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Make PvE more PvP-Like.

Author
davet517
Raata Invicti
#1 - 2015-07-28 11:50:48 UTC  |  Edited by: davet517
This is hardly the first time this has been suggested. Hell, it's not even the first time it's been suggested by me (just not this year).

The basic problem with combat PvE in eve is that it's too different from PvP. It's a predictable, mindless grind where your ship is hilariously over-powered compared to the NPCs that you are fighting, so to make it interesting at all, you fight dozens of them.

Not only is this boring and predictable, it requires using ship doctrines that are very different from, and useless in, PvP. As a consequence, there are no interesting ratter vs. roamer fights. Roamer warps in, ratter tries to run, and he either gets caught, or not. What could have been an interesting fight is either a one-sided gank, or a miss.

So, here's what I'd propose:

Content Scaling: Fewer rats, but tougher, and that have more player-like behavior, for instance, have to point them, or they'll warp off if they're losing. Instead of having dozens of rats on the field, have one warp in as one is going down. Vary the rats that warp in to provide changing, challenging scenarios for the player. Have the kinds of ships that you face change depending on the ship that you brought, as opposed to a Sanctum always having the same thing. It should almost have the feel of a PvPer's dojo, where you are training for fights against players. Bounties of course would have to be higher per unit, to adjust for the smaller number of ships.

Get Ready to Rumble: Make combat anoms accessible through ded gates, and have those gates scale to whatever the player inside brought. If he's in a frig, you can only get a frig through, similar to the way FW sites work, only with more player choice. If a hostile player warps in, the rats warp off, leaving the players to fight. If a friendly player warps in, the content scales to match the new players on the field.
FT Diomedes
The Graduates
#2 - 2015-07-28 11:54:20 UTC
It's too bad that they screwed up Burner missions so badly. This is what we should have had for Burner missions, instead we got stupidly powerful mindless NPCs, who are just as predictable and easy to kill (with the right setup) as regular NPC's.

Just curious though, how does the game tell whether a hostile player warped in or a friendly one? Standings?

What is to stop me from playing games with standings to fool the system?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

davet517
Raata Invicti
#3 - 2015-07-28 11:58:25 UTC
FT Diomedes wrote:

What is to stop me from playing games with standings to fool the system?


I'd imagine it'd be based on the ratter's standings. Neutral or hostile to the ratter is considered "hostile" by the system.
FT Diomedes
The Graduates
#4 - 2015-07-28 12:04:32 UTC
davet517 wrote:
FT Diomedes wrote:

What is to stop me from playing games with standings to fool the system?


I'd imagine it'd be based on the ratter's standings. Neutral or hostile to the ratter is considered "hostile" by the system.


Okay, so, I am getting my ass handed to me by the rats, so I warp in my neutral alt and all the rats warp away immediately.

Or maybe I don't actually want to fight - I just want to troll the living hell out of the ratter. So I simply warp in to every complex he tries to run, causing all the rats to warp away, then immediately warp out.

Not saying it is a hopelessly bad idea, you just have to consider how Eve players will break it.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

davet517
Raata Invicti
#5 - 2015-07-28 12:11:47 UTC  |  Edited by: davet517
FT Diomedes wrote:
[
Okay, so, I am getting my ass handed to me by the rats, so I warp in my neutral alt and all the rats warp away immediately.

Or maybe I don't actually want to fight - I just want to troll the living hell out of the ratter. So I simply warp in to every complex he tries to run, causing all the rats to warp away, then immediately warp out.

Not saying it is a hopelessly bad idea, you just have to consider how Eve players will break it.


You're right. Eve players are often more interested in the grief than the fight.

As far as warping your neutral alt in to keep you from losing, you could, but if you do it often, it's going to wreck your isk/hr.

For the anom busting troll, maybe put your alt on the ded gate in a cloaky sabre, instead of in the anom with you? If the troll takes the ded gate, you should have a point. Tackle him.

No doubt it's just a rough idea that needs some polish.
davet517
Raata Invicti
#6 - 2015-07-28 12:19:52 UTC
Now that I think about it, guess the rats wouldn't actually have to warp away. They could just disengage and burn away, and resume when the hostile was either gone or dead.
Donnachadh
United Allegiance of Undesirables
#7 - 2015-07-28 12:46:37 UTC
Essentially it is a hopeless idea.
Not because it is bad, but because of the complexities of programming an AI that could do these types of things.
To stay at a reasonable lever of complexity AND size for a game like EvE an AI will for the foreseeable future have to rely on a pre-programmed series of actions based on what the player is doing, the burner missions are a perfect example of this.

