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[Summit] PvE

First post
Author
Baaldor
School of Applied Knowledge
Caldari State
#41 - 2013-08-27 15:55:47 UTC
Garviel Tarrant wrote:
Ishtanchuk Fazmarai wrote:
Garviel Tarrant wrote:
Ali Aras wrote:
I think this thread is probably the one for the biggest activity. Got anything you want to say about PvE in EVE? (A: probably yes). POST HERE!


Its awful..

All of it..

Even the best pve things in Eve turn into a complete grind after a couple of hours.

I would suggest

Scrap the mission system entirely and make a new one based around randomized content, evolving dungeons and what not (Would be really cool for examples if npc's in a area would slowly adjust to the general meta in that area in terms of Res, damage types and ewar). Its too out dated and bad to fix. ...)


I disagree with that. PvE could be expanded and provide more gameplay as long as the current mission system co-existed with the new PvE content; some people just need a reliable source of income, with known risks and rewards, and also some players play for relax.

So rather than scrap everything and start anew, just extend PvE beyond the current dead ends, make it dynamic and player-generated for those willing to take a bigger challenge and a more active role as content generators... but keep the old playground too.

I run your missions, you run my missions, we both win. We both generate a challenge and also take it. And when we grow tired or want to relax or increase standings, we visit our favorite agent and get some of those old fashioned missions. No need to tell mission runenrs "hey, you know those 2 years worth of SP? They're wasted now, kiss our ass and love it!"

BTW, after seeing what has been going on with exploration, I would strongly suggest that CCP checked any PvE changes with people currently using PvE content. Exploration for non-explorers is awful enough...P


Adding more PVE content to cover over how awful the content we have now is would be a terrible solution.. Would likely just compound on the problem.

And what are these "Mission only" skills you would be wasting? Because there are no skills that only help you with missions.. All the support skills that are important for mission running are important for everything combat related in eve. If you don't know what you're talking about, don't talk.


What she/he/it is saying is that the skills she trained was for pve, because she/he/it has no inclination to do anything else. Thus they would be wasted, from she/he/it's perspective.

Non-consensual groping and poking frightens some.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#42 - 2013-08-27 16:04:33 UTC
Baaldor wrote:
Garviel Tarrant wrote:


Adding more PVE content to cover over how awful the content we have now is would be a terrible solution.. Would likely just compound on the problem.

And what are these "Mission only" skills you would be wasting? Because there are no skills that only help you with missions.. All the support skills that are important for mission running are important for everything combat related in eve. If you don't know what you're talking about, don't talk.


What she/he/it is saying is that the skills she trained was for pve, because she/he/it has no inclination to do anything else. Thus they would be wasted, from she/he/it's perspective.

Non-consensual groping and poking frightens some.


Quite sure i didn't suggest the removal of PVE...

BYDI recruitment closed-ish

Baaldor
School of Applied Knowledge
Caldari State
#43 - 2013-08-27 16:32:13 UTC
Garviel Tarrant wrote:
Baaldor wrote:
Garviel Tarrant wrote:


Adding more PVE content to cover over how awful the content we have now is would be a terrible solution.. Would likely just compound on the problem.

And what are these "Mission only" skills you would be wasting? Because there are no skills that only help you with missions.. All the support skills that are important for mission running are important for everything combat related in eve. If you don't know what you're talking about, don't talk.


What she/he/it is saying is that the skills she trained was for pve, because she/he/it has no inclination to do anything else. Thus they would be wasted, from she/he/it's perspective.

Non-consensual groping and poking frightens some.


Quite sure i didn't suggest the removal of PVE...


Nope, but for some, they already have everything sorted, the fits are always the same, the routine is set and what you are suggesting will disrupt the mindless isk flow.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#44 - 2013-08-27 16:40:47 UTC
Baaldor wrote:
Garviel Tarrant wrote:
Baaldor wrote:
Garviel Tarrant wrote:


Adding more PVE content to cover over how awful the content we have now is would be a terrible solution.. Would likely just compound on the problem.

