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Harder NPC Targets for .5 Sec Systems... NPC Gangs.

Author
Kontrapshun
Doomheim
#1 - 2014-04-17 03:25:24 UTC
I'm in one of the "I don't play this game modes" due it just being too much the "same old thing".

I know harder NPC's has been mentioned countless times in different ways, but why not do the following.

Make NPC's in certain systems act like players with player damage stats.


Create NPC Solo ships and Gangs that are difficult, all the way to impossible to solo.
They are balanced similar to PVP confrontations.
Gangs roam .5 sec systems, at stations, belts, gates, etc.

Would make a better game for PVE players.


Xequecal
KarmaFleet
Goonswarm Federation
#2 - 2014-04-17 03:35:50 UTC
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.
Zan Shiro
Doomheim
#3 - 2014-04-17 04:09:47 UTC
harder rats pay more.

you'd also have to define solo. Solo to some is alt of some kind and main. Incursions have been ccp's only success in this area. And they got this by system wide area effects that nerf many things.

Mix the 2 and you have dual boxers farming isk in empire. Your 1 uber rat for example....if its paying the same as an average empire mission I won't lie...I'd be waking up my 2nd tengu (among other ships) pilot account thats on ice now. It only be a question of what the main account brings to make it fun or more efficient.


The payout of an on average mission in a few minutes in no where near the time would make this cost effective most likely.




Frostys Virpio
State War Academy
Caldari State
#4 - 2014-04-17 04:24:49 UTC
Kontrapshun wrote:
I'm in one of the "I don't play this game modes" due it just being too much the "same old thing".

I know harder NPC's has been mentioned countless times in different ways, but why not do the following.

Make NPC's in certain systems act like players with player damage stats.


Create NPC Solo ships and Gangs that are difficult, all the way to impossible to solo.
They are balanced similar to PVP confrontations.
Gangs roam .5 sec systems, at stations, belts, gates, etc.

Would make a better game for PVE players.




People would figure out their stats and how they behave and find fits/strat to farm them just like incursion.
Kontrapshun
Doomheim
#5 - 2014-04-17 19:18:23 UTC
I suppose anything could be gamed, but the facts are clear for this game.

Sad It's boring for PVE, because CCP does nothing new for this content. 3 years playing here. Same basic IDEA= make an over-whelming fleet easily owned by one man...... okay?

Ugh It's Gangs for PVP and no Arena for fair log in type of match ups.... Cheap and easy for CCP.


I've quit multiple times, given away characters, etc... like spaceships, but having a hard realizing this game is only going to be a PVP gang game and that's it.


Mike Voidstar
Voidstar Free Flight Foundation
#6 - 2014-04-17 20:04:32 UTC
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


Its neither hard nor impossible.

The most difficult aspect is simply ignoring the absolute fecal storm the pvp crowd has anytime something is done that does not lead directly to a ship explosion.

After that you put some time into some actual game development. There are a great many things that got started in this game that were half done and then backburnered and ultimately forgotten. Some of this is getting glazed over again to streamline more ships getting exploded, like the industry revamp we are beginning to see.

Factions. There are standings for a ton of groups, and most of them mean absolutely nothing. Even the ones that do matter really only determine where you can pull missions from. They are painful to raise, easy to lose and almost completely ignorable. They should determine all sorts of environmental things like who your npc allies are in space, prices on items in LP stores, corp tax rates in npc corps(and you should be able to aplly for employment in all npc corps), and tons of other stuff, if they felt like devoting any thought or time to it at all. PvP elements could be added with 'warflags' which would allow those in opposing corporations to fight unrestricted by CONCORD.

Missions. This is just event scripting. The toolset to create them should already exist. They should make it a point to release a few of each type with every patch. I can think of several ways of making new mission types, and variations on go forth and kill are endless. PvP elements to include mission items that could be turned in to agents of other factions for status and rewards, and that could even utilize the 'warflags' mentioned above by flagging those with that cargo in their holds, either with the flag of the granting corp if you are the mission owner, or some sort of pirate flag (maybe general suspect flag) if you are not the mission holder.

There have been other ideas like ring mining, distress calls, open battles between npc factions that can be joined on either side, and others I have read over the years.

