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Player Features and Ideas Discussion

 
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Move Level 5's back to highsec.

Author
Yarda Black
The Black Redemption
#21 - 2014-07-23 07:11:44 UTC
A large number of the lvl5's are old lvl4's. They moved the most difficult ones to low-sec only and named them lvl5

Although I dont believe in the "move all lvl4 missions to lowsec" argument and dismiss it as a ploy for nullsec cartels to gain more taxable citizens, I do believe the current set of lvl4's give an average player enough ISK to enjoy this game.

The way it is now, lvl5's provide an excellent income source for lowsec dwellers capable of running them. I think the added risk of getting dropped or otherwise interrupted should remain a part of running those lvl5's as it sets those missions apart from the others and allow for a different gaming-experience.

Kaarous Aldurald
Black Hydra Consortium.
#22 - 2014-07-23 07:28:28 UTC
Nevyn Auscent wrote:
Kaarous Aldurald wrote:

No. It was a bug that they were ever there in the first place.

Is it that difficult to understand?

Evidence it was a bug rather than by design and then changed later.
Not that I'm disagreeing on balance, but you seem to be pushing this bug thing hard.

The main reason for level 5's to move back to high sec would be to encourage fleet combat rather than solo'ing, but as I said above, that already exists in the form of incursions. So there is no need for them to move to high sec. It doesn't fill any empty place, or add any game mechanics. And it takes away from Low Sec mechanics, so it's a bad idea.


http://oldforums.eveonline.com/?a=topic&threadID=1334641

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#23 - 2014-07-23 07:42:22 UTC
Kaarous Aldurald wrote:
Nevyn Auscent wrote:
Kaarous Aldurald wrote:

No. It was a bug that they were ever there in the first place.

Is it that difficult to understand?

Evidence it was a bug rather than by design and then changed later.
Not that I'm disagreeing on balance, but you seem to be pushing this bug thing hard.

The main reason for level 5's to move back to high sec would be to encourage fleet combat rather than solo'ing, but as I said above, that already exists in the form of incursions. So there is no need for them to move to high sec. It doesn't fill any empty place, or add any game mechanics. And it takes away from Low Sec mechanics, so it's a bad idea.


http://oldforums.eveonline.com/?a=topic&threadID=1334641


Just goes to show you nothing really ever changes. There are some good arguments in there to support level 5s staying in lowsec only and there a couple of salient points that gave them a reason to exist in high. YMMV I think level 5s belong in highsec as an empire activiry and introduce pirate stations to 0.1&0.2 systems that aren't in fw. The first step is clarifying what belongs where.
Kaarous Aldurald
Black Hydra Consortium.
#24 - 2014-07-23 07:50:38 UTC
Caleb Seremshur wrote:
The first step is clarifying what belongs where.


They already did. About four years ago.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#25 - 2014-07-23 07:59:10 UTC
Kaarous Aldurald wrote:
Caleb Seremshur wrote:
The first step is clarifying what belongs where.


They already did. About four years ago.


Oh so a whole game rebalanced from the floor up isn't enough of hint for you?

The game has changed mate and it's time that the activities we do get some rebalancing as well. Not just missions but belt rats and sleepers and exploration sites and anomolies. All of it. End of the day CCP controls the isk flow.
Kaarous Aldurald
Black Hydra Consortium.
#26 - 2014-07-23 08:02:48 UTC
Caleb Seremshur wrote:
Kaarous Aldurald wrote:
Caleb Seremshur wrote:
The first step is clarifying what belongs where.


They already did. About four years ago.


Oh so a whole game rebalanced from the floor up isn't enough of hint for you?

The game has changed mate and it's time that the activities we do get some rebalancing as well. Not just missions but belt rats and sleepers and exploration sites and anomolies. All of it. End of the day CCP controls the isk flow.


PVE combat is the last thing they're going to waste their time on. There are more than a few things in line before that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Dally Lama
Doomheim
#27 - 2014-07-23 08:03:42 UTC  |  Edited by: Dally Lama
Kaarous Aldurald wrote:
Caleb Seremshur wrote:
The first step is clarifying what belongs where.