And what are these "Mission only" skills you would be wasting? Because there are no skills that only help you with missions.. All the support skills that are important for mission running are important for everything combat related in eve. If you don't know what you're talking about, don't talk.


What she/he/it is saying is that the skills she trained was for pve, because she/he/it has no inclination to do anything else. Thus they would be wasted, from she/he/it's perspective.

Non-consensual groping and poking frightens some.


Quite sure i didn't suggest the removal of PVE...


Nope, but for some, they already have everything sorted, the fits are always the same, the routine is set and what you are suggesting will disrupt the mindless isk flow.


Wouldn't that just be a tragedy Twisted

BYDI recruitment closed-ish

Dersen Lowery
The Scope
#45 - 2013-08-27 16:42:56 UTC  |  Edited by: Dersen Lowery
Another thing I wouldn't mind seeing overhauled is the actual design of missions. Right now there are some cool set pieces, but everything is so far apart that only the truly huge props are significant. We were running a Blood Raider--I don't know, I think it was a DED 8/10--in nullsec, and I had LCOs off my active overview tab because they're useless spam 99.9% of the time--either it's so huge that I can see it on screen, or it's a mission objective that I can switch to another tab to look for, or I don't care about it. So it took someone else with a different overview to point out the Federation Navy Megathrons parked on site.

Fed Navy Megathrons in a Blood Raider site? Cool! Lore! Intrigue! But it never goes anywhere, and after you've been in enough missions with interminable wall sections to drive LCOs off your working overview, you're probably not going to notice things like that anyway: Megathrons are, hilariously, too small to stand out on their own in the average high-end site.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Scatim Helicon
State War Academy
Caldari State
#46 - 2013-08-27 16:57:19 UTC
Garviel Tarrant wrote:
Ali Aras wrote:
I think this thread is probably the one for the biggest activity. Got anything you want to say about PvE in EVE? (A: probably yes). POST HERE!


Its awful..

All of it..


Essentially my magic wand solution would start from this point. Declare Year Zero on PvE, burn it to the ground, scatter the ashes to the four winds, and salt the earth it stood on. Build a completely new PvE system from the ground up based on unpredictable content, coherent and adaptive AI, encouragement of co-operative gameplay, and a reward system which emphasised loot and LP over raw ISK.

However, that would be a major undertaking on CCP's part and I don't expect this to happen any time soon, whilst iteration on the existing system is more likely to get implemented.

Every time you post a WiS thread, Hilmar strangles a kitten.

Bi-Mi Lansatha
The Scope
Gallente Federation
#47 - 2013-08-27 17:24:51 UTC
Malcanis wrote:
Bi-Mi Lansatha wrote:
Mashie Saldana wrote:

What skill besides Marauder 5 would be wasted if you swap the fittings from PVE to PVP?
Cruise Missiles Blink


Uh I don't know if you noticed but CMLs are pretty mean now.
Cruise are great for PvE... much less so for PvP.
Ishtanchuk Fazmarai
#48 - 2013-08-27 19:47:51 UTC
Baaldor wrote:
Garviel Tarrant wrote:
Baaldor wrote:
Garviel Tarrant wrote:


Adding more PVE content to cover over how awful the content we have now is would be a terrible solution.. Would likely just compound on the problem.

And what are these "Mission only" skills you would be wasting? Because there are no skills that only help you with missions.. All the support skills that are important for mission running are important for everything combat related in eve. If you don't know what you're talking about, don't talk.


What she/he/it is saying is that the skills she trained was for pve, because she/he/it has no inclination to do anything else. Thus they would be wasted, from she/he/it's perspective.

Non-consensual groping and poking frightens some.


Quite sure i didn't suggest the removal of PVE...


Nope, but for some, they already have everything sorted, the fits are always the same, the routine is set and what you are suggesting will disrupt the mindless isk flow.



