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Pve in Eve seems unrewarding and not so interesting.

First post
Author
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#41 - 2012-12-06 23:20:05 UTC
Hakan MacTrew wrote:
Dersen Lowery wrote:
1) make NPCs warp off when they are (only) webbed, so that mission runners have to fit, or bring, tackle. The actual reason for this is to have a lot more tackle-fitted ships in high sec in tandem with the recent changes in Retribution, but it would also be a significant step toward using missions as a training ground for PvP;

At least make faction spawns try to warp off when their primary tank drops below say 25%.


OMG, yes, this is a great idea...
More faction spawns, but the spawns must be pointed or they warp off as soon as their hull takes damage (after armor and shield, or we could go with the "primary tank" idea)

Right now we only have 2 missions with faction spawn chances, Worlds Collide and Blockade.
One of the OP's suggestions was for higher value loot to drop, which implies more faction spawns which implies flooding the market with faction items if nothing else changes...

This idea also relates to the mission Dread Pirate Scarlet - if you fit a disruptor on that mission, you can stop her from going into the 4th room, and if you kill her in the 3rd room, she drops a +3 implant, basically you get a another 7.5 million ISK if you brought a warp disruptor along with you.

If one jacks up the random faction spawns (have them in more than those two missions) *BUT* has them attempt to warp off, then there is a big incentive to fit a Warp Disruptor on your ship in every mission/PvE affair.
By giving up 1 mid, you make the mission harder, but somewhat often you also get a larger payday.
-Imagine getting Blockade or Worlds collide, you get the faction spawn, and it just warps off because you didn't have a disruptor

As a bonus, it makes it more likely you can kill those damn ninja salvagers (just be aligned to warp out before blapping him in a couple volleys -assuming he brought a weak ship, not a PvP fit Merlin/Hurricane/etc-, and warp from SS to SS until you can dock up and wait out the remaining tim) instead of having them warp off (and usually warp back in with their kill ship, and you better not be there when they come back) when you shoot at them.

Also, regarding inflation, would it be possible to have rats give an LP reward for the corp offerng the mission, and then decrease the ISK payout? The guy who thinks the inflation is a good think has "drank the Koolaid" of the economists who caused our RL economic woes.
Mund Richard
#42 - 2012-12-06 23:38:30 UTC  |  Edited by: Mund Richard
Verity Sovereign wrote:
This idea also relates to the mission Dread Pirate Scarlet - if you fit a disruptor on that mission, you can stop her from going into the 4th room, and if you kill her in the 3rd room, she drops a +3 implant, basically you get a another 7.5 million ISK if you brought a warp disruptor along with you.

How about +3 implant dropping random spawns, named like nullsec Officers, only they are much-much lower ranked, and don't drop special mods.
Warping away optional (if they spawn more often, and not once every 100-1000 mission).

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Zintex
Dead Council's Revenge
Askaantiuul Logistics
#43 - 2012-12-07 00:40:58 UTC  |  Edited by: Zintex
one thing i wish that they make more clear at the agent missions, is what faction's you will gain and/or lose standing at by doing the mission you are about to accept

like a small red and green square where the faction you lose standing with is in the red, and the green for the faction you gain standing with,

it will make it more easy for new players to see and old players like me that have stopped doing mission as i found it a bit to hard to find out who i gained and lost standing with.

edit:
the colors don't have to be red and green..
but it can help to split them up to make it more easy to see
Mund Richard
#44 - 2012-12-07 00:45:30 UTC
Not sure, but as I remember, apart from Mercenaries EoM (no standing), and maybe a few more, there was always an indication of who you will fight.
Looking up that faction, you can click standings, and see who likes, and hates them.

If you work for/against a faction and get a standing increase, you get a lesser increase with all associated standings.
Such as (may be off) doing a storyline mission for the gallente, you get positive gallente and minmatar standing, negative Caldari and Amarr, and from amarr possibly further to their subfactions.

