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A new feature to solo mission runners: end-mission boss

Author
Shivanthar
#1 - 2014-05-10 13:23:43 UTC  |  Edited by: Shivanthar
While having a small chat with baltec1 on another topic, a new idea lighted up in my mind.
(PLEASE READ CAREFULLY BEFORE COMMENTING)

- Having less reward when NOT blitzing is wrong. The higher the missions's level, the higher the corruption.
- Solo mission runners in high-sec getting nerfed again and again.
- Missioning is a repetitive task.
- Those who do solo missions get the most hit.
- Group high-end missioning activity has an equality: Incursions.
- Solo high-end PvE activity can be achieved via missions.

First, read the post itself here for *why* part. That has the inspiration and explanation. Then;

Some steps:
1- Adjust mission reward that agents give after completion. So, some missions will become "complete me" missions instead of "blitz me" missions.

2- Invent a trigger that has following conditions (I call it heroic mode trigger):
a- BEING ALONE
b - All npcs are killed in the current mission. (action trigger)
c- There is a time limit before boss escapes, so you need to be fast. (time trigger)
d- Destroying all the structures (you need to get boss angry and make him want to take revenge). (action trigger)
e- Leaving and coming back will make boss name you *coward* , hence, he will not spawn.

3- When trigger fires, one/all/selected ones from the following may happen:
a- Boss appears with a ship more powerful than other npcs. His tank MAY outlast your dps if your ship sucks.
b- Boss *have a probability to* fit one faction or tech2 module. (It might also be a defensive one). He will use it!
c- Boss *MAY* or *MAY NOT* drop that loot.
d- Boss has a nice bounty reward.
e- Boss doesn't agro automatically. He will lock you but won't fire at you unless you do. Fighting against him is optional and involves much greater risk (you succeeded in firing trigger anyway, you're worth it!)
f- Boss *will* try to escape when it gets low on HP, so he needs to be pointed.
g- Boss will try to tackle you once engaged.
h- If you manage to kill boss, a npc capsule appears (he is an npc capsuleer).
i- Capsule will try to warp away as soon as possible.
j- If you manage to tacke and kill capsule, a random good implant *MAY* drop.
k- Capsule has a nice bounty reward.

These will require the following:
a- Huge time investment compared to ignoring loot and blitzing
b- More combat&weapon&drone based skills, because you've to clear all possible npcs and yes, this also includes spending 5 minutes to destroy those dam'n headquarters...
c- More ship skills! (a person who ignores loots and try to blitz may not be tempted by spending time in angel bonus room for example)

This, for me, is the edge in missioning.

What do you think? I don't know why, but I really want Dinsdale to look at this ;) (CSM winner at heart level) Blink

_Half _the lies they tell about me **aren't **true.

Zan Shiro
Doomheim
#2 - 2014-05-10 14:24:24 UTC
level 4's are for t3 or bs mainly......ever try to lock a capsule in a bs (not in a bubble, with lag/tidi in effect for help)? There is a reason in the implant whine threads the easy answer of clear the pod comes up as a counter....its not overly hard to clear pod even against cruisers (not instalock boost setup).

Also why force non blizting. If you want to clear the whole mission, clear the whole mission. Sandbox game, people do what they want.


Also what are you going to nerf on the agents? Blitzed missions are blitzed for the LP. The agent payout and rat bounty is already crap. You are just making crap pay worse LP's about the only good thing from the mission. LP's don't drop from rat kills. So are you going to nerf lp payout? With certain FW content in play now empire LP is already devalued. Hell given FW setup the game kind of forces blitzing to stay competitive with LP rates in FW.

You also have the issue of rat difficulty is scaled to pay. Officer spawns and 1.8 mil bs' tend to be a carrot for 0.0. Empire does not get these, they would be farmed. hell I'd be one happy man if all the crap 400K damsel got replaced with 1 mils.


Also you have the issue of the warping off rat. It warped off....so how do you finish the mission? 0.0 belt rats warp off. They can do this. Their coding/ai has them go to next belt over. You can can find them again. How do you find your warped off rat? You potentially will never complete this mission.