Besides who says that it would be good for the game to have all PvE content behave like real PvP?
This whole notion centers on the failed idea that if players were exposed to a PvP like setting and had to fly PvP fit ships in their PvE activities they would transition from PvE to actual PvP activities. WHile this MAY lead to a few players making the transition that have not done so already it ignores a fundamental truth of human nature, there are those who will fight other people and those that will not and nothing you can do will ever change that fact.

CCP has done an excellent job of balancing the games activities to attract and hold a wide range of players and play styles, that helps to attract and hold far more players than it would if you changed all the PvE activities.

After all that I have no problems with CCP adding a series of optional more PvP like missions at all levels into the game. pehaps changes to the burner missions would be a good place to start.
davet517
Raata Invicti
#8 - 2015-07-28 13:06:23 UTC  |  Edited by: davet517
Donnachadh wrote:
Essentially it is a hopeless idea.


Of course.


Quote:
Not because it is bad, but because of the complexities of programming an AI that could do these types of things.
To stay at a reasonable lever of complexity AND size for a game like EvE an AI will for the foreseeable future have to rely on a pre-programmed series of actions based on what the player is doing, the burner missions are a perfect example of this.


I doubt that. The AI that would simulate how a player flys a tackler, or a logi, or a DPS ship, whether its a kiter or a brawler, really isn't all that complex, when you think about it. You could describe the behavior in a fairly small rule-set. Scaling shouldn't be much of an issue if we're not talking about infinately scaleable content (like missions) but about content that doesn't scale beyond a certain point on a single node (like anoms). If CCP has a hard time figuring it out, they could hire any number of bot hackers who could probably whip up reasonably good "battle bots" in a week or two, then just copy what they did.

Quote:
Besides who says that it would be good for the game to have all PvE content behave like real PvP?


I did. For the reasons that I stated. The necessity of having to do PvE in a ship that's more or less useless for PvP makes ratter vs. roamer encounters uninteresting. They should be more interesting.

Quote:
This whole notion centers on the failed idea that if players were exposed to a PvP like setting and had to fly PvP fit ships in their PvE activities they would transition from PvE to actual PvP activities.


First of all, I'm pretty sure an idea has to be tried before it fails. Secondly, that's not my reason for suggesting this at all. My focus here is primarily 0.0 anoms. Players running them are not usually true-blue carebears. They are people who engage in PvP, or are at least open to it, or are maybe even doing it on their main while they're doing mind-numbing PvE with their alt. This isn't about getting them to try PvP, it's about making the PvP encounters more interesting than "neutral in local, quick, dock up".

Quote:
After all that I have no problems with CCP adding a series of optional more PvP like missions at all levels into the game. pehaps changes to the burner missions would be a good place to start.


I don't think that missions should be the focus of this at all, though the idea could be applied to low-sec missions. I'm thinking more of 0.0 anom runners.
afkalt
Republic Military School
Minmatar Republic
#9 - 2015-07-28 13:51:35 UTC
Tackle can never be a requirement as it invalidates ALL long range fits.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#10 - 2015-07-28 14:12:56 UTC
afkalt wrote:
Tackle can never be a requirement as it invalidates ALL long range fits.



Not really, working with a tackler and having teamwork and all that is doable. But I do see your point. A solo ship who wants to engage over 24km will have issues.
davet517
Raata Invicti
#11 - 2015-07-28 14:16:20 UTC  |  Edited by: davet517
afkalt wrote:
Tackle can never be a requirement as it invalidates ALL long range fits.


Bring a tackler, if you want to fly a sniper, and make sure that the AI adapts the NPC fleet comp to what you brought, and that the reward scales appropriately.

If you want to solo, bring a brawler, or a shorter range kiter. It's no different from PvP, where you don't solo in a ship without a point.

Imagine rock-paper-scissors PVE where the fleet comp of what you're facing keeps changing as you kill ships, getting more challenging for you. Would be really cool. Despite my tag, I might even rat again. It would also be awfully cool to warp into an anom wondering what kind of solo or small gang PvP setup you were about to face.
Maldiro Selkurk
Radiation Sickness
#12 - 2015-07-28 16:01:16 UTC
davet517 wrote:
This is hardly the first time this has been suggested. Hell, it's not even the first time it's been suggested by me (just not this year).