Really annoying to look it up, but otherwise the list has an ever changing length.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#45 - 2012-12-07 01:12:22 UTC
sajuukkhar69 wrote:
- Pve is a bit hard to access. By hard I mean that you can't just undock your ship and kill some npcs.

Picking up a mission and doing it is easy enough. Please no farming fields in EVE, those are really sickening.
Quote:
- Pve is unrewarding unless you have the chance to find a good deadspace complex that you would have to scan down first.

I think PVE rewards are quite well balanced accordingly to the risk involved. If you want it safe, take the lowish reward from missioning/belt ratting in highsec. If you want more, risk going to low/null or to uncharted space for sleepers.
Quote:
- Missions are too easy.

This is true, but I'd phrase it differently. It's not that missions are too easy, but that they require no creative thinking or attention once you figure the general scheme. So at first they can be both quite challenging and interesting, but that effect wanishes quickly.
Quote:
- The ratio of isk/item you get from pve is killing the market by adding money without items. It increases the price of everything.

I completely agree with this. I think NPC bounties should be replaced with increased item drops.
Quote:
- Add some challenge to missions by creating bosses, special npc spawns.

This is a good idea, but I think the main approach should be in implemeting and improving the advanced AI that is used for sleepers and incursion sanshas. Use quality instead of quantity to make PVE challenging. Or better yet, mix both approaches.

And the T2 loot should remain where it is right now, imo. Easier access would devalue T2 and through that also hurt T1.

Hmm says I have too many quotes, gonna split in two messages...
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#46 - 2012-12-07 01:12:46 UTC
Quote:
- Allow pirate npcs to drop better items.

This would require better NPCs first. The ones that we have now give just what the effort of killing them warrants, if not more.
Quote:
- Add more npcs to the universe.

I generally agree with this, but I'd like to note that NPCs already do try to camp stations and gates, although very inefficiently. Adding a tackler or two to their groups would help.

And though I do like that kind of events, I'd really hate if they would disrupt highsec hauling. Highsec should remain highsec.
Quote:
You shouldn't be punished for doing pve with your friends. Because it's exactly what is happening. Split rewards and split loots ? It means that a lot of people with a perfectly fitted pve ship (such as a dps vargur) will be less likely to accept anyone in their mission runs. Because it slows them down as it reduces their isk/hour ratio.

The problem here is not that the reward is split, but that by adding people to your group you don't really increase the income. There should be PVE rewards that can only be accessed by a group of players (but not by one player controlling many accounts).

And the even bigger problem imo is that the current looting system is preventing pickup groups from happening. Pickup groups can make even the most boring PVE fun and are a large part of fun in MMOs that have them. EVE PVE is direly lacking that sort of thing imo.
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#47 - 2012-12-07 01:23:26 UTC
Oh and on the side note. NPCs warping out is a good idea, but then they should become scannable, at least with combat probes, so that they aren't gone for good if they slip out just once.
Joe Risalo
State War Academy
Caldari State
#48 - 2012-12-07 01:26:16 UTC
Quote:

The problem here is not that the reward is split, but that by adding people to your group you don't really increase the income. There should be PVE rewards that can only be accessed by a group of players (but not by one player controlling many accounts).

And the even bigger problem imo is that the current looting system is preventing pickup groups from happening. Pickup groups can make even the most boring PVE fun and are a large part of fun in MMOs that have them. EVE PVE is direly lacking that sort of thing imo.


This is why I suggested bringing lvl 5's back into high sec, but changing the dynamic of them so that they switch tagets and are generally more like sleepers, thus require ACTIVE players and not one player with several accounts.
Mund Richard
#49 - 2012-12-07 01:35:09 UTC  |  Edited by: Mund Richard
Colman Dietmar wrote:

Quote:
- The ratio of isk/item you get from pve is killing the market by adding money without items. It increases the price of everything.

I completely agree with this. I think NPC bounties should be replaced with increased item drops...

Until this part I read it thinking it's a serious post.

...
...
Ok, I'll ellaborate.
If you don't get ISK via NPC bounties, how *will* you get your isk?