Also you are forcing a style of mission running/pvp tactic. I know this is a make pve like pvp idea thread. Allow me to introduce you to pvp fitting 101.....lr snipers don't fit tackle, SR brawlers do. My blasterthrons I may fit web. My 425 II rokh snipers....I don't. In pvp and in my 425 rail rokh support tackles for me. If you want to teach pvp in pve....at least do it right.

Cassandra Aurilien
Imperial Academy
Amarr Empire
#3 - 2014-05-10 14:39:21 UTC
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.


Linkxsc162534
Silent Scourge
#4 - 2014-05-10 15:45:19 UTC
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.




From a gameplay perspective, why do all NPCs engage you 1-2 groups at a time rather than ganging up on you?
Why do mission targets never try to actually escape even though they're supposed to be running away?
Why stand and fight this capsuleer and die by the hundreds when we could just... leave? They can warp too you know.
Why do NPC ships constantly drop logi modules, however never use them?
How come no NPCs ever use sheild/armor reppers that are decent even though their ships drop perfectly fine large reppers.
Why do the drone races never actually use drones?

Blitzing a mission should be a task, it should require you to surgically charge into a mission, kill logis, and take out your target and then run the HELL away. Blitzing should require a lot of skill. And also, should probably take more than 1 person.

I'm all for a change to add hard ship targets to missions that even in an L4 mission would force players to need to bring more than 1 ship to take down. I'm also all for making missions more like PVP in the strength and equipment that the NPCs use.
Cassandra Aurilien
Imperial Academy
Amarr Empire
#5 - 2014-05-10 15:56:04 UTC
Linkxsc162534 wrote:
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.




From a gameplay perspective, why do all NPCs engage you 1-2 groups at a time rather than ganging up on you?
Why do mission targets never try to actually escape even though they're supposed to be running away?
Why stand and fight this capsuleer and die by the hundreds when we could just... leave? They can warp too you know.
Why do NPC ships constantly drop logi modules, however never use them?
How come no NPCs ever use sheild/armor reppers that are decent even though their ships drop perfectly fine large reppers.
Why do the drone races never actually use drones?

Blitzing a mission should be a task, it should require you to surgically charge into a mission, kill logis, and take out your target and then run the HELL away. Blitzing should require a lot of skill. And also, should probably take more than 1 person.

I'm all for a change to add hard ship targets to missions that even in an L4 mission would force players to need to bring more than 1 ship to take down. I'm also all for making missions more like PVP in the strength and equipment that the NPCs use.



I don't disagree about making PVE more like PVP. For existing missions though, clearing is not any more difficult than blitzing, I do either as the mood takes me.

It's worth mentioning that I run level 4's just to relax, most of my income comes from WH PVE, where what you mention is par for the course. Big smile

I don't want officer spawns (which is pretty close to what this amounts to) in high sec, though. They've got rid of those NPC's in missions which used to have a chance of dropping faction equipment, and that was a good thing.
Shivanthar
#6 - 2014-05-10 16:29:15 UTC  |  Edited by: Shivanthar
Zan Shiro wrote:
level 4's are for t3 or bs mainly......ever try to lock a capsule in a bs (not in a bubble, with lag/tidi in effect for help)? There is a reason in the implant whine threads the easy answer of clear the pod comes up as a counter....its not overly hard to clear pod even against cruisers (not instalock boost setup).


In dread pirate scarlett, you get an implant if you can destroy Anire Scarlett fast enough. I just wanted to give some fashion to that. No more. This is a mission, so it is possible to give some trash-speaking before leaving can earn you that locking time ;)

Zan Shiro wrote:

Also why force non blizting. If you want to clear the whole mission, clear the whole mission. Sandbox game, people do what they want.


Reverse think about this. If NOT blitzing reduces my isk/hour (especially after summer patch), then there must be a counter-investment for those who want to clear mission area. Clearing takes more time invesment, but it doesn't pay off as well as blitzing or skipping loot.

Zan Shiro wrote:

Also what are you going to nerf on the agents? Blitzed missions are blitzed for the LP. The agent payout and rat bounty is already crap. You are just making crap pay worse LP's about the only good thing from the mission. LP's don't drop from rat kills. So are you going to nerf lp payout? With certain FW content in play now empire LP is already devalued. Hell given FW setup the game kind of forces blitzing to stay competitive with LP rates in FW.


I missed LP part, you're right here.

