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Missions & Complexes

 
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PvE little things

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DarthNefarius
Minmatar Heavy Industries
#121 - 2013-05-16 06:38:26 UTC  |  Edited by: DarthNefarius
Here's a BIG PvE fix: HOW ABOUT REBALANCING HOW ARMOUR SHIPS SUCK IN PvE COMPARED TO SHIELD FITS?
I dunno I guess it is a balance thing where in BIG PvP fleet battles armour has an advatage except in the Drake blobs of old but armour PvE fits are losing out big time IMHO OopsCry
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'
The Djego
Hellequin Inc.
#122 - 2013-05-16 18:39:05 UTC
Having hotkeys for changing ammo and scripts would be nice.

Also a new incursions site for VG, Assault and HQ that favours smaller hulls(lots of frigs an some movement) would be nice to give smaller hulls some use(the BS/Logi monoculture gets very boring over time).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Corinth Jakuard
Sebiestor Renewal Foundation
#123 - 2013-05-20 04:53:37 UTC  |  Edited by: Corinth Jakuard
Fix salvage drones so that they continue salvaging even if you start them salvaging after targeting wrecks.

Right now, if you have a wreck targeted, the drones will salvage the wreck that is selected among the targeted wrecks and then afterwards just sit there instead of moving on to the next wreck, like they are supposed to.

The only way around this is to tell them to salvage before you target any wrecks. Then they keep salvaging, but you shouldn't have to do this.
dashina barzane
Perkone
Caldari State
#124 - 2013-05-24 21:06:02 UTC
couple of UI suggestions- dont know if they would be small things..

(on the overview) allow column order to be saved tab specific (and option to keep all the same)

also, would be great to have 'find in assets' option added to the right click on an item.. would be handy for quickly locating nearest ammo stash etc

thanks

Gremlor
Deep Core Mining Inc.
Caldari State
#125 - 2013-05-31 22:02:52 UTC
1. Add the ability to place a display priority on types of items in the overview window. Then you can keep the things that matter most to you sorted on top. It would be really nice if this priority could optionally act as either a primary or secondary sort to the existing overview sorting mechanism.
2. Auto turn off mining lasers part way though a cycle if an asteroid would be destroyed before the cycle completes.
3. Improve response time for missile launchers to detect that they're empty and decide to auto reload, currently it seems to take about 1/4 cycle for the computer to realize that there's nothing to launch.
grrlet
Leper Outcast Unclean
#126 - 2013-05-31 23:29:38 UTC
When doing courier contracts, the option to set destination by right clicking the freight container.
Brian Omanid
Doomheim
#127 - 2013-06-01 22:42:44 UTC
I've seen a lot of people complain that missions are repetitive. Since eve's storyline is ever changing, why not incorporate missions with live events/recent world news? Not only would that be fun and great for those of us who RP/follow the lore, but it would be introducing players who don't RP or follow the lore to be familiar with it. The enviroments can be randomnized to a particular theme and the stories don't need to be updated THAT often.
Airto TLA
Acorn's Wonder Bars
#128 - 2013-06-03 18:10:15 UTC
1) Look at some of the LP stores, there are many that have faction items that are worthless since they are completly failing against the T2 versions, for example amarr cap injector, the most important stat is number of charges allowed in it and T2 far and away better. They could be brought to t2 standards (or at least close) with some small fitting advantage and they would see some use.

2) Collodiable objects in some missions are painful since they have invisiible walls, if you have the misfortune of having a ship lacking agility it is very annoying.

3) TD and other ewar is some mission is a bit over the top.

4.) Some mission have ridicoulously low rewards, barely making them worth the time to leave the station and fly to the mission, making them skip list material.

5) Add some "special" item to some of the named NPC in missions, basically a named meta 4, just for the cool factor.

6) Some of the spawn ranges on missions are silly long and makes it annoying on ceratin ships without long locking ranges.



Dersen Lowery
The Scope
#129 - 2013-06-03 21:27:47 UTC
Celia Therone wrote:
Have 'Large Collidable Structure' be easier to find in the overview settings menu. It used to be visible when you opened the Entity folder, but since all of the Faction Warfare stuff got added to Entity I now have to scroll down to find it which I do semi-often. And, no, I don't really want to make a separate overview tab just so I can find the few LCO's that I want to shoot when missioning.


Prioritize (at least) two categories of LCOs: clutter like walls and towers that are visually one object (a fortification) and then mission-critical or lore items. You have a lot of lore buried in mountains of LCOs all over EVE, but who's going to notice, say, the Federation Navy Megathrons parked in the Blood Raider 8/10 when they're commingled with a huge pile of boring LCOs and a heaping helping of NPCs?

