013-09-06 18:57:44 UTC
Don't forget that ship and plex prices is at least 100% higher than few years ago(3 as example), but mission rewards are still the same and many LP rewards are degraded into cheap thrash.
Thats why current missions are not only boring, but extremely frustrating. You sometimes think that "why the hell Iam even bother with this crap, when Incursions,WH and nullsec holds much much more profit". You can be doing 1 mission about 1 hour and rewards are crap. There is nothing to do solo in high sec that worth your time, and even rated complexes are bs with 1 of 10 chance of drops.
Higgs Foton wrote:
its about ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK oh, and about ISK as well.

So missions. Keep them predictable. Have a few which has something like a 10% chance to spawn a faction ship with nice lewts. Maybe add a few to the pool. Not to difficult. Just fun shooting some red crosses. Making lotsa ISK.

Its only partially true. People that enjoy challenging pve with ability to blow their ship must have ability to set Difficulty for themselves, like choosing proper missions or enabling "hard mode" or something. I bet CCP can choose right way for Difficulty, levels are just total crap. L4 to L5 difficulty range is utter nonsense.

Long Live the Fighters !

CCP and nerfs - http://i.imgur.com/MejTGfL.jpg

Zaxix
State War Academy
Caldari State
#82 - 2013-09-06 19:26:36 UTC
It would be enough for me to have some sort of randomization. That is, you might get Angel Extravaganza for the millionth time, but once you entered it, the NPC mix would be different, the layout, objects, spacing, ranges, etc. would be different. It works well enough for the loot tables, why not for mission content?

Bokononist

 

Baggo Hammers
#83 - 2013-09-06 20:05:04 UTC
Get rid of eve survival. Then watch the fun.

If you don't know where you're going, any road will take you there.

IIshira
School of Applied Knowledge
Caldari State
#84 - 2013-09-06 20:07:10 UTC
Zaxix wrote:
It would be enough for me to have some sort of randomization. That is, you might get Angel Extravaganza for the millionth time, but once you entered it, the NPC mix would be different, the layout, objects, spacing, ranges, etc. would be different. It works well enough for the loot tables, why not for mission content?


I'm not sure about you but at some point after my thousandth mission I stopped looking at layout, spacing, and objects. CTRL click in the overview and commence firing at red x's.

Adding random factions in a mission would only force people to omni tank. That will take another aspect out of fitting your ship and everyone knows how expensive faction invulns are. It's not like they're going to get all excited "look look! A wave of Sansha ships spawned in Angel extravaganza... They look so pretty!"

It would be exciting if there was some random faction drop because to me it's like opening a present and getting something cool. Of course this would have to be a rare drop.
Atsushi Aishai
Perkone
Caldari State
#85 - 2013-09-06 20:49:49 UTC
A lvl 4 mission high risk.
Where you get a warning first that it is most likely that you will loss your ship. And then. Random mission, random enemies and that.

Should be solo able for high SP characters, but they would need to first scout and then fit to counter the enemy.

The NPC would be. Look at this place. Depending on the spawn you have a different task.
Daniel Plain
Doomheim
#86 - 2013-09-06 20:54:31 UTC
Ciaphas Cyne wrote:
Higgs Foton wrote:


its about ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK ISK oh, and about ISK as well.

So missions. Keep them predictable. Have a few which has something like a 10% chance to spawn a faction ship with nice lewts. Maybe add a few to the pool. Not to difficult. Just fun shooting some red crosses. Making lotsa ISK. Have items in LP shop only costing LP and not ISK. That kinda stuff.

What we want is more ISK! We don;t want more challenges. Not in PVE anyway. :)



this opinion is generally only held by two types of folks:

1- those whose real life is so sad they need a virtual one to feel accomplished

2- game devs

confirming that my real life is sad and i'm a game dev Roll

I should buy an Ishtar.

Zaxix
State War Academy
Caldari State
#87 - 2013-09-06 21:05:50 UTC
IIshira wrote:
Zaxix wrote:
It would be enough for me to have some sort of randomization. That is, you might get Angel Extravaganza for the millionth time, but once you entered it, the NPC mix would be different, the layout, objects, spacing, ranges, etc. would be different. It works well enough for the loot tables, why not for mission content?