Zan Shiro wrote:

You also have the issue of rat difficulty is scaled to pay. Officer spawns and 1.8 mil bs' tend to be a carrot for 0.0. Empire does not get these, they would be farmed. hell I'd be one happy man if all the crap 400K damsel got replaced with 1 mils.


The difficulty to get heroic boss can be changed and its requirements can be made pretty tough. I'm lvl4 runner in high sec.
*One of the* farthest path you can go for missioning is getting in a Marauder. Skill, time and money investment to get that doesn't give me anything new in lvl4's. My concept is solo missioning.

Zan Shiro wrote:

Also you have the issue of the warping off rat. It warped off....so how do you finish the mission? 0.0 belt rats warp off. They can do this. Their coding/ai has them go to next belt over. You can can find them again. How do you find your warped off rat? You potentially will never complete this mission.


Also you are forcing a style of mission running/pvp tactic. I know this is a make pve like pvp idea thread. Allow me to introduce you to pvp fitting 101.....lr snipers don't fit tackle, SR brawlers do. My blasterthrons I may fit web. My 425 II rokh snipers....I don't. In pvp and in my 425 rail rokh support tackles for me. If you want to teach pvp in pve....at least do it right.


Warping off rat... Ok, I suggest you to read my first post again. Boss Rat has nothing to do with mission objective. Consider him a very angry boss npc, who wants to see who was tearing his hard-gathered friends and hard-made structures.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#7 - 2014-05-10 16:39:11 UTC
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.


-Clearing requires more skills, and I listed the reason why it is so in first post's "here" link.
- You're right that we're paid to do job. But if I decide to do it by clearing it, my time investment won't pay off especially after summer patch. First loot tables, now refining, then what?
- The concept is about high-end solo missioning, as compared to high end group missioning. Let's keep at that. Why clearing requires more skill is explained in my first post. If you find it opposite, please give example against mine why it is harder
Want to compare Recon? I can blitz with a shuttle (which definitely needs lots of skill, doesn't it?) or you can stay and fight with some elitist npcs around, getting pointed, jammed, etc... Which of course requires very low amount of skill to cope with...

_Half _the lies they tell about me **aren't **true.

Cassandra Aurilien
Imperial Academy
Amarr Empire
#8 - 2014-05-10 17:09:33 UTC
Shivanthar wrote:
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.


-Clearing requires more skills, and I listed the reason why it is so in first post's "here" link.
- You're right that we're paid to do job. But if I decide to do it by clearing it, my time investment won't pay off especially after summer patch. First loot tables, now refining, then what?
- The concept is about high-end solo missioning, as compared to high end group missioning. Let's keep at that. Why clearing requires more skill is explained in my first post. If you find it opposite, please give example against mine why it is harder
Want to compare Recon? I can blitz with a shuttle (which definitely needs lots of skill, doesn't it?) or you can stay and fight with some elitist npcs around, getting pointed, jammed, etc... Which of course requires very low amount of skill to cope with...


Recon is more profitable to clear than blitz as it is now. Most people just don't bother.

With low skills, clearing is more profitable. (Especially since MJD'd were introduced.) I started out that way, and didn't find it profitable to blitz until I had a ship which could easily take out targets while ignoring all other incoming DPS. (Mach, for me.)

With an MJD, clearing is easy. MJD, target NPC's, if they get close, MJD again. Blitzing generally requires moving aggressively toward your target, killing what needs to be killed, moving on. The exact difficulty & profitability of each method is dependent on the mission. Blitzing with low skills risks losing your ship, as you are generally aggroing entire pockets at once.
Jasmine Assasin
The Holy Rollers
#9 - 2014-05-10 19:59:25 UTC
I say the idea of "heroics" needs to die along with WoW.

Having said that, I'm all for changes to missions and PvE in general because (insert higher deity of choice here) knows that they are almost as bad as mining in how boring and repetitive they are.

My two ISK worth is that level 1-3 missions do very little to really prepare people for L4s. This means that L4s are easier than they need to be because they have to account for the new guy as much as they have to account for the guy that's been playing for years. Arguably the veteran should probably be running incursions or L5s in lowsec if L4s are that boring for them but as this is a sandbox you can't force people into that either.

