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[Discussion] Bridging the PVE/PVP gap (winter exp?)

Author
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#1 - 2013-04-19 21:04:52 UTC  |  Edited by: Ines Tegator
Basically as the title says- what would it take to make PVE fits and tactics closer to PVP fits and tactics? Currently, the gap between these is one of the greatest obstacles to fixing the risk/reward curve, which nearly every CSM candidate is platforming on. If it takes a shiny, vulnerable ship with no chance of fighting back to make ISK, is it any wonder that everyone does their ISKing in highsec where they don't have to fight back?

Random Ideas:
-Make missions smaller, with fewer, stronger enemies.
-Reduce NPC Ewar, and encourage using it against them.
-Stop giving NPC's huge advantages (150km Stasis Towers, etc), so that the counter-strategies that work vs NPC are the same strategies that work vs Players.
-Design NPC spawn groups with support and force magnifiers in mind, to train PVE pilots to look for these things. Don't overpower them, a solo generalist ship fitting should still be able to defeat them, but they should encourage pilots to think tactically.

When the new AI was pushed onto mission rats, part of the justification was that it paved the way for a mission overhaul. Well, let's get that overhaul!

Leave your brain nuggets here.

tl;dr - missions should be redesigned so PVE ship fittings are closer to the ones needed for PVP.
Zappity
New Eden Tank Testing Services
#2 - 2013-04-19 21:28:19 UTC  |  Edited by: Zappity
Yes, I like this concept. It would be difficult to balance but PvE and PvP should be brought closer together. I would also like to see some actual PvP tutorials in the starter systems.

Zappity's Adventures for a taste of lowsec and nullsec.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#3 - 2013-04-22 04:54:19 UTC
One A Day™

(bumps that is, not cigarettes. who do I look like, Bruce Willis?)
Zan Shiro
Doomheim
#4 - 2013-04-22 06:42:55 UTC
Ines Tegator wrote:
Make missions smaller, with fewer, stronger enemies.
-Reduce NPC Ewar, and encourage using it against them.
-Stop giving NPC's huge advantages (150km Stasis Towers, etc), so that the counter-strategies that work vs NPC are the same strategies that work vs Players.
-Design NPC spawn groups with support and force magnifiers in mind, to train PVE pilots to look for these things. Don't overpower them, a solo generalist ship fitting should still be able to defeat them, but they should encourage pilots to think tactically.




smaller missions, stronger enemies, easier isk farming. I know on some ships I run you could cut out 50% of the crap rats by doubling the abilites (and bounties as a logical result) if the stronger rats and many, including me, would be happy isk/hour wise
I miss my days of triple popes in delve. Skips the appetizers that are 500K BS'....just give me the 1.8 mils, as many of them as you want to.

npc e-war, say helloo boosted t2 e-war ships with pimp gear. TS web, ship bonus web boosted for range gets you some looong range web. Gurista....I am caldari BS 5 (scorp jamming) and recon 5 (because of falcon) with high electronics skills. I may say who needs tank and mod and rig to really boost the jams. I load my dice to avoid the snake eye rolls bascially. Just like the rats.

not running missions in pimp/uber ships gets this already. You could take your Gist A SB / CCCII rigged isk maker and lazy permatank a mission or strip out the bling for more common gear. Learn to burst tank. Pulse the prop mod etc.

For example taking a nice setup AF into a level 3 will test your flying skills. And it can run it to make isk. Not fast but it will work the lv 3 misisons. I have a dual purpose jag I run this for. I put the resists in high slots. My mids are tank of some kind (MSE or SSB - if nos fit) web prop and scram. too lazy to swap out scram, generally don't need resists in mids as I test the speed tank plus mild sig tank (the resists ofc make the jag a bit fatter sig wise). Basically its a pvp jag I pve in. Does fine in a level 3....if I don't fly like an idiot. Want to stress test cap, I scram em.


Claire Raynor
NovaGear
#5 - 2013-04-22 07:58:46 UTC
Missions will get an overhaul soon. I really beleive that. I also think Ines Tegator's ideas will be a part of this.

I beleive that NPC's need to have the stats of actual ships. I beleive that they should drop loot like actual ships. That they should have cap and be able to be neuted out. I beleive that they should have the attributes of actual ships.

Now the "Easy" isk farming - I beleive that this could be mitigated, (at least as much as it is now), by the NPCs being setup by the devs to come at you in nasty ways. Tacklers, DPS, EWar, Reppers. Making spawns do their jobs as people have setup existing doctrines would work. Especially if enemies would make an attempt to warp away if they get too battered.