I'm not sure about you but at some point after my thousandth mission I stopped looking at layout, spacing, and objects. CTRL click in the overview and commence firing at red x's.

Adding random factions in a mission would only force people to omni tank. That will take another aspect out of fitting your ship and everyone knows how expensive faction invulns are. It's not like they're going to get all excited "look look! A wave of Sansha ships spawned in Angel extravaganza... They look so pretty!"

It would be exciting if there was some random faction drop because to me it's like opening a present and getting something cool. Of course this would have to be a rare drop.

I didn't mean that other factions should appear. Rather, that instead of knowing that there will be 2 BS and 1 BC and 4 cruisers in pocket 1, it might be 10 BS (extreme example). And as for spacing and layout, you might warp in on them at 10k or 50k. In other words, making Eve Survival obsolete.

Bokononist

 

Springjill
Von Neumann Industries
#88 - 2013-09-06 22:00:20 UTC  |  Edited by: Springjill
Ciaphas Cyne wrote:
TLDR: what good is fake currency when the game you earned it in isnt fun on a base level? If you wouldnt do a mission for free then they shouldnt be in the game.


So why do we have rewards at all? Or persistend universes, for that sake. Everything should be a very much fun puzzle bubble clone.
Rewards are part of the fun. This game is this successful partly because of its economy, of the tough/dark/elitist attitude, and so on. Bragging rights are paramount in most games, in eve they are CURRENCY.
And you manage to claim if you wouldn't do it for free it shouldn't be in the game. Way to understand how a game works.

EDIT: Just to make this post useful, what everyone's point at here is variety - some want more challenge, but it has been mentioned that bigger challenges are available in eve - players-based. I agree with this. So I'd say try to provide variety as in different approachable strategies. PVE ships right now are basically using tank, dps mods, and cap stabilizers. Let's make all those fun mods we already have some more useful, maybe. Give us the option of using different ways to conclude a mission (beside the obvious raze the area to the ground) - bait, neutering, and so on.
Ravasta Helugo
Republic University
Minmatar Republic
#89 - 2013-09-06 22:23:02 UTC  |  Edited by: Ravasta Helugo
There needs to be an infusion of Variety, Immersion and Risk. These are the three things that are completely absent from PvE right now. Introduce them, and you will have done wonders for the world of Eve PvE.

Variety:
Not knowing exactly how a mission will go before it even starts.

When I was a kid, my parents took me to Universal Studios, and I got to ride The Indiana Jones Adventure. The ride was pretty awesome stuff. You sat in a mine cart, and you went up a steep incline, like a typical roller coaster. BUT at the top of the incline, before you dropped into the adventure, you faced three large statue heads with open mouths. Each was identical, except for it being painted and illuminated in a different color. You don't know which head you're going to go through until the last second, and then *jolt!* your cart decides and into one of the mouths you go!

The first statue was Red, and it took you through a "Raiders of the Lost Arc" adventure, complete with bright beams of light, blowing hot winds and angry ghosts chasing you around the final few turns. The second statue was Green, and it was the wild jungle chase scene from "The Temple of Doom", complete with giant bolder chasing you at the end. There was a portion of that ride where you run in between two walls that shoot puffs of air at you, creating the illusion that real blow guns are being fired at you and are just barely missing. I was 8 and it scared the **** out of me. To get the final, Golden Door, I had to ride that damned ride 8 times. My poor father. This was "The Last Crusade," and it consisted mainly of a crazy car chase through Middle Eastern streets, climaxing with a Nazi fighter plane strafing just behind your cart at the end. Each version was amazing, and worth going on... and...

And it was all the Exact. Same. Ride. Every single turn was the same. Every dip and dash. The walls of several rooms simply rotated to reveal blowguns, or market stalls. The lighting changed from dark and green to bright and golden. The musical score changed and the projector screen on the ceiling behind your cart at the end played a different climatic danger behind you in the closing seconds of each version. Using 95% of the same resources, Universal Studios turned the exact same ride into the three distinct experiences that kept me willingly in line all day. This same variety needs to be injected into missions!

