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[Proposal] PvP training wheels - New NPC mission type...

Author
Sedstr
#1 - 2013-02-07 08:50:14 UTC  |  Edited by: Sedstr
The mission is to locate and eliminate X ships within a period of time.
The NPCs are:
.................locatable with locator agents.
.................locatable with dscan (ship names provided in mission description) .
.................probeable. (sig id provided in mission description).

They will avoid being destroyed, level of difficulty is based on agent level.

The NPCs will use some of the tactics players use including\:
.................warping out to other celestials on player warping to location, requiring use of the dscan.
.................warping to safe spots, requiring the player combat probe them out.
.................playing station games, requiring organized alpha or bumping.
.................using gates, jumping and reapproaching and jumping or warping off based on aggression timers.

NPCs will escalate and deescalate their tactics based on level of interaction, take on a cruiser in a belt with a kiting frig and take too long, it will start jumping to celestials, then perhaps dockup and warp to random sites, then start docking up and insta undocking giving you a chance to probe it down. to the point where it will bounce between safe spots making it almost impossible to get that rat till it starts deescalating its behavior.


Officer rats warp off, so code is already there to an extent, it would take some time and effort to write the AI to provide this type of mission, but I believe it would make peoples transition from non-PVP to PVP less problematic if they at least have some skills developed via a NPC mechanic like this.

It would all make for a fun mission that individuals and small groups could do and there are a few variables in there that could be tweaked either way to prevent excessive farming...

NPC don't post KM, and they don't pod you - public presentations of your 'stupid deaths' is something to be avoided, so having a mission system that teaches these elements of PvP style play will relieve the would be teacher of the player once they decide to get into PvP.

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Destination SkillQueue
Doomheim
#2 - 2013-02-07 10:39:13 UTC
A few things come to mind. First, this idea goes way too far. Replicating exact player behavior for a large number of PvP scenarios isn't what PvE developers should waste their time with. Teaching PvP is all fine and dandy, but the best way to learn it is to go out and PvP. It's development cost free, does the job better and allows PvE devs to focus on actual PvE content. In the end PvP is about dealing with other individual people. Fighting NPCs is never going to fully prepare you for it.

Second, why are you worried about excessive farming in a set PvP tutorial missions? Are you suggesting some heavy rewards for a system that is primarily meant for training? Players aren't supposed to do them as a profession. The point is to do them until you get the basics, then get out and PvP. There is no need to give incentives for people to keep grinding them, so give them below normal missioning income potential or no income at all.

Third, it seems like you're just afraid to pay the learning fees of actual PvP. I'm not talking about just the ISK cost, but the reality of having to repeatedly lose to other people in a competition. Your PvP learning missions aren't going to change this no matter how many of them you do. Actual players aren't in it to teach you and offer a predictable challenging encounter. They're in it to win at all costs. They will post KMs and pod you. They will laugh at you mistakes and tease you about them. It's just part of the game and you're going to have to grow a bit thicker skin, if you ever hope to get into PvP.

Fourth, tactics change. Replicating the commonly used tactics of the current game will only be useful for so long. Many tactics that ruled the battlefield of the past are bad or impossible today. I question the rationality of trying to replicate them with a NPC mechanic, that is a poor imitation of the real deal and will be a constant drain for dev resources. It will also teach bad habits, that won't work in actual PvP or you don't want to teach to people. Is station camping basics really something you want to show and teach to everyone? When you create a tutorial for it, you're showing people it's the way the game is meant to be played no matter your intentions. I'm not saying there is anything wrong with the tactic, but I'm saying it's lame enough, that you don't want to give hand holding guides on how to engage in it.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2013-02-07 18:01:24 UTC

In truth, a PvP training mission should be very easy to do....


Two parts....

First part, you warp in, use a gate (restricting ship classes), and have to quickly tackle a target to prevent it warping away.... have it try to run from you, and generally require a scram/web to stop it from getting away....
--- Allow the mission to be repeated indefinitely (although giving no standings boosts and very little reward).
--- To complete, successfully tackle and destroy the target, loot it (for a gate key), and return to the agent to complete the mission...
--- Require 50+ dps to break the tank of the main ship...

Second part, you warp in, use a gate (which requires & consumes the gate key from the first part, and restricting ship class to t1 frigates only). You land in the midst of 20 NPC drone frigates (with crap 5k bounties, no loot, and crap salvage). They scram and web you and gank you....
--- When your ship dies... your agent convo's you to explain it must have been a trap, like most PvP in EvE. It then completes the mission and pays you a solid reward (5-10m isk).... When the mission complete trigger is finished, there are no new spawns...
--- To prevent you from escaping after you warp in, each rats get 90+% long-range webs and have long range scrams...
--- To prevent you from blowing them all up, Every time you destroy one of the original frigates, 100 additional NPC drone frigates spawn, with the same name, and attack...
--- If perchance you attempt to farm it.... 100 NPC frigates giving 5k in bounties is only 500k isk.... If you somehow manage to kill every ship, you would only earn 2000 NPC x 5k == 10m isk in bounties... crap salvage (ideally no salvage), and no loot.... It wouldn't be worth your time to farm it...
--- It would be a "challenge" type mission... and people might bring in fleets to take it down.... let them... they don't earn much isk doing it, and requires some effort on their part to ascertain all the gate keyes.... not to mention things can go wrong pretty quickly...