But almost without fail, any idea that is not directly linked to predator/victim PvP is met with horrendous outcry by the vocal PvP crowd.
Kontrapshun
Doomheim
#7 - 2014-04-18 16:26:50 UTC
Mike Voidstar wrote:

But almost without fail, any idea that is not directly linked to predator/victim PvP is met with horrendous outcry by the vocal PvP crowd.



This.....


They'll have to change or become a "vacant lot" once more thoughtful games like SC are functional.
It seems that CCP just doesn't get it, they need to be creative, not make the same ship with a new name.

"It's like watching the same episode of the Brady Bunch over and over." Sure, it was exciting when Peter lost his voice, I mean they almost lost the talent show.... But, I've seen it!
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-04-18 17:13:11 UTC
PvE could do with a touch up. but dnt hold ur breath.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2014-04-18 18:46:26 UTC
If you want rats that are hard to solo, go for incursions, high end wormholes, or go hunt officers.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#10 - 2014-04-19 06:54:30 UTC
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


How would you know? All people like you do is advocating against better and more diverse PVE, as it would make ratting harder. Look through the forum and you see the multitude of compelling ideas for new, more challenging and more diverse PVE in EVE. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sir Dragon
Einherjar Yggdrasils
#11 - 2014-04-19 08:12:21 UTC  |  Edited by: Sir Dragon
Improve PVE; certainly,
lets try to add some idea using logic.

Where are the NPC ships coming from?
Do they traverse wormholes until they pop up in "where ever we are mission running"?
. . . and similar ideas about how NPCs get around . . .

Seams like there is a gate system they (NPC) use to get around;
where would that gatesystem be?
It (where/gate-system) is not essential, for atleast we have rationel (that i use below).

So maybe there is an hidden gate system that is simply being
routed (assembled/created) above our public-access-gate-system (1.0 , 0.9, 0.8 . . . 0.0, -0.1 . . . );

just press f10 , unflatten map, and you can see that it (public-access-gate-system) is a thick pancake-like shape.
So/thus, ontop of that pancake can be an hidden gate system that spans from the NPC system[s].

So what do we have now. (Attention yet no gates system has been built... its just rationel).
We would have the option to scan down large or "whatever size" armada[s] of "whatever type" NPC
that was/is trying to sneak around, and
you can engage or whatever.

**** incurrsions, i'm tierod of haveing to interact with other players (WOW wana be raiding crack crap only serves to **** up the game with ****** up statistics trying to break eve to serve the manic group of raiders) .
that (Incursions) is not what i am talking about here (nor do i want it removed).
[I am refering to an scenario where] anyone can [,scan down the armadas,] warp in check it out and engage the NPC at will

Maybe we could bring in the old-school scenario where poping NPC ships could get you a drop that was information on a ... i can't remember what it was called .. data-like-pad; and, that pad would give hints where an armada could be located.

So what do we have now?
Exploration! Player pop npc get data-pads with location hint infomration.... Player can buy the tags (with outdated info).
PVE! Scan down and camocasy a too big or too small Aramda or supply line of NPC.

Maybe you get jumped and executed Evil fkn carved up corpsicle ... grumbles
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Cassandra Aurilien
Imperial Academy
Amarr Empire
#12 - 2014-04-19 08:50:02 UTC
Kontrapshun wrote:
I'm in one of the "I don't play this game modes" due it just being too much the "same old thing".

I know harder NPC's has been mentioned countless times in different ways, but why not do the following.

Make NPC's in certain systems act like players with player damage stats.


Create NPC Solo ships and Gangs that are difficult, all the way to impossible to solo.
They are balanced similar to PVP confrontations.
Gangs roam .5 sec systems, at stations, belts, gates, etc.

Would make a better game for PVE players.




I've always thought that it would help having more difficult rats. Omnitanked w/ scrams, etc. Player equivalent EHP... able to launch drones...

The problem is that in most games, there is a hard limit on how many players you can bring into a fight in a particular PVE activity. That limit makes balancing the difficulty of an encounter fairly easy.

As EVE lacks this (sandbox, of course) it would be hard to create any kind well balanced PVE involving lesser numbers of stronger NPC ships which could not be farmed. A challenging solo matchup with an NPC would be easily farmed by gangs.