  • Mission isk rewards would need a buff, but then you just give your left hand to recieve instead of the right. Makes no real sense. Also hurts nullsec, where there are no agents.
  • Incursions are a high-end thing, not something you'd really build on. Also, for the risk-averse, it's a dodgy topic.
  • Might be cool to balance around this, with mini-incursions going on as well. Maybe crippling (always having to run around, not being able to do anything often with the possibly increased incursion rate), but fun. Would not hurt null at least, and make EVE more of a group thing. But also, more of a "come raid" setting. Only not for shiny new loot, but to fund your PvP.
  • NPC buy orders... Really, do you want this game to be like WoW, where a lot of vendortrash drops, and you make gold out of it? Bounties are the same thing, only without the hassle of looting/transporting stuff (which may be difficult in null)
  • Insurance payout - c'mon, while it *is* an isk faucet, you are supposed to be still loosing isk there
  • ...
    And I think that's the main list of where you get isk from.

    "We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

    Colman Dietmar
    Sebiestor Tribe
    Minmatar Republic
    #50 - 2012-12-07 02:23:40 UTC
    Mund Richard wrote:
    And I think that's the main list of where you get isk from.

    If you meant literally "me", I get my ISK mostly from market trading and about 30% from PVP loot. That is, 0% from PVE of any kind.

    If you were actually making sense and were talking about faucets then it should be clear that any particular player does not have to be directly connected to a faucet. The mentioned nullsec dwellers, for example, can sell the abdundance of loot and expensive ores to highsec to make money.

    Main point here is that the inflation is out of hand and needs to be dealt with. An easy and direct way to do it is to make sure that the ISK faucets are weaker than the ISK sinks. From that point, the market will regulate itself. Right now it's just sinking in the flow of ISK generated by bounties and incursions.
    Commander Ted
    Caldari Provisions
    Caldari State
    #51 - 2012-12-07 05:26:27 UTC  |  Edited by: Commander Ted
    The way I see it Pve difficulty is something very hard to tune. In certain other MMO's that we shall not name but beings with a W and and with a T, end game pvp is a complicated dance where monsters have unique abilities and where you have a massive variety of abilities to use at once and obstacles actively spawn that you must avoid.

    The main grinding pve is really just as boring as missions in eve.

    The most difficult pve in eve requires only that you have enough ehp or logi then you just do it. "Oh this guy is taking damage, apply reps to him we already 100% know he won't die because we did the math." In incursions the competitive aspect of it makes up for this somewhat but because you are doing the exact same thing over and over and over again really takes away from it. In certain OTHER mmo's each encounter has a unique challenge to face around each corner. If something is repeated you only have to do it 3 times in a row before you encounter a unique group of NPC's or a boss.

    Sure even the certain OTHER mmo's content gets repetitive but it does so much more slowly than incursions or missions.

    Eve needs more hand crafted encounters, things like smartbombing NPC's that travel very fast or stealth bomb launching pirates, logisitics, randomized ewar, drones that turn off when the mothership is disabled etc. However the other game has the advantage of a death being forgivable while in Eve trial and error is a much more frustrating process.

    Simply randomizing spawns wont cut it since they all are just damage vomiters that may or may not jam you and make you wait 20 minutes.

    https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

    Hakan MacTrew
    Konrakas Forged
    Solyaris Chtonium
    #52 - 2012-12-07 08:47:55 UTC
    Colman Dietmar wrote:
    Mund Richard wrote:
    And I think that's the main list of where you get isk from.

    If you meant literally "me", I get my ISK mostly from market trading and about 30% from PVP loot. That is, 0% from PVE of any kind.

    If you were actually making sense and were talking about faucets then it should be clear that any particular player does not have to be directly connected to a faucet. The mentioned nullsec dwellers, for example, can sell the abdundance of loot and expensive ores to highsec to make money.

    Main point here is that the inflation is out of hand and needs to be dealt with. An easy and direct way to do it is to make sure that the ISK faucets are weaker than the ISK sinks. From that point, the market will regulate itself. Right now it's just sinking in the flow of ISK generated by bounties and incursions.

