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PvE vs PvP .... Why?

Author
Mystic Lore Arcanium
Viziam
Amarr Empire
#21 - 2012-07-29 17:26:23 UTC
Bootleg Jack wrote:
unrelated, in any case, lame idea with no real merit that solves nothing, therefore a waste of dev time, lets have the devs work on PvP not PvE.


Sweetness....Moar....give me moar....
Clearly you see no value in a well educated PvP target. Don't you see that this is the best way for devs to improve PvP?
Patrakele
Sebiestor Tribe
Minmatar Republic
#22 - 2012-07-29 17:29:43 UTC
Lock target, press F1.

Bootleg Jack
ACME Mineral and Gas
#23 - 2012-07-29 17:33:07 UTC
Mystic Lore Arcanium wrote:
Bootleg Jack wrote:
unrelated, in any case, lame idea with no real merit that solves nothing, therefore a waste of dev time, lets have the devs work on PvP not PvE.


Sweetness....Moar....give me moar....
Clearly you see no value in a well educated PvP target. Don't you see that this is the best way for devs to improve PvP?


Ohh you are going to educate the bears and make them PvPers?

Fools errand.

I'm an American, English is my second language...

the plague
Anthraxus Defense Laboratories
#24 - 2012-07-29 17:53:37 UTC  |  Edited by: the plague
I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat within EVE's PvE environment, that should be the goal. Are players going to "solve" the missions, even if some random elements are introduced to spice things up? Sure, and players will always do their best to farm PvE content as efficiently as possible. Nevertheless, there's still a lot that could be done here without having to reinvent the wheel, not least of which is that the missions should encourage PvP fits. That would go a long way toward removing the artificial PvP vs PvE environment as it currently exists in EVE.

Killing NPCs should be both fun and challenging. Who cares how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE.
Roll Sizzle Beef
Space Mutiny
#25 - 2012-07-29 18:19:11 UTC
So many ways static missions could be different every time you do them.

  • Each ship type gets several different loadouts it could randomly choose when the mission is created.

  • The trigger should change, but the trigger should be identifiable in some fashion for the basic mission levels. such as scanning or visually seeing a command module highslot item that looks like an auxiliary bridge "turret".

  • Ships that use drones (not like spider drones) I mean real drones. This would require a smart bomb change from griefer cloaked ships to be simply considered a suspect flag as cloaking near a neutral should be its own hostile act. And they can deal with each other without Concord intervention.

  • More missions that mimic player activities:
  • Waiting at a mission stargate and scanning npc cargo ships as they warp in at 15 and auto to the gate, need to cargo scan just the right one and take it out.
    Make untargetable npc ships aggress you and targetable by taking their can for a corp hit contract.
    Combat scanning missions to find specific npc ships.
    Mystic Lore Arcanium
    Viziam
    Amarr Empire
    #26 - 2012-07-29 19:16:59 UTC
    Roll Sizzle Beef wrote:
    So many ways static missions could be different every time you do them.

  • Each ship type gets several different loadouts it could randomly choose when the mission is created.

  • The trigger should change, but the trigger should be identifiable in some fashion for the basic mission levels. such as scanning or visually seeing a command module highslot item that looks like an auxiliary bridge "turret".

  • Ships that use drones (not like spider drones) I mean real drones. This would require a smart bomb change from griefer cloaked ships to be simply considered a suspect flag as cloaking near a neutral should be its own hostile act. And they can deal with each other without Concord intervention.

  • More missions that mimic player activities:
  • Waiting at a mission stargate and scanning npc cargo ships as they warp in at 15 and auto to the gate, need to cargo scan just the right one and take it out.
    Make untargetable npc ships aggress you and targetable by taking their can for a corp hit contract.
    Combat scanning missions to find specific npc ships.