Yes, that's why I am suggesting a way to implement player generated dinamical PvE content... Roll

...without removing the existing one, so everyone is happy and nobody is forced to play the game the way somebody else wants.Roll

Put in short, ask PvE reform to PvErs and not to PvPr's, for a change.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Ishtanchuk Fazmarai
#49 - 2013-08-27 20:06:56 UTC
Malcanis wrote:
Ishtanchuk Fazmarai wrote:
Mashie Saldana wrote:
Maybe start to work on the concept that was mentioned many years ago. Make it fewer but smarther NPCs that will require PVP fit and not PVE fit to deal with. Hopefully one day there won't be a talk about PVE vs PVP fit ships, they are all PVP fit.


Sorry, but i've invested too much in PvE skills & ships & fits to wish anything else than a painful horrible death to anyone pretending to make them obsolete. Evil


None of those skills would become "obsolete". Propulsion Jamming IV takes, what, 36 hours to train from scratch? Once you've done that, congrats, you can "PvP fit" your ships.


Yes, having Amarr, Minmatarr and Gallente BS to IV and Caldari BS to V is terribly useful for PvP, specially if you avoid PvP. Roll

Roses are red / Violets are blue / I am an Alpha / And so it's you

Baaldor
School of Applied Knowledge
Caldari State
#50 - 2013-08-27 20:30:09 UTC
Ishtanchuk Fazmarai wrote:
Malcanis wrote:
Ishtanchuk Fazmarai wrote:
Mashie Saldana wrote:
Maybe start to work on the concept that was mentioned many years ago. Make it fewer but smarther NPCs that will require PVP fit and not PVE fit to deal with. Hopefully one day there won't be a talk about PVE vs PVP fit ships, they are all PVP fit.


Sorry, but i've invested too much in PvE skills & ships & fits to wish anything else than a painful horrible death to anyone pretending to make them obsolete. Evil


None of those skills would become "obsolete". Propulsion Jamming IV takes, what, 36 hours to train from scratch? Once you've done that, congrats, you can "PvP fit" your ships.


Yes, having Amarr, Minmatarr and Gallente BS to IV and Caldari BS to V is terribly useful for PvP, specially if you avoid PvP. Roll


Oh really...apparently you have missed out on the new changes to the Megas, Geddons, Phoons etc...
Zerb Arus
WormSpaceWormS
#51 - 2013-08-27 21:19:03 UTC
PvP game or not, you have to get your gear somehow.

Some food for thought here:

Loss of efficiency
As fun as PvP ops might be, PvE still is pretty much a solo thing, do it in groups and you usually loose efficiency. (if thats not a bad thing in an MMO I dont know)

Entertainment:
People play games for entertainment. Since most entertaining activities cost isk, you need to replenish that somehow. Problem is … most ways to do so fail massively in that regard.

Social aspect (or forever alone)
People tend to play multiplayer games to play with other players. With the exception of higher class WHs and incursions, that is highly discouraged. You simply loose too much efficiency.
DED plexes are flown with alts, and so are lvl 5s in many cases. And since they totally wreck standings its a no-go for many that otherwise would want to try that
There is no point in sharing PvE experience with anyone in your corp let alone with a 'neighbour' corp in the same station. (that would encourage sticking together when one gets wardecced)

Random (IN-SPACE) Encounters:
Back in the day when I started playing eve there was a mission that spawned some kilometres off real stargates. I struggled with that mission, someone saw it on his travels, and used that opportunity to show off his badass deimos and helped me. He even asked me for my fit and explained why hull+shiled+armor tanking isnt that great of an Idea

Nowadays the only social in-space interaction you will experience in PvE is getting ganked or ninja salvaged.

Flow of knowledge
The probability of finding someone flying a “fail fit” or being bad at piloting as a function of playtime is is really bad in eve. Much worse than in any other multiplayer game I have tried yet. There is just no way to see other players doing their stuff, and asking … wow how can you tank that in that ship, what am I doing wrong?