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Dame Lanfear
Royal Amarr Institute
Amarr Empire
#130 - 2013-06-12 16:27:10 UTC
I just want to know if the missions are going to be nerfed like all the null-low zealots want. Reading this forum makes me nervous about spending. My family has 6 open accounts at the moment and my husband wants to buy 1 year subs for each of them but I refuse unless I know that lvl 4s are not being nerfed or moved to low sec or nerfed in any other form. (thread today about making agents offer less missions or none at all for example).
GreenSeed
#131 - 2013-06-14 03:56:11 UTC
The Djego wrote:
Having hotkeys for changing ammo and scripts would be nice.

Also a new incursions site for VG, Assault and HQ that favours smaller hulls(lots of frigs an some movement) would be nice to give smaller hulls some use(the BS/Logi monoculture gets very boring over time).

this.

new players cant do sqat on incursions, adding a smaller site with a LP only payout would be best. (to prevent inflation)


2 tiers, one tuned for t1 cruisers/bcs/t1 logis and another one tuned for fast HACs/t3 and non perfectly trained t2 logistics.


there's already a "frig-dessie" sized one, but they reward 50k isk.... Roll

not even the most enthusiastic of the noobs wants to do that.


and for missions, the biggest problem is actually the "SP creep" now days anyone can fly ships that can destroy any pve content you trow at them. unless you make it so unfair that it wont be interesting anymore (example: Ewar NPCs) this has, over the years, turned a group activity into a completely solo venture.

Bonus rewards are a nice way to prevent this, they need to reward group play, while still remaining challenging.

for example bonus rewards right now are only on completion time, and the limits are way too forgiving! 6 hours to do recon 1/3? should be 10 minutes!

not only they are too forgiving they are hardly a reward... i would say LP payout should BE the base reward for the mission, while ISK should be the bonus, currently a good lvl4 can reward upwards of 4m isk this is nothing, it should be a good 2x more isk, but with additional tiers of bonus.

one bonus for completion time, as it is now.

another bonus reward for a bonus objective that cannot be complete alone. usually "capturing an NPC" this would require a scram and web to keep the NPC pointed while the rest of the room is being cleaned. losing 2 mid slots is way too much for most "pimp ships" so this objective would be doable by 2 - 3 man group. rewarding group play, while also getting high-sec players acquainted to the idea of PVP fittings and tactics.

some other objectives could be to "save" a friendly NPC, adding a race mechanic to some rooms, trying to kill off enemy dps before the friendly dies, or giving RR to it.

or hacking cans that give access to additional spawns, loot or tags. and yeah, hacking under fire can be fun. specially if you planned for it.

also, keeping with the whole group play thing, the timer for the missions NEEDS to stop when the objective is completed, instead of ticking down until the mission is turned in. this makes fleet play useless, since even mission with long timers lose the bonus... -.-'


another thing that has been mentioned already is providing tools for fleets to share warpins and bookmarks. and finally opening the dead space "dungeons". who cares if a mission runner can get ganked by a bunch of catalysts while flaying his pimp ship? he should have been playing in a fleet, that way incoming dps would have been more manageable.

i know this is hardly a "little thing" but after 10 years, missions wont benefit at all from a small tune up.

if i had to settle for one "little thing" it would be to allow all fleet members to initiate "warp-to" since the bookmarks are completely borked... and this could also come in handy for exploration.
pmchem
Brutor Tribe
Minmatar Republic
#132 - 2013-06-16 23:24:47 UTC
Make drones OP again so I don't have to click on things to target and shoot them, thanks.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Lipbite
Express Hauler
#133 - 2013-06-22 18:56:11 UTC  |  Edited by: Lipbite
Remove "loot bukkake" mechanics from data / relic sites, please. It's not fun and won't magically turn exploration into collective activity despite me losing up to 2/3 items sometimes.
Cryo Kool
Tax Holiday
#134 - 2013-06-25 09:23:32 UTC  |  Edited by: Cryo Kool
Could we add the booster information somewhere more convenient than just the augmentations tab of the character sheet? I would like some way of seeing which boosters are active and their time remaining without having to cover a good part of my screen with the character sheet to check. My thought would be to make it so we could open that information in a separate/new window and pin it somewhere, like we can do with the different categories of our contacts list.
Cryo Kool
Tax Holiday
#135 - 2013-06-25 09:35:17 UTC  |  Edited by: Cryo Kool
Can we please, please, please get a sell all function? I would like the ability to select multiple items and sell them all at once to the highest buy order available. Maybe you could model a window after the reprocess window and have it show what the buy price is for each item, quantity desired at that price, quantity you have and quantity you want to sell, prefilled with the number in the stack selected or quantity desired at that price; whichever is lower. Also have checkboxes next to the item so we can uncheck anything that actually doesn't have an order for it; adding a requote, sell and cancel button at the bottom. I believe that there is enough code that could be borrowed from contracts and reprocessing to patch something together.
DarthNefarius
Minmatar Heavy Industries
#136 - 2013-06-26 17:57:41 UTC
KUDOS to the DEVs that did the hotkey tagging for Odyssey, its still a bit laggy & buggy but it was a little thing that has helped Lol
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'
Iri'yana
Corvus Technologies
#137 - 2013-06-26 21:24:29 UTC  |  Edited by: Iri'yana