    Yes!, How about a few that would require you to send in a scout first to determine ship types and numbers before determining what your fleet composition needs to be... give them a feel for FC and Fleet Scout work.
    Bootleg Jack
    ACME Mineral and Gas
    #27 - 2012-07-29 19:30:08 UTC  |  Edited by: Bootleg Jack
    the plague wrote:
    I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat within EVE's PvE environment, that should be the goal. Are players going to "solve" the missions, even if some random elements are introduced to spice things up? Sure, and players will always do their best to farm PvE content as efficiently as possible. Nevertheless, there's still a lot that could be done here without having to reinvent the wheel, not least of which is that the missions should encourage PvP fits. That would go a long way toward removing the artificial PvP vs PvE environment as it currently exists in EVE.

    Killing NPCs should be both fun and challenging. Who cares how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE.


    The so called "artificial PvP vs PvE" exists world wide and has since before computers.

    Some games are competative, football, boxing.

    Some games are personal best, solitare.

    Each person has their own preference based on thier personality. That is normal, that is the very nature of games.

    But here, some of the PvP community, not all many remember what a mistake this was in UO, are obssesed with converting carebears to PvPers.

    It would be dumb to commit so much effort to making PvE better in a hope that it will improve PvP when they could spend the same effort directly on PvP and bring in players from the millions of PvPers world wide.

    Converting carebears is a fools errand.

    I'm an American, English is my second language...

    Hiyora Akachi
    Blood Alcohol Content
    T O P S H E L F
    #28 - 2012-07-29 19:36:50 UTC
    Because players think. They're capable of making decisions.
    NPCs do what they're programmed to do, they can't act beyond those parameters.

    This proposed mission would be solved within the first week by one guy who would then post about it on EvE-Survival.


    PvP evolves. PvE is static.


    EvE isn't like all the other games, but PvE is nearly impossible to change.
    Mystic Lore Arcanium
    Viziam
    Amarr Empire
    #29 - 2012-07-29 19:38:12 UTC
    Bootleg Jack wrote:
    the plague wrote:
    I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat within EVE's PvE environment, that should be the goal. Are players going to "solve" the missions, even if some random elements are introduced to spice things up? Sure, and players will always do their best to farm PvE content as efficiently as possible. Nevertheless, there's still a lot that could be done here without having to reinvent the wheel, not least of which is that the missions should encourage PvP fits. That would go a long way toward removing the artificial PvP vs PvE environment as it currently exists in EVE.

    Killing NPCs should be both fun and challenging. Who cares how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE.


    The so called "artificial PvP vs PvE" exists world wide and has since before computers.

    Some games are competative, football, boxing.

    Some games are personal best, solitare.

    Each person has their own preference based on thier personality. That is normal, that is the very nature of games.

    But here, some of the PvP community, not all many remember what a mistake this was in UO, are obssesed with converting carebears to PvPers.

    It would be dumb to commit so much effort to making PvE better in a hope that it will improve PvP when they could spend the same effort directly on PvP and being in players from the millions of PvPers world wide.

    Converting carebears is a fools errand.


    Ok, Bootleg Jack... I'm listening... It is easy to criticize, it takes hardly any effort. How about giving us your Solution. How would you "Improve" PvP? Hmmm....
    Mystic Lore Arcanium
    Viziam
    Amarr Empire
    #30 - 2012-07-29 19:42:50 UTC
    Hiyora Akachi wrote:
    Because players think. They're capable of making decisions.
    NPCs do what they're programmed to do, they can't act beyond those parameters.

    This proposed mission would be solved within the first week by one guy who would then post about it on EvE-Survival.


    PvP evolves. PvE is static.


    EvE isn't like all the other games, but PvE is nearly impossible to change.



    PvE doesn't have to be "Static" that's the point, and it doesn't have to be more difficult by simply increasing the size of the red blob either. Artificial Intelligence has improved a lot in the past 8 years. Think outside of the box.
    Bootleg Jack
    ACME Mineral and Gas
    #31 - 2012-07-29 20:10:01 UTC
    Mystic Lore Arcanium wrote:
    ...
    Ok, Bootleg Jack... I'm listening... It is easy to criticize, it takes hardly any effort. How about giving us your Solution. How would you "Improve" PvP? Hmmm....


    Simple, you improve PvP to draw from the millions of PvPers world wide.