The equivalent in most other games would be a small dungeon raid designed for a group of 5 (as an example), using EVE mechanics you could bring in 30 players, rather than 5, removing any difficulty to the encounters.

That said, if NPC's were capable of summoning backup & reinforcements to deal with a larger group... Might have some promise.
Kestrix
The Whispering
#13 - 2014-04-19 09:19:37 UTC
PvE can be made more interesting in eve by making the missions/rats less predictable. What makes missions boring for me is knowing that every time I do 'Damsel in distress' it will be exactly the same ship/triggers, same layout, same dialogue.

Whilst making rats harder would make the game more interesting for the short term it would not take me long to adjust to them and then eve would return to the way it was before.

What eve really needs for the PvE scene is a random generator for missions that would make it impossible to write player guides giving info on damage types, triggers, ships and stuff like that as no two missions would be 100% the same.
Xequecal
KarmaFleet
Goonswarm Federation
#14 - 2014-04-19 09:20:06 UTC
Mike Voidstar wrote:
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


Its neither hard nor impossible.

The most difficult aspect is simply ignoring the absolute fecal storm the pvp crowd has anytime something is done that does not lead directly to a ship explosion.

After that you put some time into some actual game development. There are a great many things that got started in this game that were half done and then backburnered and ultimately forgotten. Some of this is getting glazed over again to streamline more ships getting exploded, like the industry revamp we are beginning to see.

Factions. There are standings for a ton of groups, and most of them mean absolutely nothing. Even the ones that do matter really only determine where you can pull missions from. They are painful to raise, easy to lose and almost completely ignorable. They should determine all sorts of environmental things like who your npc allies are in space, prices on items in LP stores, corp tax rates in npc corps(and you should be able to aplly for employment in all npc corps), and tons of other stuff, if they felt like devoting any thought or time to it at all. PvP elements could be added with 'warflags' which would allow those in opposing corporations to fight unrestricted by CONCORD.

Missions. This is just event scripting. The toolset to create them should already exist. They should make it a point to release a few of each type with every patch. I can think of several ways of making new mission types, and variations on go forth and kill are endless. PvP elements to include mission items that could be turned in to agents of other factions for status and rewards, and that could even utilize the 'warflags' mentioned above by flagging those with that cargo in their holds, either with the flag of the granting corp if you are the mission owner, or some sort of pirate flag (maybe general suspect flag) if you are not the mission holder.

There have been other ideas like ring mining, distress calls, open battles between npc factions that can be joined on either side, and others I have read over the years.

But almost without fail, any idea that is not directly linked to predator/victim PvP is met with horrendous outcry by the vocal PvP crowd.


You're missing the problems entirely.

First, nothing in Eve can be "hard" when there's no limit to the amount of players that you can bring to do it. If "hard" PvE content is put into the game, it will simply be trivialized by zerging the crap out of it until all the mechanics are figured out
well enough that one knows exactly how many ships they need and what fits they need. At no point will there be any challenge other than finding enough warm bodies. This is exactly what people did with incursions. Nobody is going to take the "intended" amount of firepower into a PvE encounter known to be hard when they know nothing about it, because chances are pretty high they'll all lose their ships. So any kind of PvE that isn't going to be boring and trivial has to come with a mechanic to limit the amount of players.

That brings us to the next problem, how exactly do you limit the number of players attempting the PvE encounter at once? Does it lock and let nobody else in once the maximum number of players is reached? Well, now that group of players is completely immune to PvP for the duration of the encounter, and we definitely don't want that in Eve. Perhaps the encounter spawns more ships if too many players are present? Now a couple people in disposable blackbirds or even just noobships can grief you out of the content endlessly simply by warping in and there's nothing you can do about it.

But let's say they manage to solve even that, and figure out how to limit the player numbers in a way that's not totally broken. Now, how do you balance the actual content? Do you balance it around T2 modules and T1 ships? Well, now everyone will just show up in deadspace-fitted Marauders and it's totally trivial again. If it's actually hard and balanced around deadspace-fitted Marauders, then nobody can ever actually do it because there's no way in hell anyone's going to risk losing a fleet of deadspace Marauders to hard PvE content about which they know little. It would probably require several attempts before the mechanics are figured out and that's a whole lot of ISK down the crapper. Some really rich people might do it for bragging rights but they probably aren't going to want to share the strategy with everybody else.