Going up against NPCs who will do these things will also help carebears like me get used to using neuts, to understanding more about the mechanics of small gang conflict, etc, (Maybe).

Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#6 - 2013-04-22 08:54:04 UTC
I like how missions are. A relaxing activity to make ISK.

Instead of a questionable improvement to solo-able missions, I would rather like to see new group activities for small gangs (2-4 ships).
Loki Feiht
Warcrows
THE OLD SCHOOL
#7 - 2013-04-22 08:55:22 UTC
NPC's do need a change, the current grind fest is aweful and uninteresting.
I have put a few ideas into a thread about more NPC's and how they could be made more interesting as well Big smile have a look its in my sig.

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Zan Shiro
Doomheim
#8 - 2013-04-22 09:17:01 UTC
Gimme more Cynos wrote:
I like how missions are. A relaxing activity to make ISK.

Instead of a questionable improvement to solo-able missions, I would rather like to see new group activities for small gangs (2-4 ships).



they would be 10/10's, and high end ca's like haven/sanctum (not carrier spammed ofc). 0.0 gets this content as there is the risk of ship loss. People can and will die in uber ships used to run these.



they'd also be level 5's in low sec. deal with pirates there.


Empire's issue is the dual boxer isk farming problem. Give me 10/10's in empire and i have the main (on a 0.0 vacation) and the empire pve alt (makes money when main can't) who are quite good with a tengu among other ships. And empire much safer to run this setup. I don't have to sweat bubble camps to and from the plex system for example. Hell in the case of say a blood 10/10 I can assume almost 50% of the ninjya's and baiters out there won't even have the warp drive operations 5 to enter the plex hopefully. Hell, you can't get some 0.0 types to train this till they eye a go at carrier ffs lol. Limits the numbers of unwanted guests to sneak in.
seth Hendar
I love you miners
#9 - 2013-04-22 09:57:59 UTC  |  Edited by: seth Hendar
Zappity wrote:
Yes, I like this concept. It would be difficult to balance but PvE and PvP should be brought closer together. I would also like to see some actual PvP tutorials in the starter systems.

a pvp tutorial, pretty hard to do, it take weeks at best just to understand the various basic PVP mechanics (aggro rules / timers / common ship fittings / basic tactics / modules & counters etc...)

and once that part is covered, you still miss 90% of what pvp is about: experience at picking the fight YOU want
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#10 - 2013-04-23 02:38:25 UTC  |  Edited by: Ines Tegator
Thanks for the support all. The original idea is not mine, but I wanted to put it in a prominent place as Odyssey hits and preparations are made for the expansion after. I'm hoping this thread can serve as a collection of detailed ideas and discussions of what needs to be done, gathered in one convenient spot.

I would like to address this though:
Gimme more Cynos wrote:
I like how missions are. A relaxing activity to make ISK.

Instead of a questionable improvement to solo-able missions, I would rather like to see new group activities for small gangs (2-4 ships).


It's not my intention (or request, more like) to make missions action packed pain houses, or pvp trainers. I have only two goals:
1: Make ships that are fit for PVP viable in missions.
---The purpose of this is to pave the way for a revamp of lowsec and nullsec (aka, the nebulous "risk/reward" curve all the CSM candidates complain about being broken); if every ship is pvp capable, it'll make living and isking in these areas FAR more interesting for everyone involved.
2: Stop teaching new pilots how to be stupid.
---Pilots that start out and head to missions are hit with a set of needs; a repping tank, long-range DPS, cap stability (or enough to last through the mission, anyway), and efficiency before power. Basically the opposite of how a ship needs to be fit in pvp. It's not necessary to teach pvp, but it would be wonderful to stop teaching ANTI-pvp. This is a barrier to PVP, because a pilots entire body of knowledge must be re-learned and they are afraid to take the plunge.

That's pretty much it. Hopefully, the isk/hr and overall investment involved in mission running doesn't change too much, but the nature of PVE and how it works needs to be changed in order for any meaningful update to low/nullsec to occur.
Luc Chastot
#11 - 2013-04-23 04:02:14 UTC
A modular mission system that randomizes rooms, spawns and objectives would be a good start. Another interesting thing to do would be to substantially reduce the number of npc rats, while giving them stats and performance very similar to that of a pvp fit ship. Going through missions in 1/10th of the time is more than balanced out by the fact you're also earning considerably less ISK, so I would multiply all bounties by a factor of 3 or mission rewards by 2. The idea is to keep the same ISK/hour ratio we have now, but make pve content much more interesting and unpredictable.