A mission might have the same name, and essentially the same structure, but enough factors should be altered within that they feel different. There might be four rooms every time, but there may be many frigates that spawn directly on top of you, or several groups of battleships at a distance. The mission might have heavier DPS or there may be lots of ECM. These factors could be randomized, though partially guided by the ship type you warp through the first gate with.

Variety is important, because it forces you to adapt (when combined with reasonable risk, but I'll get to that) to the situation at hand, rather than simply "Ctrl+Click; F1" through an entire mission. You must recognize the "strategy" that that rats are using against you, and adapt to it. And you won't know what it is until you get there. However, variety also keeps you wondering what will happen the next time you run the mission.

I understand that the coding behind much of this will be a hard. Taking enough variables to create the illusion of variety, and keeping their interaction balanced, will be tough. But I believe in you guys. If Universal Studios can do it with wood boards, a projector screen and some air cannons, you guys can do it too!
Ciaphas Cyne
Moira.
#90 - 2013-09-06 22:26:18 UTC  |  Edited by: Ciaphas Cyne
Springjill wrote:
Ciaphas Cyne wrote:
TLDR: what good is fake currency when the game you earned it in isnt fun on a base level? If you wouldnt do a mission for free then they shouldnt be in the game.


So why do we have rewards at all? Or persistend universes, for that sake. Everything should be a very much fun puzzle bubble clone.
Rewards are part of the fun. This game is this successful partly because of its economy, of the tough/dark/elitist attitude, and so on. Bragging rights are paramount in most games, in eve they are CURRENCY.
And you manage to claim if you wouldn't do it for free it shouldn't be in the game. Way to understand how a game works.



"rewards" in a game are there to keep you paying. what you see as a reward for doing something is actually just the release of a time sink so you dont get to the main content too fast. Im not unrealistic and I understand that within these time sinks flavor and backstory can develop; its not all about the cash. BUT currently, in EVE, missions are all grind, no fun...for me. Just me. Not saying you cant really enjoy the gameplay as is. I just dont. Puzzles are not the answer...never said anythinhg about specific styles of play, by the way. just that it should be **FUN**

we are all too used to putting up with "the grind" when it is, in fact, not needed. If the gameplay can stand on its own, like PvP can, then you dont need that imaginary carrot you seem to have so much fun chasing.

i just hope that game makers everywhere understand that there are some people who are interested in an experience, who are interested in having our minds stretched, and who do not prioritize the acquisition of wealth just for the sake of it. just like in the real world, money is useless unless you spend it.

"buff only the stuff I fly and nerf everything else"

  • you
Ravasta Helugo
Republic University
Minmatar Republic
#91 - 2013-09-06 22:27:55 UTC  |  Edited by: Ravasta Helugo
Immersion:
Creating the illusion that what you do is real, and that what you do matters.

There is a three part Level IV mission series that revolves around trying to save the crew of a ship stranded in an anomaly. In the final moments of the final mission you are presented with a choice: Deliver a scientist to the ship, so that he may use his last moments to destroy it and give them peace; or drop him on a drone structure, which he will self destruct to close the anomaly and prevent this from reoccurring. The mission pays poorly, and is mostly forgettable, but those closing moments are some of the most immersive PvE I've experienced in Eve. Choice is an important tool. Besides contributing greatly to Variety, it can also be tied to consequences that alter the remainder of that mission, or the rest of the missions in a sequence. CCP has partially shown their ability to do this with Epic Arcs. It needs to be expanded upon, and applied to as many missions as possible.

To compliment emotional immersion, sensory immersion also needs to be improved. I've played this game for almost six years, and it bothers me to this day that rat spawns in missions simply appear out of the ether. If you are mining in a belt, rats visibly warp into the belt. You can see them jump in from a distance. This mechanic should be applied to mission spawns as well. Choice, Consequence and a visual experience that doesn't jarringly break the fourth wall.