I think one of the easier solutions is to create level 6 missions for low/null and bring level 5 missions (back) to hisec and adding some new ones as well. This could also be accompanied by a rebalance of the level 1-3 mission experience to better prepare people for what lies ahead.
Shivanthar
#10 - 2014-05-10 20:45:35 UTC
Cassandra Aurilien wrote:
Shivanthar wrote:
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.


-Clearing requires more skills, and I listed the reason why it is so in first post's "here" link.
- You're right that we're paid to do job. But if I decide to do it by clearing it, my time investment won't pay off especially after summer patch. First loot tables, now refining, then what?
- The concept is about high-end solo missioning, as compared to high end group missioning. Let's keep at that. Why clearing requires more skill is explained in my first post. If you find it opposite, please give example against mine why it is harder
Want to compare Recon? I can blitz with a shuttle (which definitely needs lots of skill, doesn't it?) or you can stay and fight with some elitist npcs around, getting pointed, jammed, etc... Which of course requires very low amount of skill to cope with...


Recon is more profitable to clear than blitz as it is now. Most people just don't bother.

With low skills, clearing is more profitable. (Especially since MJD'd were introduced.) I started out that way, and didn't find it profitable to blitz until I had a ship which could easily take out targets while ignoring all other incoming DPS. (Mach, for me.)

With an MJD, clearing is easy. MJD, target NPC's, if they get close, MJD again. Blitzing generally requires moving aggressively toward your target, killing what needs to be killed, moving on. The exact difficulty & profitability of each method is dependent on the mission. Blitzing with low skills risks losing your ship, as you are generally aggroing entire pockets at once.


Understood the way you look at blitzing.
How do you look at end-mission boss, if you clear all things up in a fashionly manner then? ^^

_Half _the lies they tell about me **aren't **true.

Shivanthar
#11 - 2014-05-10 20:57:48 UTC  |  Edited by: Shivanthar
Jasmine Assasin wrote:
I say the idea of "heroics" needs to die along with WoW.

Having said that, I'm all for changes to missions and PvE in general because (insert higher deity of choice here) knows that they are almost as bad as mining in how boring and repetitive they are.

My two ISK worth is that level 1-3 missions do very little to really prepare people for L4s. This means that L4s are easier than they need to be because they have to account for the new guy as much as they have to account for the guy that's been playing for years. Arguably the veteran should probably be running incursions or L5s in lowsec if L4s are that boring for them but as this is a sandbox you can't force people into that either.

I think one of the easier solutions is to create level 6 missions for low/null and bring level 5 missions (back) to hisec and adding some new ones as well. This could also be accompanied by a rebalance of the level 1-3 mission experience to better prepare people for what lies ahead.


Don't let "heroic" word bother you and the concept. It can be anything. I just tried to underline the difference between killing things, and tearing things.

I see we are on the same side in terms of missions' repetitiveness and boringness.

In this sandbox, there are people like me, who plays their shiny ships alone in high-sec. This is the way it is. A little RP included, so enemy must be destroyed and their wrecks should be looted. But that mechanic is nerfed two times in a row. Solo missioners need some love.

So, I cleared all level 4's, now should I go find groups to do incursions? No thanks. Where is solo-pve end-game for missioners? For your recommendation of level 5's. I'm up for it. In its current state, who would bring their Marauder or even their BS into lowsec for missioning? Can you imagine a high-sec carebear to bring his shiny into low-sec, for example, Reblier, all of a sudden? I am pretty sure I saw CSM(s) who has "bringing lvl5's into high-sec" in their list and also gave a vote for them. MISSIONS NEED LOVE!

- Bringing lvl5's to high-sec agents is the most easiest way of doing things.
- The end-mission *high-quality NPCs* that I propose is as easy as handling body-count and time, then spawning a ship.
- Also, for eve's sake, I also vote for faction status changes when shooting npcs in a mission. I knew a lot of people who just discard and don't play some of the missions just because their XY standing would go under -5... Including me.

There are choices, but I am surprised. Am I the only high-sec solo missioner around here? Shocked

_Half _the lies they tell about me **aren't **true.

Shivanthar
#12 - 2014-05-10 21:12:26 UTC
Linkxsc162534 wrote:
Cassandra Aurilien wrote:
I disagree with the concept that clearing should automatically be better than blitzing.