Bottom line, Eve is not like WoW and can't put in legitimately "hard" PvE content where the expectation is that you have to practice and fail many times until you learn how to succeed. Every failure is an expensive ship loss so they can't put in content that you're expected to fail at 20 times before finally beating it.
Mara Pahrdi
The Order of Anoyia
#15 - 2014-04-19 10:19:59 UTC
Mike Voidstar wrote:
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


Its neither hard nor impossible.

The most difficult aspect is simply ignoring the absolute fecal storm the pvp crowd has anytime something is done that does not lead directly to a ship explosion.

So you would be fine with regularly losing battleships to NPC's?

Somehow I doubt that it would be hard for CCP to arrange for that.

Oh the tears we're going to see here, when that hits TQ.

Remove standings and insurance.

Dalto Bane
The Scope
Gallente Federation
#16 - 2014-04-19 10:56:47 UTC
More ewar and scram NPC would help a bit in using different tactics and fits. More Diversity, random seedings during mission in and such could freshen Iit up a bit too. Random triggers on certain missions make missions twice as hard. I feel that if there was a way to take into account how many players are in the pocket and adjust the difficulty off that would be tremendous improvement to PVE.

Drops Mic

Spugg Galdon
Federal Navy Academy
Gallente Federation
#17 - 2014-04-19 12:13:30 UTC
I know you say PvP is gang related, and to a large extent it is, but there are groups of players who focus on solo PvP.

Solo PvP is fantastic fun. It's supremely difficult and challenging but is still very possible. Even when out numbered.

Try the Navy Omen. It's an excellent ship for solo PvP.

This will improve your game enjoyment and make the relaxing PvE side of the game more appealing change of pace.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#18 - 2014-04-19 12:26:25 UTC
Mike Voidstar wrote:
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


Its neither hard nor impossible.

The most difficult aspect is simply ignoring the absolute fecal storm the pvp crowd has anytime something is done that does not lead directly to a ship explosion.

After that you put some time into some actual game development. There are a great many things that got started in this game that were half done and then backburnered and ultimately forgotten. Some of this is getting glazed over again to streamline more ships getting exploded, like the industry revamp we are beginning to see.

Factions. There are standings for a ton of groups, and most of them mean absolutely nothing. Even the ones that do matter really only determine where you can pull missions from. They are painful to raise, easy to lose and almost completely ignorable. They should determine all sorts of environmental things like who your npc allies are in space, prices on items in LP stores, corp tax rates in npc corps(and you should be able to aplly for employment in all npc corps), and tons of other stuff, if they felt like devoting any thought or time to it at all. PvP elements could be added with 'warflags' which would allow those in opposing corporations to fight unrestricted by CONCORD.

Missions. This is just event scripting. The toolset to create them should already exist. They should make it a point to release a few of each type with every patch. I can think of several ways of making new mission types, and variations on go forth and kill are endless. PvP elements to include mission items that could be turned in to agents of other factions for status and rewards, and that could even utilize the 'warflags' mentioned above by flagging those with that cargo in their holds, either with the flag of the granting corp if you are the mission owner, or some sort of pirate flag (maybe general suspect flag) if you are not the mission holder.

There have been other ideas like ring mining, distress calls, open battles between npc factions that can be joined on either side, and others I have read over the years.

But almost without fail, any idea that is not directly linked to predator/victim PvP is met with horrendous outcry by the vocal PvP crowd.


Excellent post.

There is one EvE. Many people. Many lifestyles. WE are EvE

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#19 - 2014-04-19 12:34:23 UTC
Xequecal wrote:
Mike Voidstar wrote:
Xequecal wrote:
Its pretty much fundamentally impossible for eve to have "hard" or "interesting" PvE.


Its neither hard nor impossible.

The most difficult aspect is simply ignoring the absolute fecal storm the pvp crowd has anytime something is done that does not lead directly to a ship explosion.

After that you put some time into some actual game development. There are a great many things that got started in this game that were half done and then backburnered and ultimately forgotten. Some of this is getting glazed over again to streamline more ships getting exploded, like the industry revamp we are beginning to see.

