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NPC convoys removed?

Author
Chribba
Otherworld Enterprises
Otherworld Empire
#21 - 2016-08-17 06:18:01 UTC
The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)

/c

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Visit my in-game channel 'Holy Veldspar'

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Flitz Farseeker
Mass HaVoK
Lord of Worlds Alliance
#22 - 2016-08-17 07:58:46 UTC
Haven't seen a station convoy in a while but you can still get rat hauler spawns when chaining asteroid belts.
Arkoth 24
Doomheim
#23 - 2016-08-17 08:11:13 UTC
Zhushou wrote:
I checked from lowsec Placid in through most of hisec Verge Vendor into Essence, and saw none of the NPC haulers, merchants or traders that were a common sight outside the stations.

I doubt that having checked so many I was repeatedly unlucky enough to catch glimpse of a single one before they'd docked or warped.

Haven't see any of 'em for a long time too. Since there was no mention in patchnotes 'bout convoys removing, we can fill a ticket to support or just wait for some CCP official to clear up the situation.
Chopper Rollins
hahahlolspycorp
Brave Collective
#24 - 2016-08-17 11:03:49 UTC
Flitz Farseeker wrote:
... chaining asteroid belts.


That was broken a long time ago.



Goggles. Making me look good. Making you look good.

Pandora Carrollon
Provi Rapid Response
The Watchmen.
#25 - 2016-08-17 14:54:57 UTC
A couple of months ago I had a convoy working out of my Home Station in HiSec but it was only when I had a lot of goods on the market in the region. So, it may be linked to trade.
Solecist Project
#26 - 2016-08-17 14:59:26 UTC
Chribba wrote:
The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)

/c

Wow and i thought i got just really lucky....

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Flitz Farseeker
Mass HaVoK
Lord of Worlds Alliance
#27 - 2016-08-17 15:25:41 UTC
Chopper Rollins wrote:
Flitz Farseeker wrote:
... chaining asteroid belts.

That was broken a long time ago.
Yeah, not sure it ever really worked. Just meant that if you are out belt ratting, a hauler spawn will eventually turn up.
Lord Molly
The Tuskers
The Tuskers Co.
#28 - 2016-08-17 17:06:37 UTC
I think it was because they were pointless
Vincenzo Arbosa
Locust Assets
#29 - 2016-08-17 19:01:48 UTC
Chribba wrote:
The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)

/c


From what I recall, they did attack you if you attacked their convoy. IE, in a two station system, where the stations were owned by separate entities, you could only shoot at the incoming convoys. If you opened fire on the outgoing convoys (which wasn't immediately apparent without watching them a bit), the stations would attack.

I enjoyed shooting them when I first started playing, just as something different, so I always enjoyed seeing them around. I haven't seen them at all since I returned a month ago or so.
"Leave the gun. Take the cannoli." 
Chribba
Otherworld Enterprises
Otherworld Empire
#30 - 2016-08-18 05:54:36 UTC
Vincenzo Arbosa wrote:
Chribba wrote:
The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)

/c


From what I recall, they did attack you if you attacked their convoy. IE, in a two station system, where the stations were owned by separate entities, you could only shoot at the incoming convoys. If you opened fire on the outgoing convoys (which wasn't immediately apparent without watching them a bit), the stations would attack.

I enjoyed shooting them when I first started playing, just as something different, so I always enjoyed seeing them around. I haven't seen them at all since I returned a month ago or so.

Yeah then they removed so that only the Convoy shot back, essentially making it 100% safe to shoot and loot them. Was a bit more sport when the station sentries shot back (if you did it wrong).

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

Solecist Project
#31 - 2016-08-18 07:42:12 UTC
Chribba wrote:
Vincenzo Arbosa wrote:
Chribba wrote:
The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)

/c


From what I recall, they did attack you if you attacked their convoy. IE, in a two station system, where the stations were owned by separate entities, you could only shoot at the incoming convoys. If you opened fire on the outgoing convoys (which wasn't immediately apparent without watching them a bit), the stations would attack.

I enjoyed shooting them when I first started playing, just as something different, so I always enjoyed seeing them around. I haven't seen them at all since I returned a month ago or so.

Yeah then they removed so that only the Convoy shot back, essentially making it 100% safe to shoot and loot them. Was a bit more sport when the station sentries shot back (if you did it wrong).

Not to forget the hilarity when you shot a convoy owned by a CONCORD station...

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Eleonora Crendraven
Global Communications AG
#32 - 2016-08-18 17:20:27 UTC
Arkoth 24 wrote:
Zhushou wrote:
I checked from lowsec Placid in through most of hisec Verge Vendor into Essence, and saw none of the NPC haulers, merchants or traders that were a common sight outside the stations.

I doubt that having checked so many I was repeatedly unlucky enough to catch glimpse of a single one before they'd docked or warped.

Haven't see any of 'em for a long time too. Since there was no mention in patchnotes 'bout convoys removing, we can fill a ticket to support or just wait for some CCP official to clear up the situation.