From an in universe perspective, you're being paid to do a job. Completing that job should be important, not killing everything in sight.

From a gameplay perspective, I don't agree that it requires more skill to clear than blitz. At low skill levels, I actually found it to be the opposite.




From a gameplay perspective, why do all NPCs engage you 1-2 groups at a time rather than ganging up on you?
Why do mission targets never try to actually escape even though they're supposed to be running away?
Why stand and fight this capsuleer and die by the hundreds when we could just... leave? They can warp too you know.
Why do NPC ships constantly drop logi modules, however never use them?
How come no NPCs ever use sheild/armor reppers that are decent even though their ships drop perfectly fine large reppers.
Why do the drone races never actually use drones?

Blitzing a mission should be a task, it should require you to surgically charge into a mission, kill logis, and take out your target and then run the HELL away. Blitzing should require a lot of skill. And also, should probably take more than 1 person.

I'm all for a change to add hard ship targets to missions that even in an L4 mission would force players to need to bring more than 1 ship to take down. I'm also all for making missions more like PVP in the strength and equipment that the NPCs use.


Since the shiny that we bring has much more potential than killing those mindless rats, I'm also suggesting a hard boss here, for one ship... Group missioners got their toy already: incursions.

_Half _the lies they tell about me **aren't **true.

Daichi Yamato
Jabbersnarks and Wonderglass
#13 - 2014-05-10 21:15:57 UTC
Shivanthar wrote:
Solo missioners need some love.


in a PvP centric MMO?

if missions get made more interesting, then cool. but they make way too much money for no risk. Mining makes less isk and has more risk. so nerf missions more.

Group missions that arent as exclusive as incursions would be nice.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Shivanthar
#14 - 2014-05-10 21:25:57 UTC  |  Edited by: Shivanthar
Daichi Yamato wrote:
Shivanthar wrote:
Solo missioners need some love.


in a PvP centric MMO?

if missions get made more interesting, then cool. but they make way too much money for no risk. Mining makes less isk and has more risk. so nerf missions more.

Group missions that arent as exclusive as incursions would be nice.


Eve is not PvP centric. It is developed with strong PvP mindset. What makes you think that it is PvP centric shows that you live on more PvP side of the game.

Source: https://wiki.eveonline.com/en/wiki/Missions_Guide

"Even if mission running can be a very lucrative occupation, a pilot has to constantly keep in mind there are still risks and underestimating the dangers may lead one to quickly lose a ship. The purpose of this guide is to prevent this from happening by not only describing the base mission mechanics, but by also providing some advice in the same vein. "

And this happens all the time.
MJD made things a little bit easier, so missiosn need some love. When I say "love", don't take it as "isk" immediately. It involves isk, but we need some interesting things during missions.

What I'm proposing is making missions harder and riskier. But not system-wise. Instead, play-wise.

_Half _the lies they tell about me **aren't **true.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#15 - 2014-05-10 22:54:29 UTC  |  Edited by: epicurus ataraxia
The idea of a dual "route" possibility is interesting, as suggested a mission can be completed normally, but there is another element that is available, that requires a more PvP oriented fit, where you chase a target to catch and kill, would add some interest to all existing missions.
This could be completely separate from the main mission targets, and does not need to be present every time, just a good task and challenge for those who are able to cope with it. the target could vary, different difficulties, different challenges. but not one where one is hopelessly outclassed. let it vary according to number of players on grid, and value of tank and available DPS.
All players then have the opportunity to learn PvP tactics in a basic form, Without it being instant death for ab initio pilots.

Many PvP pilots do realise that players dying the first time they attempt pvp, quickly, and repeatedly, Is not good for game player retention, others do not.
Whilst there are Good PvP corps for learners, many do not discover them until it is too late, if they discover them at all before giving up.
A way to let people try the idea without being forced into it, is a wise idea. There are those who will relish it and grow to like it and seek out ways to make it a game play choice, hopefully making contacts and embracing the wider game.
However, Ganking new mission runners or baiting them into combat in PvE fits is also a less than ideal learning experience. It is hard to see how this helps new player retention. so this idea gives a much better first impression of PvP. and players so fit to be able to undertake the challenge, will have a better chance of survival.