    1. Ignore the carebears, they make lousy PvPers, have to be either bribed and/or protected (increase reward or reduce risk) and in the end run back to Trammel, aka High Sec, with the rewards, so nothing is accomplished.

    2. Spend development time on the PvP related issues from the existing list we voted on, null fixes, balance, etc.

    Those ads with the fleet battles draw in lots of new PvPers, we are just not converting them to long term customers.

    As far as missions go, from a PvP standpoint they are a means to an end, the end is PvP, not missions, missions are the grind.

    I'm an American, English is my second language...

    Thronde
    Viziam
    Amarr Empire
    #32 - 2012-07-29 20:15:50 UTC
    I really like this idea. As has been said, it would allow mission runners to start fitting to prevent ganks some (And I do so enjoy ganking missions from time to time) and learn the basics of pvp.

    +1
    Corina Jarr
    en Welle Shipping Inc.
    #33 - 2012-07-29 20:19:30 UTC
    PvE will always be different from PvP because NPCs don't have a brain. They cannot change to new and never before seen tactics (without Dev time and effort each time a change is wanted).

    They are dumb. Even sleepers are predictable.


    However, I'm all for reducing NPC counts in missions (and buffing both difficulty and reward per NPC). Its silly that I can handle 20-30 ships in an Assault Frigate.

    I would also support some more missions that are closer to random like the Dread Pirate one. That is the only mission (for Amarr) that I regularly check EVE survival (as much good as that does...).


    Jett0
    Ministry of War
    Amarr Empire
    #34 - 2012-07-29 23:46:55 UTC  |  Edited by: Jett0
    Missions and AI definitely need some love.

    I always thought a good end-state would be to incorporate more dynamic stories. Instead of missions designed around "Room 1: This many NPCs - Room 2: A few more NPCs - Room 3: One really difficult NPC" they would be designed first by creating interesting scenarios and situations, and developing tools to make those situations happen.

    For a simple example, how about a mission where you're trying to defend three outposts, and you have to watch the local chatter to figure out where the next wave will hit? And maybe the AI would change its mind on occasion.

    Speaking of AI, it'd be really cool if the different factions' tactics reflected their culture and personalities. Sleepers are a perfect example of doing this right. They're tough, but methodical. I'd love to hear people talk about how Faction X will pick a single target and melt it in scary unison (Sansha?), while Faction Y has random fits and no organization whatsoever (Guristas?).

    Occasionally plays sober

    DarthNefarius
    Minmatar Heavy Industries
    #35 - 2012-07-29 23:50:55 UTC
    Tor Gungnir wrote:
    Show me any game where the NPC victims have similar capabilities as the PC characters.


    Chess
    An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
    
    l0rd carlos
    the king asked me to guard the mountain
    #36 - 2012-07-30 00:41:44 UTC
    Isn't FW plexing what OP wants?
    You make PvE in a PvP fitt and then there is the risk that some other playsers show up and you need to kill them \o/
    You get money + pvp.

    Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

    Sobaan Tali
    Caldari Quick Reaction Force
    #37 - 2012-07-30 00:49:29 UTC
    My only two real issue with missions and other forms of combat related PVE are that they a) are too predictable and b) use an A.I. with the intelligence of a toddler. Missions like Dead Pirate Scarlet are somewhat a step in the right direction as far as predictability are concerned, but still falls short considering the "random spawns" are merely selected from a list of spawns that are a bit more varied than other missions have. Normal rat A.I. still falls well short expecially when compared to sleepers or incursion rats (not just in damage and tank, but also in that normal rats DO NOT support each other cooperatively at all). One could argue that missions are supposed to be ment for income and income alone, but I still feel as though alowing rats to rep each other once and a while or jumbling up spawn lists a bit couldn't hurt, even if only a few missions for starters.

    "Tomahawks?"

    "----in' A, right?"

    "Trouble is, those things cost like a million and a half each."

    "----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

    Rain King
    Playing Alone Sucks
    #38 - 2012-07-30 00:58:27 UTC
    Mystic Lore Arcanium wrote:
    Tor Gungnir wrote:
    Show me any game where the NPC victims have similar capabilities as the PC characters.