Deadspace Prison
Amplified by warp to zero there are hardly any situations where you are not totally alone and isolated. Station / Warp / Deadspace
Chats are no substitute for real interaction.
Beeing mostly alone during isk-grinding is a major turn-off for many new players I meet. (im mentoring & training new players for quite a while now)

DPS is everything
Specialisation is key in EvE you say? Well if you want to make isk in PvE you need a DPS-boat. In other games some like to just be the “healer”. Try making isk with a tech 1 logistic ship in EvE. Or tackler … or ecm. Apart from very niche or high-end gameplay you wont make a penny with that.

Positive Example: Incursions
Vanguards are as grindy as it gets, but are still much more fun than anything else (for many) because you are not alone in space, and you have other roles than “schoot everything”. You need Fcs logistics, long/short-range, even hackers.
And when it comes to HQs (when armor-fleets still had the numbers to do them) I loved them. The danger of ship loss, … everything
I dare-say Incursions did more against fail-fits and for pilot skill than any other PvE content in eve that I'm aware of.

I've heard FW is nice, but for those that don't want to wreck their standings its a no-go anyway (include pirate factions and I'm sold, its okay if they hate me )

PLEASE
Give me something that I can do with a bunch of tech 1 cruisers + frigates+logistics and still make more money than anyone would do soloing missions.
That would help soooo much with player retention in my oppinion!
Bonus pockets in misisons designed for fleets maybe? (Ill let other figure that one out)

I would very much like to know what you think about these points.
Mara Rinn
Cosmic Goo Convertor
#52 - 2013-08-28 05:29:40 UTC  |  Edited by: Mara Rinn
Scatim Helicon wrote:
Its been a long time since I actually ran any combat missions, but are there any that aren't just some variation of 'warp to deadspace, shoot all the things, pick up loot'?


The Anomaly
New Frontiers (kinda sorta story based)
Pick Your Poison
The Rancorous Researcher

These are based on a story. The Anomaly is a SciFi horror of sorts, Rancorous Researcher is about you helping your agent set up a POS.

Then there are the fish-in-a-barrel missions like Gone a berserk and The Blockade :(

And of course there are mining and distribution missions, both of which never get much attention from anyone.
Ishtanchuk Fazmarai
#53 - 2013-08-28 06:58:07 UTC
Mara Rinn wrote:
Scatim Helicon wrote:
Its been a long time since I actually ran any combat missions, but are there any that aren't just some variation of 'warp to deadspace, shoot all the things, pick up loot'?


The Anomaly
New Frontiers (kinda sorta story based)
Pick Your Poison
The Rancorous Researcher

These are based on a story. The Anomaly is a SciFi horror of sorts, Rancorous Researcher is about you helping your agent set up a POS.

Then there are the fish-in-a-barrel missions like Gone a berserk and The Blockade :(

And of course there are mining and distribution missions, both of which never get much attention from anyone.


Doh, I forgot those. Pick your Poison is a funny one, specially when it's time to GTFO... Amarran provide such a nice lightshow! Lol

Roses are red / Violets are blue / I am an Alpha / And so it's you

Aquinas II
PostgreSQL
#54 - 2013-08-28 07:07:56 UTC
I'm not sure if this is feasible, or even a good idea, but what if mission creation tools were crowd sourced to the EVE community. So CCP could release a stand-alone mission editor tool that could create missions which we could upload to the test server. Perhaps mission rewards/bounties could be scaled based on the assets used in the editor. Players could run these on the test server and vote them up or down. The top 5 missions each month get reviewed by CCP's team to check for balancing issues and tweaks could be made and then they could be added to Tranquillity pending CCP's approval.

This would have the benefit of having more player-created content released frequently, but is still kept in check by CCP. It would require much less resources than if all of the content was created in-house and could quickly produce a ton of more PvE content giving us the variety we want. It rewards player creativity and is still somewhat sandboxish because it is entirely player driven.