    As I already pointed out in an earlier post in this thread, ISK comes from where?
    Fine, you make yours on the market and by PvP loot, aka the market. Where did the person buying your stuff get their ISK? The very first link in this ISK chain was a rat dying to make that ISK.

    Short of creating another ISK font, PvE is the only viable one. Everything else is just moving ISK around, bit creating it.
    Mars Theran
    Foreign Interloper
    #53 - 2012-12-07 09:11:28 UTC
    Nikk Narrel wrote:


    ... When you PvP, do you simply undock and twiddle your thumbs, waiting to be challenged?
    ...



    Actually, that might be a good idea. When you PvE, you make enemies of various Factions and Organizations. It's perfectly feasible that they might warp in on you when you are sitting in space or undocking from a station, or even in a Deadspace cleaning up a mission.

    Why wouldn't they get mad and come after you when you spoil their plans? Perfectly reasonable expectation that could be tied to standings loss with them. -2.0 could get you attacked occaisionally, while -5.0 could be a more regular occurrence and/or tougher ships.

    Back to OP:

    I actually mentioned in another thread, and idea for changing Mission ISK rewards to a more conventional economy friendly idea. Dropped items can cause problems with the economy too, as has been noted in previous discussions, if for no other reason than it makes modules more highly available and takes the player out of the manufacturing and distribution chain.

    Having NPCs drop refining materials, (like Scrap Metal), is a possibility, but one step better is to make it another profession altogether. Simple drops will result in an influx of easily accessed materials into the market, which has been a problem with Drone regions, and was the reason some mission loot drops were removed from the game.

    So, the alternative is to make it something you have to work for; just like mining, and requiring a similar effort and investment in ships, modules, and time. Not as much perhaps, because someone has to defeat the NPCs to make it available.

    Now, a common argument against this might be that this makes missions take longer, and requires additional time investment just to see rewards from something you've already invested time in. Generally speaking, that would be correct. You could however allow for players to sell salvaging rights to their missions, giving someone else access to the pocket to clean up.

    This gives you another profession, (like mining or exploration, and compatible with both of them), and it allows the Mission runner to kill things and build standings rather than wasting time with harvesting the value from the mission over an extended period.

    This also increases Corp activity for missions, and increases the variation in professions within Corps, while giving them a symbiotic relationship between those professions. Mutually beneficial occupations; unlike Mining and Mission Running.

    It also means the creation of new ships and modules required to take advantage of this, and skills to use them. Hulls will have to remain in Space longer, not be cleared by downtime, and perhaps could even use a buff to appearance.

    I've always considered the ship wrecks to be somewhat inappropriate. Compared to the burned out hull that you might expect to see, you have instead a small, crushed metallic bit of something. This might be what is left after the ship has been harvested of all refining materials, but is still capable of yielding some salvage components.

    Technically, it should be less capable of yielding decent salvaging components after being harvested than before.

    So, a new salvaging ship or two, preferably made by ORE, and a new module to complement the current component salvager that functions more like a mining laser. Effectively, it would disassemble the ship and deposit the refining materials into cargo or the ore hold.

    The ships could be a new Orca hull design that has harvester fitting capabilities, and a smaller Noctis hull design with the same. Modules could be available in mass-extraction designs like the strip miners, (used on the Orca Hull), and laser varieties which could be used on standard ships without bonuses, and the new Noctis hull with bonuses.

    Bounties and direct ISK rewards from missions could be decreased drastically by reducing the number of ships in missions and/or by dropping the bounty on those ships, as well as dropping the agent reward significantly. Transfer the value to the Hulls, and increase it for the time investment required where necessary.

    Standings mechanics could also be adjusted, and PvE ships could be increased in difficulty to better match PvP set ups, while increasing mission levels could also increase the capabilities of the ships faced in those missions.