    Show me another game like EvE Online...

    Why should EvE be "just another game..."?


    Because it is.
    Xin Veaux DuBois
    University of Caille
    Gallente Federation
    #39 - 2012-07-30 01:04:02 UTC
    I think Carlos has it right. Also i think that the OP wants the game to seem a little more intelligent. After all, in a lvl 4 mission, when you are fighting lots of enemies, they never warp out, and don't ever deviate from approach+orbit+fire weapons. There are some minimal attempts in PVE where the enemy uses mods (in one i can think of they actually dampen you pretty heavily, and it can lead to nasty situations), but rarely do the mods really effectively do more than annoy, and most players are intelligent enough to use google to know its coming anyways.

    There is always the smoke and mirror solutions that could make things more interesting. Take your average lvl 4, now add about 40 starships to the backdrop. When the mission is run, it acts just like always, only the 40 ships warp out. That would at least give the feeling that they could leave, but are hell bent on taking you out.

    NPC ships could be added to the missions, and have escorts. There are already asteroids in the missions, add some miners. They would warp out also, but not so fast that they couldnt be stopped. Minerals loot. Doesnt have to be huge.

    why not? because it would take work, and the Devs dont care. There are other things they would rather improve than missions which already function as intended, as isk generators which take time making subscription purposeful.

    i guess you could also look at it from the RP standpoint of space is mostly empty, and clones make space travel and warfare alot like video games. The unpleasantness of clone download is far less than the punishment your CEO might meet out if you abandoned your post guarding this or that thing in a lvl 4.

    Each time a new player enters EVE, its actually a fed up corporate stooge, who has decided to forsake the cookie cutter corporate build and set off into the frontier on his own.

    etc etc.

    It would be interesting to have tougher opponents, but more fun? prolly not, as has been said, just different fits and more mods to apply to your particular mission fit. Ultimately it could lead to a far greater variety of ships being used, as people would maybe fit for different bonuses and such.

    A novel idea.

    Of course there is the school of thought that the PVP tutorial is joining a pvp corp from hi sec and learning about the variety of PVP in EVE. That will always be far greater than running a mission with an NPC that you must web/scram to kill.

    Furthermore, the tears of gallente would flow like rivers if NPCs in missions used smart bombs, or targetted drones to lower PCs dps.
    MinefieldS
    1 Sick Duck Standss on something
    #40 - 2012-07-30 02:46:09 UTC
    Vaerah Vahrokha wrote:
    Tor Gungnir wrote:
    Show me any game where the NPC victims have similar capabilities as the PC characters.


    There are no MMOs with NPCs *as good as* players but certainly they have them hugely better than EvE AI.

    2003: Istaria MMO: maybe one of the first MMOs where NPCs would "message" each other, form a group with healer, tank, crowd controller and DPS (multiple of them if available) and gang against 1 player. Of course the healers were quite though and would also resurrect the dead NPCs. Their attacks were very straightforward though. This phenomenon was expecially tangible in the so called Sathyr Islands.

    Darkfall Online MMO: has pretty sick NPCs. They not only gang up but (I admit I only had experience as a newbie there) also would hit quite hard and in that game whoever you are (even newbie) you drop all your loot, all your gear *and* all your money. Some of them would do some basic kiting, would run back to their spawn and call reinforcements, some of them would climb on scenery and be harder to target. Their attacks were less straightforward than the above.

    Guild Wars2: the training PvP area (The Mists) sports duel NPCs. While they are far from being good, they can still quickly and easily kill the players. They know how to dodge attacks, how to get in line of sight when you try hide, they use abundant crowd control and some of them self healing. Some of them summon and use pets.


    In Guild Wars 1 the henchmen sort of use the same abilities as the players. Even though the henchman are quite ********, they are better than most of the players. One time me and my friend grabbed 6 henches and went to GvG b/c nobody else was online and my frined w/ henches raped those 8 noobs while I was soloing their guild lord lol.
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