The largest obstacle is shipping the editor. But surely there must be an existing in-house tool for such things that could be polished for release. I think players would be understanding/forgiving if the mission editor was rough around the edges. Perhaps there are some huge downsides to this approach that I haven't thought of. As I said, this may not be a great idea, but I'd be interested to hear what others have to say about it.
Ishtanchuk Fazmarai
#55 - 2013-08-28 13:02:45 UTC
Aquinas II wrote:
I'm not sure if this is feasible, or even a good idea, but what if mission creation tools were crowd sourced to the EVE community. So CCP could release a stand-alone mission editor tool that could create missions which we could upload to the test server. Perhaps mission rewards/bounties could be scaled based on the assets used in the editor. Players could run these on the test server and vote them up or down. The top 5 missions each month get reviewed by CCP's team to check for balancing issues and tweaks could be made and then they could be added to Tranquillity pending CCP's approval.

This would have the benefit of having more player-created content released frequently, but is still kept in check by CCP. It would require much less resources than if all of the content was created in-house and could quickly produce a ton of more PvE content giving us the variety we want. It rewards player creativity and is still somewhat sandboxish because it is entirely player driven.

The largest obstacle is shipping the editor. But surely there must be an existing in-house tool for such things that could be polished for release. I think players would be understanding/forgiving if the mission editor was rough around the edges. Perhaps there are some huge downsides to this approach that I haven't thought of. As I said, this may not be a great idea, but I'd be interested to hear what others have to say about it.


That was one of the venues i studied when i tried to figure how to add more PvE to the game, but it's unlikely that it is feasible. Very likely the misison editor is a legacy tool generally incompatible with the current builds, undocumented becasue cCP didn't used to document anything in the past, and maybe the last person who knew how to use it just left the company in the years since new missions were added.

Put in short, it should be done from scratch, and in that context, a dynamic system like I suggested look more promising. Players would earn poitns and could spend them to set up missions with certain common elements (ships, gates, rooms) for a set cost, and skill modifiers to those costs. The mission wouldn't require agents nor text lines, maybe not even explanation: just a bounty, a type, and a level. Players would spend points to get damage/tank intelligence and succesful completing missions would also grant points to be used on other agents and obtain other advantages.

Well, I already outlined that above.

And I insist: there is no need to let PvP dictate the gameplay of PvE.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Max Kolonko
Caldari Provisions
Caldari State
#56 - 2013-08-28 13:35:57 UTC  |  Edited by: Max Kolonko
I would like to see PVE totally re-factored:

1. missions and plex/anomalies
- instead of tones of weak ships present only few but with comparable stats to player ships
- higher level missions requiring more players to complete comfortably
- payout model similar to incursions - so more players get the same reward for missions but if the are more than some magic number the reward will fall
- remove bounty from individual ships - reward should go for clearing whole site/mission only (or rebalnce ship reward with site reward so that after the proposed change each player will still get money similar to what he get solo now)
- rebalance loot or mission reward so that loot and salvage it is no longer main income source (apart from LP)

- enemy "fleet" should consist of ships with diffrent roles unlike Incusrions/WH sites where all ships are webing/neuting/rr'ing and pointing and dealing tones of damage all at the same time
------- example npc fleet could contains 2 logi, 1 ewar, 1 tackler and 4 dps ships, so that players learn how to pick targets.
------- use actuall ship names in NPC ship name so that players can lear that SCYTHE is Logi, Moa mean strong shield tank, etc...
------- ships should be slightly weaker than normal player setups. Like using t1 meta 0 modules, no rigs, etc... so taht there are still few ships more than players but with comparable total streanght
------- npc should and will escape and return if not pointed when severly damaged
------- higher level missions could contain command like ship that is boosting the fleet (ON GRID BOOSTING FTW :P)
------- ships have to be neutable (unlike now there are no actual CAP on npc that can run out) and pointable (you cant prevent warp off right ow)
------- everything should be balanced so that it is more proficient to use PVP setups rather than full tank, full dps setups

2. Incusrions and WH's - they are in quite good shape but some changes from above could be used

3. Asteroid belts - remove npc from there completly and remove belts themself while you're at it and move toward anomalies and ore sites nly. Or introduce some totally new form of places like system-wide asteroid belts

4. NPC at gates in null - leave them as they are now, they are meant only to be a distraction and prevent lone frigate from gate camping alone
Dersen Lowery
The Scope
#57 - 2013-08-28 17:48:32 UTC
Ishtanchuk Fazmarai wrote:
That was one of the venues i studied when i tried to figure how to add more PvE to the game, but it's unlikely that it is feasible. Very likely the misison editor is a legacy tool generally incompatible with the current builds, undocumented becasue cCP didn't used to document anything in the past, and maybe the last person who knew how to use it just left the company in the years since new missions were added.