    Rather than level 1-5, you could have 0-9 missions, with zeros being entry level like the tutorials, and 9s being PvP matching with an assortment of Tech 2, Faction, and Tech 1 ships that are capable of decimating all but the most skilled Mission Runners working together. Rewards could scale accordingly.

    Standings would become less hindering in some ways, with Faction loss and gain tied more to ship kills, and Corp gain tied primarily to the mission running itself. The loss wouldn't need be increased, but there should be some gain associated with that loss provided you are working for the appropriate corporation and running the right missions.

    Ship kill missions should also extend to Corporation rivalries, and less to Faction specific kills. Rather than killing Amarr Navy, you could kill Corporate Police Forces or Rogue Pilots, or even non-affiliated Forces. Missions need less requirement to shoot your specific standings all to hell.

    ..anyway, this post is long enough already; I'm sure I could get into the rest of that stuff elsewhere later. Smile
    zubzubzubzubzubzubzubzub
    
    Sardek Nardan
    Khanid Constructions
    #54 - 2012-12-07 09:45:49 UTC
    Verity Sovereign wrote:
    Hakan MacTrew wrote:
    Dersen Lowery wrote:
    1) make NPCs warp off when they are (only) webbed, so that mission runners have to fit, or bring, tackle. The actual reason for this is to have a lot more tackle-fitted ships in high sec in tandem with the recent changes in Retribution, but it would also be a significant step toward using missions as a training ground for PvP;

    At least make faction spawns try to warp off when their primary tank drops below say 25%.


    This idea also relates to the mission Dread Pirate Scarlet - if you fit a disruptor on that mission, you can stop her from going into the 4th room, and if you kill her in the 3rd room, she drops a +3 implant, basically you get a another 7.5 million ISK if you brought a warp disruptor along with you.


    You know most people probably insta pop her?

    Anyway, that is good idea. I think npc should be less and harder to kill (performance close to those of a real pilot), but should be able to warp out. So instead of killing swarms of brainless pirate npcs, you face 1 2 or 3, but they are stronger and smarter. If it moves in this direction you should also be able to use electronics warfare on them. Basically, make npc closer to actual player.
    Karig'Ano Keikira
    Tax Cheaters
    #55 - 2012-12-07 12:14:57 UTC
    I could write a small book on all the things wrong with EVE pve, but let me try and sum it up
    (this is about high sec PVE, low / wh PVE is another beast):
    - 1) PVE is static: once you play a mission (or run explo site), all the future ones you get are
    virtually identical; giving it any randomization (the more the better) would be great step forward
    - 2) PVE lacks challenge: due to 1), you know exactly what you are going to face. Due to
    nature of EVE once you know your foe, battle itself is a token effort. This breaks entire idea
    of risk vs reward system of EVE because you essentially have 0 risk (of course this changes
    once you leave high sec, but that is totally different topic)
    - 3) missions are dull: basically it all comes to 'shoot X rats'. More variation would add a lot
    to make it more interesting, few examples:
    - special spaws that are really nasty (perhaps optional but give good rewards if killed)
    - npcs that have to be pointed to keep them from fleeing
    - packs of small ships / something similar instead of our generic group of bs + few bc + few frigs
    - optional random hacking / salvaging / ... targets in missions
    - missions that require (or have optional) must-scan down sites
    - other types of missions: for example: defend (POS / ship...), intercept ship flying from A -> B,
    mission on timer, kill a player mission (FW / bounty hunting...)...
    - of course, random groups, random triggers... would spice it a lot as well
    - 4) lack of small group content: sure, we have C3-4 WHs and lvl 5 missions, but both of these
    are low-sec / 0.0; playing lvl 4 with more then 1-2 (perhaps + salvager) people is good way
    to reduce your profits and high sec incursions are 10+ people - definitely not small group;
    seeing something for 3-6 people would be really nice (while keeping profits/person <= lvl 4s)
    - 5) mission rewards are quirky: not total amount as in ISK/hr (that too is another topic), but some
    missions just tend to suck and others are (slightly) too good. Perhaps making mission profit independant
    of number of battleships in mission might be good idea
    Lloyd Roses
    Artificial Memories
    #56 - 2012-12-07 14:20:37 UTC  |  Edited by: Lloyd Roses
    Karig'Ano Keikira wrote:

    - 4) lack of small group content: sure, we have C3-4 WHs and lvl 5 missions, but both of these
    are low-sec / 0.0; playing lvl 4 with more then 1-2 (perhaps + salvager) people is good way
    to reduce your profits and high sec incursions are 10+ people - definitely not small group;
    seeing something for 3-6 people would be really nice (while keeping profits/person <= lvl 4s)




    ^this would be so wonderful! Even more exiting I'd personally be if those would be a cosmic signature to scan down, afterwards you'd go in and be confronted with the first spawn, chew through the trigger to spawn a couple of key npcs that warp off when they are threatened and not pointed (and could be combat scanned down within 5 minutes, like a log-off timer). All those key npc's dead and none escaped, a hilarious spawn with one wtf-omg-npc dropping all the rewards (and exotic dancers)!
    Don't forget that the key npcs also should at least have t2 salvage and a tank that matters. And RR-cruisers at high-distances, and and and.... Letting one of those key npcs excape would be failing the complex and not triggering the important spawn.

    Ye so a complex that can be scanned down and requires pvp-fits. (with point) for ~5 people. Would be a wonderful addition to this rat-shooting.
    Hakan MacTrew
    Konrakas Forged
    Solyaris Chtonium
    #57 - 2012-12-07 15:44:11 UTC
    Just had a thought. How about multi stage missions that are not actually a mission chain?

    EXAMPLE 1 wrote:
    "Some pirates have stolen some new tech we were working on from one of our R&D labs. We have identified 3 possible sites they could be storing it in but we aren't sure which one its at. They are all heavily guarded and reinforcements will not be far away. We need you to find it and get it back. We estimate you will have about 4 hours after you start your attack before they will move the device and it will be lost forever. You will be well paid for your efforts, but only if you succeed."
    One of the 3 sites is the actual location, you may have to clear all 3 sites if your unlucky to pick the wrong sites to do. There is obviously a 33.3% chane you will get it right first time. The device could be a new damage mod and the boss could use it to attack you. It could be a new cloaking device combined with an ECM burst, allowing the bost to break your lock and cloak, coming at you from another direction...


    EXAMPLE 2 wrote:
    "We want you to knock out a Smugglers Den in the next system. Let us know if you find anything intersting."
    Upon killing the guards and taking out the smugglers ship as he tries to flee, you find a cache of modules, ammo, research materials, some drugs and several encrypted data packages.

    "We have looked over the inventory you sent to us. Some of the data files will need to be looked at by experts at our lab. Take them there. You can keep the rest of the stuff, call it part of your payment."
    You pick up the files and your alt collects the rest of the loot. You head over to the Lab and drop off the files. Job done... or not...

    "We cracked the data. You may want to head over to the next sytem. That smugglers got a deal going down with an arms supplier. Its all illegal tech and it needs to stay of the market. We will pay you a bounty fee on any illegal weaponry you can secure on our behalf. Anything else you can keep."
    You land at the rendevous site, point the hauler and take out the guards. The hauler was full of modified bomb launchers and bombs, (plus various other munitions and armaments.) You can trade them all in to the mission giver for a repectable bounty fee. Or you could keep some of them, or even all of them, and sell them on the market after telling the mission giver they were all destoryed. (There would a percentage based chance of being found out if you kept them, based on how many you kept. If found out, they would be confiscated and all your ISK rewards would be reclaimed and/or witheld. You would also recieve a standings penalty.)


    What do you guys think?
    Dersen Lowery
    The Scope
    #58 - 2012-12-07 15:54:42 UTC  |  Edited by: Dersen Lowery
    Hakan MacTrew wrote:
    [Looking back on this thread, I feel my first post was probably too negative. I don't think it would be even feasible to bring rats onto a par with RL PvP pilots. Programming the AI would be difficult, given that evryone is different and the AI would ahve to react to so many variables in so many different ways. Not to mention that so many pilots are on such vaired levels when it comes to PvP. But making them more challenging would be good.