Upon completing these missions... they learn:
A.) How to tackle a ship, and
B.) To die...

Then they are ready to start PvPing as a newb in EvE...
ShahFluffers
Ice Fire Warriors
#4 - 2013-02-07 23:28:00 UTC
Gizznitt Malikite wrote:
Upon completing these missions... they learn:
A.) How to tackle a ship, and
B.) To die...

Then they are ready to start PvPing as a newb in EvE...

I posted an idea long ago for B.

https://forums.eveonline.com/default.aspx?g=posts&m=1408239
Draek Andorii
Spiffo in Space
#5 - 2013-02-08 03:04:20 UTC
In response to B, you learn how to die in the tutorial missions as is. There's a mission that has loss of your ship as a requirement.

Destination is right, the best way to learn is to fly out there and start losing ships left and right.
ShahFluffers
Ice Fire Warriors
#6 - 2013-02-08 06:41:02 UTC  |  Edited by: ShahFluffers
Draek Andorii wrote:
In response to B, you learn how to die in the tutorial missions as is. There's a mission that has loss of your ship as a requirement.

Only if you don't read the mission briefing (or look at the warnings in local).

Most newbies I've come across always assume the destruction of your ship in that particular mission to be a glitch or bug and not part of the mission itself.

What is needed is a mission where losing your ship is clearly stated in the briefing and is more or less an actual "goal."
Sedstr
#7 - 2013-02-09 03:00:25 UTC  |  Edited by: Sedstr
bump

...

Sedstr
#8 - 2013-02-09 17:52:37 UTC  |  Edited by: Sedstr
Destination SkillQueue wrote:
First, Replicating exact player behavior for a large number of PvP scenarios isn't what PvE developers should waste their time with.


The most challenging part of the game is PvP, and you have won the fight before you have started, if the opponent is ignorant of the game mechanics. PvEs job is to teach game mechanics. PvE should be a challenge. the better the AI, the better.

I would like to see missions that emulate a large number of PvP scenarios, this is what I think PvE should be all about..

Destination SkillQueue wrote:
Second, why are you worried about excessive farming....


I'm not, I just added it so people wouldn't respond with some long winded argument about farming.

Destination SkillQueue wrote:
Third, it seems like you're just afraid to pay the learning fees of actual PvP.


No, but I dont see a problem with providing an 'against the computer' challenge for players of the game, if the time/fun ratios are right, they will be another choice for PvE players.

Destination SkillQueue wrote:
Fourth, ......

I wont quote you directly....You simply argue that, PvP tactics should only be taught by PvP.


I think your whole argument revolves around PvE being 'PvE' and PvP being PvP and never the twain shall meet.

Why should 'against the computer' be a completely different to PvP in play style?

I would like missions that let me experience these tactics in a PvE scenario in highsec against rats which dont pod, dont loot your wreck and dont post KM.

...

ShahFluffers
Ice Fire Warriors
#9 - 2013-02-09 20:41:42 UTC
Sedstr wrote:
Destination SkillQueue wrote:
Fourth, ......

I wont quote you directly....You simply argue that, PvP tactics should only be taught by PvP.


I think your whole argument revolves around PvE being 'PvE' and PvP being PvP and never the twain shall meet.

Why should 'against the computer' be a completely different to PvP in play style?

I would like missions that let me experience these tactics in a PvE scenario in highsec against rats which dont pod, dont loot your wreck and dont post KM.

On the fourth point I actually agree with Destination SkillQueue. Computer AIs are inherently predictable once you understand how they prioritize things. Even the much vaunted Sleeper/Incursion AI is predictable.

Players on the other hand are fairly irrational and make choices based on what they think/feel they can pull off. And that sometimes requires you to play a "meta game" of sorts with cannot be coded into an NPC.

For example:
You are in a cruiser looking for a fight but no one wants to fight you even though they are all in cruisers too. How do you remedy this? You can ship down into something that looks innocuous but can take on a ship lager than it... like an Incursus, Breecher, Merlin, Punisher, etc.
Now people seem more interested in engaging you... but they are still holding back. Probably because you have a bunch of corpmates in system. This means you have to get most of your people to move away to another system for a small bit... just to get the fight rolling. And you still have to contend with the threat that anyone who engages you might have support "just in case." So you have to get your guys to hang around in another system, ready to jump in and warp to you.

An AI can't teach you this kind of stuff... no matter how advanced.
Sedstr
#10 - 2013-02-11 07:10:59 UTC  |  Edited by: Sedstr
No, I'm not expecting the AI to deliver that level of experience.

NPC escalation may be predictable, but the celestials they warp to and safe spots they make don't have to be static, in fact it would be a lot more complicated to make it like that. There has to be a level of randomness, else there is simply no point.

Teach the mechanics of EVE and put them to practice in PvE, so when players do attempt to PvP, they don't sit there thinking 'its because I don't have AWU5 that I failed'.

I'm not suggesting these missions give the players a green line in space - to manually fly along, I'm suggesting a simple, interesting mission which develops skills relevant to the game generally.

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