It's feasible, it's just a question of making it a high enough priority to get developer time. The developers for both WildStar and EQ Next took the time to develop robust construction tools, and early signs are that they will pay off. You know who else is taking the time to develop robust construction tools? CCP, in Atlanta, for World of Darkness. Given that, I don't think the idea's a hard sell.

The hard sell is making it any kind of near-term priority over all of the other stuff that needs to be--I believe the current euphemism is "iterated on."

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Crasniya
The Aussienauts
#58 - 2013-08-28 19:42:25 UTC
Ishtanchuk Fazmarai wrote:
Aquinas II wrote:
I'm not sure if this is feasible, or even a good idea, but what if mission creation tools were crowd sourced to the EVE community. So CCP could release a stand-alone mission editor tool that could create missions which we could upload to the test server. Perhaps mission rewards/bounties could be scaled based on the assets used in the editor. Players could run these on the test server and vote them up or down. The top 5 missions each month get reviewed by CCP's team to check for balancing issues and tweaks could be made and then they could be added to Tranquillity pending CCP's approval.

This would have the benefit of having more player-created content released frequently, but is still kept in check by CCP. It would require much less resources than if all of the content was created in-house and could quickly produce a ton of more PvE content giving us the variety we want. It rewards player creativity and is still somewhat sandboxish because it is entirely player driven.

The largest obstacle is shipping the editor. But surely there must be an existing in-house tool for such things that could be polished for release. I think players would be understanding/forgiving if the mission editor was rough around the edges. Perhaps there are some huge downsides to this approach that I haven't thought of. As I said, this may not be a great idea, but I'd be interested to hear what others have to say about it.


That was one of the venues i studied when i tried to figure how to add more PvE to the game, but it's unlikely that it is feasible. Very likely the misison editor is a legacy tool generally incompatible with the current builds, undocumented becasue cCP didn't used to document anything in the past, and maybe the last person who knew how to use it just left the company in the years since new missions were added.

Put in short, it should be done from scratch, and in that context, a dynamic system like I suggested look more promising. Players would earn poitns and could spend them to set up missions with certain common elements (ships, gates, rooms) for a set cost, and skill modifiers to those costs. The mission wouldn't require agents nor text lines, maybe not even explanation: just a bounty, a type, and a level. Players would spend points to get damage/tank intelligence and succesful completing missions would also grant points to be used on other agents and obtain other advantages.

Well, I already outlined that above.

And I insist: there is no need to let PvP dictate the gameplay of PvE.


I feel EVE would lose something if you took away flavor text from missions. Flavor is something EVE is seriously lacking in, and it's a staple amusement of most MMOs. I'm not saying we should turn this game into World of Warcraft quest chains, but removing some of the humor and lore that people do encounter in-game is bad.

While it probably would need to be overhauled, I'd love to see a player-usable mission editor. The players could really run with it. If you designed the new editor well enough, it could check for balancing issues itself. You could then just have a story/lore person vet and refine the text a little, and send it on it's way to Tranquility.

Soraya Xel - Council of Planetary Management 1 - soraya@biomassed.net

Ishtanchuk Fazmarai
#59 - 2013-08-28 20:14:19 UTC
Crasniya wrote:
Ishtanchuk Fazmarai wrote:
Aquinas II wrote:
I'm not sure if this is feasible, or even a good idea, but what if mission creation tools were crowd sourced to the EVE community. So CCP could release a stand-alone mission editor tool that could create missions which we could upload to the test server. Perhaps mission rewards/bounties could be scaled based on the assets used in the editor. Players could run these on the test server and vote them up or down. The top 5 missions each month get reviewed by CCP's team to check for balancing issues and tweaks could be made and then they could be added to Tranquillity pending CCP's approval.