Thanks for searching.
Yes, please bring them back. If no other pilot is out there and one is traveling a long way these haulers moving through the empty solar systems make the game more alive.

https://twitter.com/gcAG_EVE

http://eveboard.com/pilot/Eleonora_Crendraven

≡⋁≡

Zhushou
Viriette MicroLabs
Intaki Prosperity Initiative
#33 - 2016-08-18 18:00:48 UTC
Incidentally, the system my corp and alliance base out of does still have NPC Ishukone haulers as well as some Mordu's Legion cruiser escorts, which date back to old lore storyline events from before my time.

But they don't behave like normal NPC haulers, flitting from one station to another. Instead they bumble about, milling around orbiting each other at the Intaki V-5 Astral Mining station.

But no, before anyone rushes to pop them, they don't drop loot P

If CCP do bring the haulers back, making EVE feel more alive in the background, it'd be nice for them to fix the Intaki bunch as well. It'd be great to have them behave as the others, moving from station to station., with Mordu's Legion rats arriving to shoot at whoever engages them.
Ragnar STS
Arcane Odyssey
Electus Matari
#34 - 2016-08-19 01:55:13 UTC
As a roleplayer, I occasionally take great joy in mucking about Amarr home system and trying to speed gank slavers before the navy gets a hold of me. Even on the worst CVA killing day....I'd still be able to taunt in local about how I'd liberated 76 slaves and now have 900 crates of tobacco and 400 crates of spirits for the freedom fighters.

Now it is just a tiny bit more hollow without the npc haulers.

It was always fun to liberate the slaves and then try and run back an pick them up. Now this joy is gone.

I will admit it was a very small joy, but a joy nonetheless.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#35 - 2016-08-19 03:04:55 UTC  |  Edited by: Infinity Ziona
Snip

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Jenn aSide
Dreddit
Test Alliance Please Ignore
#36 - 2016-08-19 03:15:37 UTC
Infinity Ziona wrote:
Bring more players into EvE requires that CCP recognize the following:

a) The majority of subscribers in any MMO are PvE players
b) PvP players are subsidized by PvE players
c) PvE players don't like to be forced into non-consensual PvP
d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)


Solution to a)

Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.

Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.


Solution to b)

To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 100 to 1 ratio.

Solution to c)

A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.

Solution to d)

Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.

A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.

An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:

Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).

Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump.


As usual, this kind of idea would be the worst kind of thing to happen, continuing the recent trend in EVE of creating a game that EVE players don't like but that somehow isn't safe (coddling) enough to attract average MMO players.

A good business knows you don't build towards your weaknesses, but towards your strength. EVE's strength is player interaction (CCP is horrible and PVE content and has wasted a lot of time on it). EVE appeals to PVP players PVE players who aren't afraid of dealing with other peoples. Trying to cater to the 'leave me alone' side of PVE players would alienate the rest of us,

I mean really, how many years does CCP have to prove that they aren't a standard MMO maker (and thus can't make a game with mass appeal)? Does CCP have to go out of business trying to do that to convince some of you that they should just work to master their niche instead of trying to be like everyone else?


Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#37 - 2016-08-19 03:17:10 UTC
Jenn aSide wrote:
Infinity Ziona wrote:
Bring more players into EvE requires that CCP recognize the following:

a) The majority of subscribers in any MMO are PvE players
b) PvP players are subsidized by PvE players
c) PvE players don't like to be forced into non-consensual PvP
d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)


Solution to a)

Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.

Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.


Solution to b)

To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 100 to 1 ratio.

Solution to c)

A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.

Solution to d)

Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.

A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.

An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:

Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).

Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump.


As usual, this kind of idea would be the worst kind of thing to happen, continuing the recent trend in EVE of creating a game that EVE players don't like but that somehow isn't safe (coddling) enough to attract average MMO players.

A good business knows you don't build towards your weaknesses, but towards your strength. EVE's strength is player interaction (CCP is horrible and PVE content and has wasted a lot of time on it). EVE appeals to PVP players PVE players who aren't afraid of dealing with other peoples. Trying to cater to the 'leave me alone' side of PVE players would alienate the rest of us,

I mean really, how many years does CCP have to prove that they aren't a standard MMO maker (and thus can't make a game with mass appeal)? Does CCP have to go out of business trying to do that to convince some of you that they should just work to master their niche instead of trying to be like everyone else?



Posted to wrong thread I'll argue with you in the right one.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Amak Boma
Dragon Factory
#38 - 2016-08-24 09:26:59 UTC
i miss the convoys too because of water as loot that i used to do some pi with it and sometimes was gettign soil,frozen food and sush because of shoooting convoys in gallente space later got my orca destroyed because of that but really we miss the lost convoys since ccp silently/quietly removed them for no apparent reason
Ragnar STS
Arcane Odyssey
Electus Matari
#39 - 2016-09-06 02:35:21 UTC
Ignoring post 37 and 38 that were clearly beyond useless....

bump for npc convoys to come back.
Foxstar Damaskeenus
Hold The Pod
Wormpilled
#40 - 2016-09-06 13:31:57 UTC
Brigadine Ferathine wrote:
In my 3 years playing this game I have never seen an NPC convoy lol....

This here is the rubber duck... looks like we got ourselves a convoyyyyy



Cause we got a little ol' convoy
Rockin' through the night.
Yeah, we got a little ol' convoy,
Ain't she a beautiful sight?

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

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