    Just so what I'm saying is clear: I don't think it's a likely or worthwhile goal to try to make PVE as difficult as PVP. What I'm gunning for is more to make it so that there is some parallel with fittings and tactics. Obviously, the rats won't be as good or as creative, but at least PVP will become a matter of besting more intelligent opponents in better ships, instead of having to learn completely different fitting and combat strategies.

    It should remain a viable way to make ISK.

    Proud founder and member of the Belligerent Desirables.

    I voted in CSM X!

    Crimeo Khamsi
    Viziam
    Amarr Empire
    #59 - 2012-12-07 16:49:39 UTC  |  Edited by: Crimeo Khamsi
    I think the main problems with PVE are:

    1) That it has weird risk/reward payouts. For instance, most of the risk involved in sleeper PVE is not even in the mission itself, but in GETTING TO the mission in your gimpy PVE ship. You either have to bring two fittings with you and switch them out, or be woefully underprepared for pirates in your ship that is fitted for PVE.

    2) It's pretty boring and repetitive.

    3) It creates a strange "two separate worlds" situation with combat, where PVE and PVP don't translate well, which results in people playing two different games, and not nearly as much enriching multiplayer interaction and opportunities as there could be.


    Like others here, I agree that the solution to both of these things is to make PVE more similar to PVP. If this is done well, then :
    * PVE can have much more risk of losing your ships (or at least some forms of it that you can optionally choose have more risk), and can be justifiably associated with success
    * It would be more skill based (real life player skills, not character skills), which is always a good thing.
    * It would also be much more entertaining and engaging.
    * It would train you better for PVP and vice versa, so that people all play together more on all fronts (it is an MMO after all)
    * It would be less intimidating to fly to PVE engagements in null sec in your gimpy PVE ship, because if PVE and PVP were more similar, then the same ship would be more appropriate for traveling around null sec AND for running the missions once you get to your destination. Which makes the risk/reward less weird and broken.

    There are a ton of ways to make PVE more like PVP, several have been mentioned here, but the ones I feel are most important:
    1) PVE enemies should routinely tackle you. Not overwhelmingly/all of them, but almost every room of missions starting at level 2 or so should have one or two tacklers. Including bubbles in higher level missions.

    2) On the flip side of the coin, PVE enemies should routinely use their warp drives. Everything from warping to different rooms to rep up when they are close to dying, to warping their buddies on top of you once one of their faster ships has gotten in range, to warping between bounce points on grid as a means of maintaining sniper range, etc.

    2B) Also they should use a lot more EWAR.

    3) AI needs to be improved. This would not be NEARLY as difficult as people are making it out to be. I think a lot of people overestimate just how amazingly clever and adaptable and awesome they are, while in reality, most PVP is performed according to a limited set of fairly well-rehearsed scripts. So you could be a fairly "dumb" AI, one which does not take into account very many variables at all, and still vastly increase the interest and difficulty of PVE. For instance, something as simple as having 5 or 6 pre-programmed basic strategies for each type of NPC ship. Then just have them switch between those strategies based on some simple input, like "how many of my NPC fleetmates have died recently using strategy A? Lots? Well then switch to some other strategy. None? Well then keep doing A." That would mimic the bulk of the learning and adaptability that goes on in PVP, honestly, and would probably be good enough to bring the two much much closer together, without a ton of coding effort.

    4) There should be fewer but stronger NPCs on every grid. PVE is all too often currently about grinding down a huge swarm of gnats one by one, which encourages things like repping-oriented tanks, drones, and heavy reliance on kiting, none of which work very often for PVP. If NPCs had fewer ships, but much more furiously high-DPS blitz types of ships (combined with tacklers and interceptors, etc. as mentioned above), then it would be more like PVP, and people would be rewarded for buffer type tanks more, bringing the two fighting styles more closely together. It would also be more exciting and adrenaline-pumping, because the whole mission would be faster and the stakes would be higher.