  • Add an option to minimize the groups (Faction / Corporations / Agents) in the "Standings" section of the character menu. With 500+ entries, that you easily get if you travel a lot while missioning for all kinds of agents, the list a) becomes very cluttered with a very difficult navigation on the scrollbar and b) causes serious lag upon opening. I'm currently at 2-3 second game freezes every time I open it.
  • Add some functionality to the "Agent" subsection of the "People & Places" menu. It currently is just one big (unsortable) list of all the agents with no real information content (apart from the number of agents you have talked to in your life). Maybe combine it with the in-game agent finder?
  • The ability of the drone bay to repair armor and hull damage to drones (even if VERY VERY slowly) would be realy nice. Having to do a number of clicks each time (select Repair in station / select ship / select "repair all" / confirm amount) for the trivial ISK amounts (in the 100-5.000 range) involved simply gets really annoying after a while.
  • Salvage Drones - A command to have them salvage any wrecks in range would be nice. Current system of a) if you have something targetted, then they salvage that and then stop and b) tell them to salvage having nothing locked and they continue is simply unintuitive.
  • A magical spell to have clouds in deadspace pockets vanish. They serve no real function (apart from tanking FPS performance and in the case of the brighter once helping ophthalmologist to make a living) and aren't really that pretty.
  • The now non-static DED 1/10 and DED 2/10 sites in high-sec are now really really rare. Changing the relative number of unrated vs. rated combat sites in each difficulty band and low level DED vs. high level DED might be advisable.
  • Having a use or at least a NPC buyback option for all the tags would be nice. Some like IIRC the Dread Guristas Copper tag have currently no use at all besides reprocessing. Another non-intuitive "WTF?" that every new explorer runs into.
  • Sisters of EVE mission pool makes no sense when it comes to against-Amarr missions. The Sisters are neutral to them (0.0 in the standing matrix), so why do they want you to shoot them?
  • Have mining mission agents acknowledge a potential ore bay and its content when it come to completing their missions. Having to move the ore is again a needless action.
  • "Pirate Invasion" level 4 NPC pathing / spawning location. The mission trigger groups like to get stuck behind the station ruins or get bumped all over the pocket. So far oberserved for the Angel and Sansha version.
  • Indicator on the epic arcs as to "Can be restarted again".
  • Sometimes you are given items during the tutorial missions by AURA when reading (or just clicking) the pop-up tutorial hints. Quite a few (new) players seem to simply close those hints and then get stuck (like not having a necessary skill book like Astronometrics that cost 500.000 ISK on the markt or lacking the weapon they are supposed to fit). Handing the items out upon accepting the corresponding mission would avoid those frequent cases of confusion.
  • Have the % damage of crystals displayed when changing them instead of just stating USED. Also have that stat more visible when looking at them in the cargohold (maybe in the tooltip when the mouse cursor is over said crystal).
Zhilia Mann
Tide Way Out Productions
#138 - 2013-06-27 00:19:41 UTC
Zhilia Mann wrote:
St Mio wrote:
Would it be possible for us to get a hotkey/keyboard shortcut for the "Analyze" button in the scanner window when scanning using probes/onboard ship scanner?

It would also be nice if you could move Recover/Reconnect/Destroy buttons to the right of the window away from the Analyze button.

Edit: Hopefully the hotkey isn't too out of scope or too big a job!


Seriously, can we please have this? Like, now?


Bumping myself and Mio. Because seriously, can we please have our damn analyze hotkey yet? The new probe formations are... ok. But I still really, really want this one.
Goldiiee
Bureau of Astronomical Anomalies
#139 - 2013-06-28 11:36:52 UTC
I would like to be able to set up a 'fleet tax'. When accepting an invite to my fleet you accept a 1% or 2% charge on all bounties received during fleet. Is this possible?

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#140 - 2013-06-29 09:45:58 UTC
Remove the requirement of "keys" to use the 1/10 and 2/10 gates in some complexes now they're no longer static.

Currently there can be the issue that someone takes the key from the first room and either doesn't use it or dies in the second, this causes the site to be incomplete with no possible chance for it to be finished. (to my knowledge) I would personally recommend a move towards what the high level complexes have of killing all NPC's in a pocket to unlock the gate.

Turelus CEO Utassi Security