They already did. About four years ago.

It's called Features & Ideas. Solely meant for people to propose ideas and features that CCP have not implemented in such a state.

Your reasoning of "that's how it is", especially 4 years ago which was around Incarna, is quite a toxic way of thinking.
Nevyn Auscent
Broke Sauce
#28 - 2014-07-23 08:06:46 UTC
Kaarous Aldurald
Black Hydra Consortium.
#29 - 2014-07-23 08:07:23 UTC
Dally Lama wrote:
Kaarous Aldurald wrote:
Caleb Seremshur wrote:
The first step is clarifying what belongs where.


They already did. About four years ago.

It's called Features & Ideas. Solely meant for people to propose ideas and features that CCP have not implemented in such a state.

Your reasoning of "that's how it is", especially 4 years ago which was around Incarna, is quite a toxic way of thinking.


It's called "features and ideas", not "bring back a bug from half a decade ago".

There was a reason this was changed, you realize. They were never intended to be in highsec, not at the beginning, not four years ago, and not now. And certainly not because a few people are bored (shockingly) with shooting red crosses.

Try shooting other players if you don't want to be bored.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tabyll Altol
Viziam
Amarr Empire
#30 - 2014-07-23 08:31:41 UTC
Kaarous Aldurald wrote:
I counter with the suggestion that L4s be moved to lowsec instead.


/sign
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#31 - 2014-07-23 12:55:00 UTC
Tabyll Altol wrote:
Kaarous Aldurald wrote:
I counter with the suggestion that L4s be moved to lowsec instead.


/sign


To achieve what exactly?

Did you know there are L4 agents in lowsec already?

Quote:
A large number of the lvl5's are old lvl4's. They moved the most difficult ones to low-sec only and named them lvl5

Although I dont believe in the "move all lvl4 missions to lowsec" argument and dismiss it as a ploy for nullsec cartels to gain more taxable citizens, I do believe the current set of lvl4's give an average player enough ISK to enjoy this game.

The way it is now, lvl5's provide an excellent income source for lowsec dwellers capable of running them. I think the added risk of getting dropped or otherwise interrupted should remain a part of running those lvl5's as it sets those missions apart from the others and allow for a different gaming-experience.


I didn't know that. Interesting. It happened in 2010 so I was definitely around for it but probably not aware of the issue as I didn't go on the forums at the time.

There are for example an astounding 3 level 5 cal navy agents. 1 is in a FW constellation. The other is in the Vale entrance pocket. I get that pirates "need" an income but this is ridiculous. It's not even like they're evenly distributed. If one of those agents was moved to say, Dantumi or Ishomilken then I might find the various arguments about pirates using them as a source of income as credible. Right now, I think you're going to have a hard time telling me -10s will travel 20 jumps just to run some missions in a goonswarm launchpad system.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#32 - 2014-07-23 13:19:06 UTC
Caleb Seremshur wrote:
To achieve what exactly?

A balanced risk/reward ratio. Level 4's are silly easy ISK with zero risk once you know how to run them. Incursions at least require you to fleet up and run the risk of the logi pilots being drunk.
afkalt
Republic Military School
Minmatar Republic
#33 - 2014-07-23 13:26:43 UTC  |  Edited by: afkalt
Antillie Sa'Kan wrote:
Caleb Seremshur wrote:
To achieve what exactly?

A balanced risk/reward ratio. Level 4's are silly easy ISK with zero risk once you know how to run them. Incursions at least require you to fleet up and run the risk of the logi pilots being drunk.


So are level 3s. 86m/hour

So is mining, if you're organised.


Given how much can be made OUT of high sec, but isn't because /effort, I don't think the problem is the risk/reward so much as the fundamental laziness of people in general.
Silent Rambo
Orion Positronics
#34 - 2014-07-23 18:28:37 UTC
Kaarous Aldurald wrote:

PVE combat is the last thing they're going to waste their time on. There are more than a few things in line before that.