Factions. There are standings for a ton of groups, and most of them mean absolutely nothing. Even the ones that do matter really only determine where you can pull missions from. They are painful to raise, easy to lose and almost completely ignorable. They should determine all sorts of environmental things like who your npc allies are in space, prices on items in LP stores, corp tax rates in npc corps(and you should be able to aplly for employment in all npc corps), and tons of other stuff, if they felt like devoting any thought or time to it at all. PvP elements could be added with 'warflags' which would allow those in opposing corporations to fight unrestricted by CONCORD.

Missions. This is just event scripting. The toolset to create them should already exist. They should make it a point to release a few of each type with every patch. I can think of several ways of making new mission types, and variations on go forth and kill are endless. PvP elements to include mission items that could be turned in to agents of other factions for status and rewards, and that could even utilize the 'warflags' mentioned above by flagging those with that cargo in their holds, either with the flag of the granting corp if you are the mission owner, or some sort of pirate flag (maybe general suspect flag) if you are not the mission holder.

There have been other ideas like ring mining, distress calls, open battles between npc factions that can be joined on either side, and others I have read over the years.

But almost without fail, any idea that is not directly linked to predator/victim PvP is met with horrendous outcry by the vocal PvP crowd.


You're missing the problems entirely.

First, nothing in Eve can be "hard" when there's no limit to the amount of players that you can bring to do it. If "hard" PvE content is put into the game, it will simply be trivialized by zerging the crap out of it until all the mechanics are figured out
well enough that one knows exactly how many ships they need and what fits they need. At no point will there be any challenge other than finding enough warm bodies. This is exactly what people did with incursions. Nobody is going to take the "intended" amount of firepower into a PvE encounter known to be hard when they know nothing about it, because chances are pretty high they'll all lose their ships. So any kind of PvE that isn't going to be boring and trivial has to come with a mechanic to limit the amount of players.

That brings us to the next problem, how exactly do you limit the number of players attempting the PvE encounter at once? Does it lock and let nobody else in once the maximum number of players is reached? Well, now that group of players is completely immune to PvP for the duration of the encounter, and we definitely don't want that in Eve. Perhaps the encounter spawns more ships if too many players are present? Now a couple people in disposable blackbirds or even just noobships can grief you out of the content endlessly simply by warping in and there's nothing you can do about it.

But let's say they manage to solve even that, and figure out how to limit the player numbers in a way that's not totally broken. Now, how do you balance the actual content? Do you balance it around T2 modules and T1 ships? Well, now everyone will just show up in deadspace-fitted Marauders and it's totally trivial again. If it's actually hard and balanced around deadspace-fitted Marauders, then nobody can ever actually do it because there's no way in hell anyone's going to risk losing a fleet of deadspace Marauders to hard PvE content about which they know little. It would probably require several attempts before the mechanics are figured out and that's a whole lot of ISK down the crapper. Some really rich people might do it for bragging rights but they probably aren't going to want to share the strategy with everybody else.

Bottom line, Eve is not like WoW and can't put in legitimately "hard" PvE content where the expectation is that you have to practice and fail many times until you learn how to succeed. Every failure is an expensive ship loss so they can't put in content that you're expected to fail at 20 times before finally beating it.


Just two points, a gate key system can certainly limit the number of players and ships in a dead space complex, and yes it is acceptable for there to be places you can be not dropped on by PvP players.

They can always warp to the gate and drop you there, just make sure that you have to come out the same way.
Besides a few minutes of peace and quiet, while you deal with a real challenge is not excessive.
After all you can be safe while cloaked setting up PI , in a station, and logged off (but I am sure there are Gankers and PvP players who would love a way around that.

There is one EvE. Many people. Many lifestyles. WE are EvE

Kitty Bear
Deep Core Mining Inc.
Caldari State
#20 - 2014-04-19 14:49:23 UTC
Kontrapshun wrote:
I'm in one of the "I don't play this game modes" due it just being too much the "same old thing".

I know harder NPC's has been mentioned countless times in different ways, but why not do the following.

Make NPC's in certain systems act like players with player damage stats.


Create NPC Solo ships and Gangs that are difficult, all the way to impossible to solo.
They are balanced similar to PVP confrontations.
Gangs roam .5 sec systems, at stations, belts, gates, etc.

Would make a better game for PVE players.




as tedious as the current system is, it does not exclude newbies from accessing basic content

this would, and is therefore a 'bad thing™'
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