Combine this with Variety, and we have branching stories that completely change the course of missions: Ran Domguy needs to be rescued from a kidnapping cartel. Mission completes when one unit of Ran Domguy is delivered. During the course of the mission you choose whether to pay a ransom, whether or not to rescue other prisoners, and eventually you either end up rescuing an innocent Ran Domguy... or you might reveal that Ran Domguy was the ringleader of the cartel to begin with, and you return him to face penalty for his crimes. Music appropriately accents each twist and turn, revealed through dialogue boxes (NOT local chatter.)
Ravasta Helugo
Republic University
Minmatar Republic
#92 - 2013-09-06 22:31:14 UTC  |  Edited by: Ravasta Helugo
Risk:
The failure to adapt properly, particularly in high value Level IV's, should put you in reasonable danger of losing your ship.

Variety is pointless if you don't need to react to it in any way. Immersion is difficult when all you have to do is "Ctrl+Click; F1" several dozen times regardless of the circumstances. This is why the risk of ship destruction is absolutely necessary, and missions will never be fun so long as it is absent. Such risk exists now, but it is confined to: "Know the trigger ships, and don't aggro the whole room like a fool."

That system will need to change if you are going to implement real threat variety. First of all, I think the concept of a trigger ship needs to be done away with. If a Pirate ship is on grid, it should be attempting to destroy you. No more ships within view of the naked eye watching as their Brethren are cooked by my Tachs. Utilize varied warp ins to ramp up DPS. Force adaptation to the changing threat, emphasizing smart target selection.

Consider, carefully, adding warp scramblers vs just disruptors.

If you are dumb in a Level IV, alone, you should face enough DPS and ECM to theoretically break you.

Perhaps reward could be looked at to compensate for this risk. Dynamic rewards, like low-chance faction spawns mentioned earlier. Perhaps, based upon the amount of DPS/ECM that can be predicted in each mission, a mission will have an assigned difficulty level (to inform newbies to stay away or bring help.) But the zero risk nature (and yes, with the advent of the MJD it is officially ZERO risk) of current Level IVs must be changed.
Ciaphas Cyne
Moira.
#93 - 2013-09-06 22:33:03 UTC
Ravasta Helugo wrote:



sorry i broke up your post but i dig everything you said. especially the immersion aspect of it. make us wanna help these agents!

"buff only the stuff I fly and nerf everything else"

  • you
Springjill
Von Neumann Industries
#94 - 2013-09-06 22:53:21 UTC  |  Edited by: Springjill
I wrote a nice and lenghty post - got eaten by the forum demon.

So edited out the useless quote.
Dalilus
Federal Navy Academy
Gallente Federation
#95 - 2013-09-06 22:56:33 UTC  |  Edited by: Dalilus
Yes, missions need a revamp.



It used to be that lvl 4 missions were an adrenaline junkies wet dream....sweaty palms and feet were the norm, the heart thumped so hard both kidneys hurt, the house could be burning down but one was so concentrated on not getting killed that an earthquake was a distant distraction and if one was not careful the chair cusion was in danger of being sucked into the body cavity by a sphincter no longer under central nervous system control. For example in the bonus room of the Angel Extravaganza there was an extra wave of fast elite cruisers doing a ton of dps that popped out of nowhere and another wave of bss doing the same, alas they were eliminated. Tengus with dual shield boosters could be lost in thebonus room of the Guristas extravaganza due to missile fire. All stasis towers used to work, here and there neuting towers were the norm and some structures would blow up if one got too close to them. Lvl 4s were hard but rewarding and if one had big [use your imagination here] lvl 5s could be done in high sec.



Then the loons took over the CSM. Nullbears through their CSM mouthpieces begam whining and bawling and writing threadnoughts about carebears making too much isk, started complaining that not enough carebears were asking to be pets by renting out nullsec space or becoming pew-pew foder and finally had the [use your imagination here] to say that PVP was the only way to play EVE. CCP in their wisdom listened to the nullbears and nerfed missions and nerfed them and nerfed them and nerfed them to where they are atm, a boring repetitive grind. Now they want to nerf marauders for PVE and useful for PVP but that is on another thread.



I understand that powercreep is a problem in any game but 100 million+ sp solo carebears that don't wanna PVP or run incursions, with a dozen or more bs hulls including faction, pirate and mauders strewn out in every mission system with billions in the bank, want challenges. Not killing Zor and saving the damsel for the 1,000 time.