Yes, it has been posted a 100 times before. nad idea then and still is now.

in before lock.

tick tick tick as i sometimes do timing how long it takes for the lock to hit.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Xe'Cara'eos
A Big Enough Lever
#13 - 2015-07-28 16:44:12 UTC
FT Diomedes wrote:
It's too bad that they screwed up Burner missions so badly. This is what we should have had for Burner missions, instead we got stupidly powerful mindless NPCs, who are just as predictable and easy to kill (with the right setup) as regular NPC's.

Just curious though, how does the game tell whether a hostile player warped in or a friendly one? Standings?

What is to stop me from playing games with standings to fool the system?


rats stick around until acts of aggression are committed

so if the new player attacks the previous ratter, rats warp off
if the new player attacks the rats, more rats warp in

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

FT Diomedes
The Graduates
#14 - 2015-07-28 16:57:30 UTC
Xe'Cara'eos wrote:
FT Diomedes wrote:
It's too bad that they screwed up Burner missions so badly. This is what we should have had for Burner missions, instead we got stupidly powerful mindless NPCs, who are just as predictable and easy to kill (with the right setup) as regular NPC's.

Just curious though, how does the game tell whether a hostile player warped in or a friendly one? Standings?

What is to stop me from playing games with standings to fool the system?


rats stick around until acts of aggression are committed

so if the new player attacks the previous ratter, rats warp off
if the new player attacks the rats, more rats warp in


My alt shoots me once with a civilian weapon.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Orca Platypus
Pator Tech School
Minmatar Republic
#15 - 2015-07-28 17:05:31 UTC
Eve PvP is boring the living hell out of me, so no, it will be avoided even if I'm going to have to rat in full PvP fitting.

I'd rather go stabs or self-destruct than entertain a roamer.
davet517
Raata Invicti
#16 - 2015-07-28 17:09:31 UTC
Orca Platypus wrote:


I'd rather go stabs or self-destruct than entertain a roamer.


Shocked
Orca Platypus
Pator Tech School
Minmatar Republic
#17 - 2015-07-28 17:14:42 UTC  |  Edited by: Orca Platypus
davet517 wrote:
Orca Platypus wrote:


I'd rather go stabs or self-destruct than entertain a roamer.


Shocked


You entertain one roamer, 25 of them come. Not entertaining a roamer is pretty damn basic ratting policy.

ED: Since most roamers are going to have more SP than me (because I have only 2010 char with 2 years break as my best), I will lose my ship anyway, so self-destructing is obviously better choice - you can't counter lack of SP. And stabs are SOP for ratting in dangerous areas.
Grezh
Hextrix Enterprise
#18 - 2015-07-28 17:25:26 UTC
I've played around with trying to get pvp fits to work in pve or vice versa and the problem is somewhat circular and very much tied to cap recharger and shield recharger being worthless on pvp vessels. Currently I've found that only drone vessels such as the Dominix or Armageddon would work reasonably well for this simply because of the strength and versatility of drones, with them I am able to get away with having a sub-par active tank for pve with their ability to snipe rats with sentries and this allows me to sacrifice more slots to pvp only modules such as cap boosters, ancillary reps, scrams, neuts and eccm.

The way to make ratter-roamer encounters more interesting and less skewed in roamers favour is a two pronged approach, make the overseer (NPCs with faction/deadspace/officer loot) have the ability to warp off as scramming trash rats would get dull quickly, and rebalance the modules that are almost exclusively used in pve to be viable in pvp on sub-cap combat vessels (cap rechargers, shield rechargers). A too big swing toward 'pvp-like' pve which would require the use of cap boosters and other such long reload/low spare ammo modules would still see ratters at a severe disadvantage when surprise pvp rolls around even if they would welcome the fight.
Lady Rift
His Majesty's Privateers
#19 - 2015-07-28 17:37:59 UTC
won't change people wanting to dock up with neutral in local in 0.0, they may be open to the idea of pvp based on where they are but when ratting its to make isk not to pvp if there is a chance to lose isk then they won't do it.
Lady Rift
His Majesty's Privateers
#20 - 2015-07-28 17:43:44 UTC
Orca Platypus wrote:
davet517 wrote:
Orca Platypus wrote:


I'd rather go stabs or self-destruct than entertain a roamer.


Shocked


You entertain one roamer, 25 of them come. Not entertaining a roamer is pretty damn basic ratting policy.

ED: Since most roamers are going to have more SP than me (because I have only 2010 char with 2 years break as my best), I will lose my ship anyway, so self-destructing is obviously better choice - you can't counter lack of SP. And stabs are SOP for ratting in dangerous areas.



the last time I saw only one roamer show up was years ago. Now the only thing warping into me are gangs. which no matter how pvp I fit my ship isn't going to be well against 4 or more hostiles
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