This would have the benefit of having more player-created content released frequently, but is still kept in check by CCP. It would require much less resources than if all of the content was created in-house and could quickly produce a ton of more PvE content giving us the variety we want. It rewards player creativity and is still somewhat sandboxish because it is entirely player driven.

The largest obstacle is shipping the editor. But surely there must be an existing in-house tool for such things that could be polished for release. I think players would be understanding/forgiving if the mission editor was rough around the edges. Perhaps there are some huge downsides to this approach that I haven't thought of. As I said, this may not be a great idea, but I'd be interested to hear what others have to say about it.


That was one of the venues i studied when i tried to figure how to add more PvE to the game, but it's unlikely that it is feasible. Very likely the misison editor is a legacy tool generally incompatible with the current builds, undocumented becasue cCP didn't used to document anything in the past, and maybe the last person who knew how to use it just left the company in the years since new missions were added.

Put in short, it should be done from scratch, and in that context, a dynamic system like I suggested look more promising. Players would earn poitns and could spend them to set up missions with certain common elements (ships, gates, rooms) for a set cost, and skill modifiers to those costs. The mission wouldn't require agents nor text lines, maybe not even explanation: just a bounty, a type, and a level. Players would spend points to get damage/tank intelligence and succesful completing missions would also grant points to be used on other agents and obtain other advantages.

Well, I already outlined that above.

And I insist: there is no need to let PvP dictate the gameplay of PvE.


I feel EVE would lose something if you took away flavor text from missions. Flavor is something EVE is seriously lacking in, and it's a staple amusement of most MMOs. I'm not saying we should turn this game into World of Warcraft quest chains, but removing some of the humor and lore that people do encounter in-game is bad.

While it probably would need to be overhauled, I'd love to see a player-usable mission editor. The players could really run with it. If you designed the new editor well enough, it could check for balancing issues itself. You could then just have a story/lore person vet and refine the text a little, and send it on it's way to Tranquility.


The old misison system still would be in place to provide a steady income source.

But players should be enabled to generate PvE content in a meaningful manner -one that meant PvP at the bottom, just not I-gank-you PvP. Feather is mightier than the sword, you know. Acccesing a high profile NPC agent could mean the difference in a war -SHOULD mean, if someone was willing to put up the time, the cunning, the effort to climb up the clientele ladder and reach the top brass of an Empire.

Capsuleers should be something to be reckoned, able to have an influence on Empries, not because they are club-slinging chimps at nullsec, bragging to have the biggest d*ck and the largest army of d*ck suckers, but because they're smart, wealthy and influential political actors in empire space. Because to a NPC, a capsuleer may be the difference between life and death, success or failure, and that NPC has got access to the power of empires to pay back the favor. Space interdiction, police prosecution, market boycott, even the occasional dark operation and getting ganked by NPC in a quiet lowsec sector...

But alas, I am dreaming. I am daring, and CCP is not. Probably they will murder the existing PvE content to please PvPrs and call it a day.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Mara Rinn
Cosmic Goo Convertor
#60 - 2013-08-28 21:34:27 UTC
Max Kolonko wrote:
- enemy "fleet" should consist of ships with diffrent roles unlike Incusrions/WH sites where all ships are webing/neuting/rr'ing and pointing and dealing tones of damage all at the same time


When it comes to Incursions, you don't have shipos webbing and neuting and RRing and pointing and dealing lots of damage at the same time. You have ships that are specialised for each task.

Max Kolonko wrote:
use actuall ship names in NPC ship name so that players can lear that SCYTHE is Logi, Moa mean strong shield tank, etc...


This is almost how it works in Incursions: a "Mara Paleo" is always a logistics cruiser.