With this Rewards would also naturally vary in the ratio of difficulty in relation to fittings and abilities, to prevent experienced players farming them with advanced fits.

If this would be a task that is too difficult or time consuming to program, well it was an idea.

So to OP good idea, I hope something comes from the original idea

There is one EvE. Many people. Many lifestyles. WE are EvE

Shivanthar
#16 - 2014-05-12 12:05:12 UTC
epicurus ataraxia wrote:
The idea of a dual "route" possibility is interesting, as suggested a mission can be completed normally, but there is another element that is available, that requires a more PvP oriented fit, where you chase a target to catch and kill, would add some interest to all existing missions.


Exactly what I think before making proposal.

epicurus ataraxia wrote:
This could be completely separate from the main mission targets, and does not need to be present every time, just a good task and challenge for those who are able to cope with it. the target could vary, different difficulties, different challenges. but not one where one is hopelessly outclassed. let it vary according to number of players on grid, and value of tank and available DPS.
All players then have the opportunity to learn PvP tactics in a basic form, Without it being instant death for ab initio pilots.


Exactly same thinking. I thought more of a single player end-mission *optional* boss. Because, as I've mentioned before, for coop players, incursions are way to go.

epicurus ataraxia wrote:
Many PvP pilots do realise that players dying the first time they attempt pvp, quickly, and repeatedly, Is not good for game player retention, others do not.
Whilst there are Good PvP corps for learners, many do not discover them until it is too late, if they discover them at all before giving up.
A way to let people try the idea without being forced into it, is a wise idea. There are those who will relish it and grow to like it and seek out ways to make it a game play choice, hopefully making contacts and embracing the wider game.
However, Ganking new mission runners or baiting them into combat in PvE fits is also a less than ideal learning experience. It is hard to see how this helps new player retention. so this idea gives a much better first impression of PvP. and players so fit to be able to undertake the challenge, will have a better chance of survival.

With this Rewards would also naturally vary in the ratio of difficulty in relation to fittings and abilities, to prevent experienced players farming them with advanced fits.

If this would be a task that is too difficult or time consuming to program, well it was an idea.

So to OP good idea, I hope something comes from the original idea


Thanks for supporting my idea ^_^.

_Half _the lies they tell about me **aren't **true.

Rayzilla Zaraki
Yin Jian Enterprises
#17 - 2014-05-12 13:16:14 UTC
I like it. So many of the security missions feel like there should be either a "boss"ship or even a "boss" final spawn to kill that drops better-than-average loot. The missions now end anti-climatically leaving me feeling empty and soulless.

This is also nice as it doesn't force players to not blitz, rather it encourages them to clear the missions instead. The chioce is still available.

Gate campers are just Carebears with anger issues.

Shivanthar
#18 - 2014-05-12 13:18:36 UTC
Rayzilla Zaraki wrote:
I like it. So many of the security missions feel like there should be either a "boss"ship or even a "boss" final spawn to kill that drops better-than-average loot. The missions now end anti-climatically leaving me feeling empty and soulless.

This is also nice as it doesn't force players to not blitz, rather it encourages them to clear the missions instead. The chioce is still available.


Exactly the way I am getting at. Thanks.

_Half _the lies they tell about me **aren't **true.

Seliah
Red Cloud Vigil
#19 - 2014-05-12 13:28:01 UTC
This would encourage missionners to play solo, and that alone is something you'll never want in EVE in my opinion.

If I were to introduce "boss" spawns in missions, I would even do the opposite : make it so bosses are optional, often after the mission is completed (a bonus room of sorts) and hard enough to kill you need to call in friends to take him down.
Shivanthar
#20 - 2014-05-12 13:35:49 UTC
Seliah wrote:
This would encourage missionners to play solo, and that alone is something you'll never want in EVE in my opinion.


Doing high-end pve with a group scale is called incursions. And those incursions already have extreme payoffs average of 7 to 10 times higher (maybe more, correct me here).

Seliah wrote:
If I were to introduce "boss" spawns in missions, I would even do the opposite : make it so bosses are optional, often after the mission is completed (a bonus room of sorts) and hard enough to kill you need to call in friends to take him down.


You've not understand a single bit of the proposal. Maybe you should read once more, carefully.

_Half _the lies they tell about me **aren't **true.

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