Make it idiot-proof and someone will make a better idiot.

Xavier Thorm
Caldari Provisions
Caldari State
#12 - 2013-04-23 04:07:10 UTC
The concern that always occurs to me when I see this discussion come up is that it will be difficult for PvE content to move toward PvP in style without causing a lot of collateral damage to both mechanics and lore.

I'm not saying that I like PvE the way it is exactly, and there are certainly some thins I would like to see changed, such as having NPC ships react a little more intelligently, instead of just throwing waves of their own men at us until we reach our preset kill limit. However, it makes sense in terms of the lore for capsuleer ships to be significantly more powerful than non-capsuleer ships, and CCP would need to be very careful in balancing mechanics, such as NPCs warping out of encounters, to avoid making missions exponentially harder than they currently are.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#13 - 2013-04-23 22:35:29 UTC
One thought I had regarding that was to have certain enemies (elite frigates or cruises, or some such) do 150km on-grid warps to avoid death. This makes scrams/disrupters useful for PVE, without making them leave the mission area and cause all kinds of problems that way. It teaches grid navigation as well, which is another plus.
Ruze
Next Stage Initiative
#14 - 2013-04-23 22:52:52 UTC
Another option is a different type of mission, though far more lucrative than the current. These would build onto the current system that so many love, and add the bridge in between.

This new system would be more modular, more randomized and far less predictable. It would be more difficult on the base level, but would take into account your fittings to scale the mission to you (i.e. T1 fits versus officer fits, the T1 missions would actually be less difficult). The bigger the ship, the more brought against you.

For lore, explain it as the washouts from the capsuleer training programs. The guys who weren't quite good enough for full augmentation.

The money from these would be mission completion. Sometimes that mission would be goal oriented. You might need to scram a fighter and tank his dps till the npc reinforcements arrive, all the while keeping an eye on HIS buddies. You might need to light a cyno, or EWAR a few bs's.

You might actually have to change your ship or ship fitting when the mission comes up. And buddies would be preferred, especially between 3-5.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Rengerel en Distel
#15 - 2013-04-23 23:11:33 UTC
I believe they've said they have no plans on changing missions in the next year, so it's all wishful thinking. The dev who said they wanted to move npc AI towards a pvp flair was also moved to Dust after the flop that the AI change was, so I can't see too many others jumping at the chance.

With the increase in shiptoasting, the Report timer needs to be shortened.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#16 - 2013-04-28 18:10:07 UTC
All the more reason to lay out a plan and get popular support behind it. It took a year of very specific threadnaughting to get Tiericide rolling (and more years of general whining), I don't expect a mission overhaul to be quick.
ExAstra
Echoes of Silence
#17 - 2013-04-28 18:21:32 UTC
Ines Tegator wrote:
Basically as the title says- what would it take to make PVE fits and tactics closer to PVP fits and tactics? Currently, the gap between these is one of the greatest obstacles to fixing the risk/reward curve, which nearly every CSM candidate is platforming on. If it takes a shiny, vulnerable ship with no chance of fighting back to make ISK, is it any wonder that everyone does their ISKing in highsec where they don't have to fight back?

Random Ideas:
-Make missions smaller, with fewer, stronger enemies.
-Reduce NPC Ewar, and encourage using it against them.
-Stop giving NPC's huge advantages (150km Stasis Towers, etc), so that the counter-strategies that work vs NPC are the same strategies that work vs Players.
-Design NPC spawn groups with support and force magnifiers in mind, to train PVE pilots to look for these things. Don't overpower them, a solo generalist ship fitting should still be able to defeat them, but they should encourage pilots to think tactically.

When the new AI was pushed onto mission rats, part of the justification was that it paved the way for a mission overhaul. Well, let's get that overhaul!

Leave your brain nuggets here.

tl;dr - missions should be redesigned so PVE ship fittings are closer to the ones needed for PVP.

It'd be nice to see the mission AI more situational as well. There have been times where I've shown up, gotten aggro, deployed drones, and was suddenly yellow boxed.

As soon as I hit "ctrl+f" to have my drones engage, they got full room aggro. I was totally blindsided, and rather upset, by that development. Also, the NPCs have like 20+km warp scrambler range. Or at least, they did the last time I hopped in an interceptor and tried speed tanking a mission (6 months ago).

I would like a mission overhaul, I'd also like to see a series of group-centric missions. Not level 5s, I mean we have Level 1, 2, 3, 4, and 5 right now.