    These things also all reinforce one another. For instance, if NPCs aggressively warp out to rep themselves (#2) and there are fewer of them (#4), then it becomes much more difficult to blow up 5 ships, go to a station, and come back and blow up 5 more ships, etc. You have to deal with the entire battle at once more often. And THAT combined with more varied strategies (#3), even canned ones, means you need to fit yourself to deal with a wide variety of flexible situations all at once when you go to PVE, which is much much more similar to PVP.


    Quote:
    Just so what I'm saying is clear: I don't think it's a likely or worthwhile goal to try to make PVE as difficult as PVP. What I'm gunning for is more to make it so that there is some parallel with fittings and tactics.

    Right. Difficulty is very easy to scale (and all difficulties can be available at once in the form of different level missions and sites and belts). Similar style is what it's about.
    Solutio Letum
    The Scope
    Gallente Federation
    #60 - 2012-12-07 16:57:17 UTC
    Problem with income is:
    1a isk given comes from bounties meaning no trade is done, so its kinda "bonus" isk if only a few do it its gonna "work" isk is gonna inflate the market but will inflate in there wallet meaning they will somewhat make money, but if most isk comes from bounties then everyone is inflating at the same time meaning this money will be worthless after a while because everything will cost more and more because players have more money, until you reach the limit depending on how much pple are getting bounties.... but again its not so bad, its just not a good way to give money.. (isk always stay in the market, only dissapears when CCP destroys it)
    1b loot drops also come from nothing, but in this case once you sell it its gonna be destroyed or recycled, to then be used in somehtign that migth be destroyed, thats not bad.... a bit better
    2a the problem is that isk can be "poped" from no where and dissapears from nothing to, the rule should technically be, mass is never created nor destroyed, only "systems" like ships, POSs, stations, ammo and so on should ever be destroyed, not the materials there made of being "mass"
    2b i suggest making salvaging more of a career then it is now, because eve if every thing the ship was useful for is destroyed, it should be way more valuable then asteroids, and there should be really good materials left in the space and its surroundings, so you should be able to almost build another "myrmidon" with that wreak if you recover the broken parts
    2c asteroids respawn? rigth, this is the only reason why salvaging is not useful, every resource never depletes , the supply is based on how much asteroids you can mine, i can suggest something, more asteroids then we have now for a supply that would take years to mine out, because betls are really small compared to.... what they should be i think
    2d the real way to make everything roll should be to make npc's need recourses, and there drops should be way more expansive, they should be harder about has hard has a players to kill, and they should have an = amount of possible damage, npc's should need to take some resource's in like stealing killing actual players and salvaging there goods, to actually make economy roll, where do tax's in npc corps go really? why not use the traders fee for something concotract fee's, and so on, give npc's a piggy banks, including pirates corps that you need to kill out
    2e because npc's you kill are now really scary and will kill you more often youll also get more loot, but loot is now different, you get your tools and salvage everything you can from various way, getting more from it then youd normally get from your normal salvager, this should be has importent has mining, because the way the market work rigth now, is based off of CCP's spawning codes mostly, if they make something easier to get its gonna be cheaper, though if the player want it less its gonna be higher priced, so we have a line

    this will make economy more healthy then before, you should also be able to take anything has a ressorce, mine full planets away, there are lots of useful resources in planets, and moons, and asteroids fields, and there should be allot more to pick up, but nothing comes back in, its all out

    3a ofc after a while youll miss out of asteroids, after at less 10 years id say, there should be really bigger then what we have fields of asteroids and gas clouds, also when you make "gas" react you dont lose it, youll lose its "system" but not its actual.. mass i guess you "could" say... and you should not, not whit the high technology of these days you should have something to reshape it....

    the problem with economy system in eve is its based off of spawned things, they come from no where and an economy system cant work like that, now there are tons of Posts out there for this, but to much never hurts... unless you cant read them all (i guess)