Imo the only way to 'fix' missions is to have an aleatory mission engine where no 2 missiosn are the same. If CCP is willing to take on the challenge such and engine could be built, if I'm not mistaken there are several out there already. That way the nullberas will be happy breaking the kitchen sink over each others head and carebears will be happy doing the same with npcs.

Last but not least not everybody wants to swap body fluids with a partner while playing EVE, it might be apealing to some but not all. Please don't ban solo players in the revamp.
Ravasta Helugo
Republic University
Minmatar Republic
#96 - 2013-09-06 23:01:11 UTC
Springjill wrote:
I wrote a nice and lenghty post - got eaten by the forum demon.

So edited out the useless quote.

For future reference: The forum automatically saves a draft of what you're writing every 30 seconds. If a post gets eaten, press the back button, then click the "saved draft" link in the lower right of the typing box.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#97 - 2013-09-07 04:11:28 UTC  |  Edited by: Gimme more Cynos
Jenn aSide wrote:
IIshira wrote:
Thanks for the information. I was under the impression that CCP moved level 5 missions to lowsec in a attempt to boost activity there.

The problem with lowsec missions is unless you're in a corporation that has a substantial presence in the system you will likely get scanned down and ganked within minutes. I'm sure if you searched there might be some less populated systems but I'm not sure it would be worth all that to make a bit more ISK. Nullsec is a better choice for the ISK grind and generally safer.


I do level 5s with a Rattlesnake and another character to scout. I have yet to lose a ship.

People don't do lvls 5s or other things outside of high sec because no amount of reward justifies any amount of risk to folks like that. There is nothing ccp or anyone can do to change that. EVERY need thing ccp adds in hopes of encouraging players to try stuff outside of high sec only results in the enriching of people who were going to leave high sec anyways lol.


the risk must be reasonable, and this is not given in lv 5's for the average solo player. Staying in one lowsec spot for an hour or more with a ship worth billions is crap, and 100k LP (which have to be converted first) sounds like a good reward, but it isn't. Lowsec is by far the most dangerous space for a mission runner. Even the lv 3 epic arcs are more safe, just because you don't have to use a "I want to be ganked BS".

there's a reason why lv5's are "to be blitzed or gtfo" for most players since unscannable ships are a tale of the past.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#98 - 2013-09-07 07:40:55 UTC
Quote:
There needs to be an infusion of Variety, Immersion and Risk.


But it needs to be scalar.

And for first year rookies the risk is immense, but so is the payout relatively. You want to quadruple the risk that I might loose one of my multi billion ISK ships without quadrupling the payout and I'll go play something else in a heartbeat. I already paid my dues.

internet spaceships

are serious business sir.

and don't forget it

Oh Dae Su
Garoun Investment Bank
Gallente Federation
#99 - 2013-09-07 08:38:54 UTC
Dalilus wrote:

It used to be that lvl 4 missions were an adrenaline junkies wet dream....sweaty palms and feet were the norm, the heart thumped so hard both kidneys hurt, the house could be burning down but one was so concentrated on not getting killed that an earthquake was a distant distraction and if one was not careful the chair cusion was in danger of being sucked into the body cavity by a sphincter no longer under central nervous system control.


I like you, you're funny.
Xenon Vertillia
Keeper's Corporation
#100 - 2013-09-07 09:45:57 UTC
As a Noob i wanted to get into Missions that is where dev's usually puts alot of effort in the form that players should get to know the univers, and get in on the idea of what everything is about, and to be blunt have something todo when a fleet isn't rolling or PI/mining is done. But i sadly discovered that there were no depth in any missions, which made grinding to Lvl4 intolerable and to be frank almost made me quit the game. Luckily i didn't. I left Missions for a long while, but then you made Epic quests, and i must say, there you hit the spot. Those are immensly fun, and also challenging.
Incursions i'm not particularly fund of as they require much interaction. And very often coms, which i don't see why that have to be requirement. But the idea of excalating, and having a common enemy that is about to invade as a part of the universe story is awesome, but you need to make Things more formable multible choice thing, and educate us in the vast and extremely story thicken universe. Politics, and missions where you think you and a say in what's going on always is a great kickoff. Blending missions with FW would also give a Little more flavour to things.

So something in between incursions, missions, more like epics are my preference.