I'd like to see another mission system that will require a small fleet of ships to do the work. If we view Incursions as a sort of "level 5" approach to this (and a really boring one at that) maybe you can get the feel for what I mean without just spouting "LOL go incursion"

Because getting incursion fleets can suck sometimes.

Save the drones!

Theia Matova
Dominance Theory
#18 - 2013-04-30 17:37:17 UTC
Good post definitely needs attention! *bump*
Ruze
Next Stage Initiative
#19 - 2013-04-30 17:43:44 UTC
ExAstra wrote:
Ines Tegator wrote:
Basically as the title says- what would it take to make PVE fits and tactics closer to PVP fits and tactics? Currently, the gap between these is one of the greatest obstacles to fixing the risk/reward curve, which nearly every CSM candidate is platforming on. If it takes a shiny, vulnerable ship with no chance of fighting back to make ISK, is it any wonder that everyone does their ISKing in highsec where they don't have to fight back?

Random Ideas:
-Make missions smaller, with fewer, stronger enemies.
-Reduce NPC Ewar, and encourage using it against them.
-Stop giving NPC's huge advantages (150km Stasis Towers, etc), so that the counter-strategies that work vs NPC are the same strategies that work vs Players.
-Design NPC spawn groups with support and force magnifiers in mind, to train PVE pilots to look for these things. Don't overpower them, a solo generalist ship fitting should still be able to defeat them, but they should encourage pilots to think tactically.

When the new AI was pushed onto mission rats, part of the justification was that it paved the way for a mission overhaul. Well, let's get that overhaul!

Leave your brain nuggets here.

tl;dr - missions should be redesigned so PVE ship fittings are closer to the ones needed for PVP.

It'd be nice to see the mission AI more situational as well. There have been times where I've shown up, gotten aggro, deployed drones, and was suddenly yellow boxed.

As soon as I hit "ctrl+f" to have my drones engage, they got full room aggro. I was totally blindsided, and rather upset, by that development. Also, the NPCs have like 20+km warp scrambler range. Or at least, they did the last time I hopped in an interceptor and tried speed tanking a mission (6 months ago).

I would like a mission overhaul, I'd also like to see a series of group-centric missions. Not level 5s, I mean we have Level 1, 2, 3, 4, and 5 right now.

I'd like to see another mission system that will require a small fleet of ships to do the work. If we view Incursions as a sort of "level 5" approach to this (and a really boring one at that) maybe you can get the feel for what I mean without just spouting "LOL go incursion"

Because getting incursion fleets can suck sometimes.


This is one of the things I'd like them to actually remove from the ai, personally. Predicting aggro management and dissecting the AI, while it's currently acceptable and is simply smart to do, takes away most of the possiblities of organic missions.

All around, the AI is very procedural. We know exactly how many seconds in each system when we start shooting before concord shows up. We know when we'll get room aggro. We know what trigger to kill to spawn the next group.

And since I dislike taking out working content that others might enjoy, I believe adding new missions which take away the predictability and reduce the odds to a more focused, small-group fight. That target may jump you, may warp off, may attack your drones, may launch their own drones (are they ewar drones are t2 heavies?), may neut and may kite.

The unpredictability of it ... that's what will give the player training and help meld those two playstyles. Make it so they aren't as effective, but also make them scale.

Only thing I don't want to see is a blob of NPC's doing fleet alpha. We can leave that crap for nulsec.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

DSpite Culhach
#20 - 2013-05-07 10:50:49 UTC
If missions were actually a mini-adventure rather then a linear script they would instantly become more fun.

* L1-L4's skill tailored and gate locked by hull sizes.
* Randomized triggers/spawns.
* Effects active in the pocket. Once did a mission where "Agent Zero" was basically SmartBombing the whole grid for 1000 points every 10 seconds. Bad for Drones!
* Multiple gated areas. Hell, I'll take mazes ...
* Timed events if you trigger the wrong thing, or just to screw with you.
* Allied NPC ships so it feels like a fight, especially if a NPC FC calls targets for you.
etc etc.

Make mission failures a more common consequence and STOP penalizing players with massive negatives. They should learn to cut and run or bring friends when **** hits the fan, or move on to a new mission - just timeout the agent for 4 hours - while right now everyone knows EXACTLY what to bring. Missions are just cookie cutter time wasting for lousy isk.

I can only imagine the immense level of work this might need. Still, I can dream.

I apparently have no idea what I'm doing.

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