Lol, yeah totally. They should ignore one of the most visible and used features in the entire game and focus on the real issues. Roll

Ive heard many many times from null-sec players on these forums that they have high-sec missioning alts to supplement there "terrible" null-sec income. If this is true, and you have both null players and high-sec players using NPC missions so frequently, wouldn't it be in the best interest for everyone if they fixed the gigantic bore that is mission running, or PVE combat in general?

You really think someone would do that? Just log into EvE and tell lies?

Maldiro Selkurk
Radiation Sickness
#35 - 2014-07-23 19:46:54 UTC
I would definitely like to see a new classification of missions added to highsec, perhaps reclassify current L5 to L6 and add a new L5 classification designed for pilots like myself that basically has every defensive and offensive BS skill maxed thus making L4 runs too easy.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Kaarous Aldurald
Black Hydra Consortium.
#36 - 2014-07-23 21:08:06 UTC
Silent Rambo wrote:

Lol, yeah totally. They should ignore one of the most visible and used features in the entire game and focus on the real issues.


Yep. Like the parts of the game that literally don't work right, like POSes.

Or the parts of the game that literally everyone uses, like ship rebalancing. Which, please note, is still far from done. Heck they haven't even started on weapon module rebalancing yet either, aside from fixing their foul up with battleship lasers.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#37 - 2014-07-23 21:19:30 UTC
I have to say on missions that they need a complete revamp. I just ran through most of the Guristas epic arc and it is much more fun and challenging than the standard missions. I lost a taranis in the process but made back 4 times it's worth and had much more enjoyment in the process. I really do believe that all missions should be harder in some way either via better mission rat AI on at least some of the rats (NPC capsuleer commanders of the fleet with incursion style AI for example). Randomizing the missions would be an excellent start so the abomination that is eve-survival can be exorcised with plasma. And melta-guns (wrong game but the effect is much the same...).

Pilots need to learn to take more risk by being enticed to do so. With me it was the risk of running through null and running the missions. Not having to take large chunks of time to do so was a bonus. More risk better rewards just as it should be. More of this please...

And before those who live in null yell 'Join a corp!' I am already in one, but I often play solo and these kind of missions are great for me. I had fun, I did something different and I created content for those in and around that area who may have tried to catch me and who provided the replacement taranis and mods at 30% higher cost.

Have more incentives like these and you will draw more players like myself into lower sec regions. Even 10% of the hisec folks trying out content like this would add nearly 50% to the number of pilots in null space.
Kaarous Aldurald
Black Hydra Consortium.
#38 - 2014-07-23 21:26:09 UTC
Here's the thing about when people say "better rat AI". While I agree that PvE should be more like PvP and require fittings and tactics that are more than just the banality of today's missioning, you have to consider something.

Better AI means more server ticks. Much more. Right now, they have a pretty dumb, binary interaction. If you wanted to make them smart, they would need to use up way more server resources than they do at present.

And with the number of people doing missions, that means lag. More TiDi. Which is honestly unacceptable, and not worth it either.

The only other way to do this is to design tricky scenarios with the current rat behavior. Which is very manpower intensive, and I honestly do not think they have the time or inclination to do it. So that's out, too.

The fact of the matter is that pushing to improve the PvE experience in the game would come at the cost of other areas getting development that is not only more important, but also actually possible.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#39 - 2014-07-23 21:32:41 UTC
I thought the TiDi problem was due to the number of players in a single system? Randomizing missions systems and managing the number of 'smart' AI compared to dumber than dumb AI would smooth out the issue hopefully. Considering that 80% of players run their game in hisec systems simply dismissing improvement to their area isn't an option in my book. That would be ignoring 4/5's of the player base. Not the smartest move for player retention.
Kaarous Aldurald
Black Hydra Consortium.
#40 - 2014-07-23 21:41:42 UTC
Corraidhin Farsaidh wrote:
I thought the TiDi problem was due to the number of players in a single system? Randomizing missions systems and managing the number of 'smart' AI compared to dumber than dumb AI would smooth out the issue hopefully. Considering that 80% of players run their game in hisec systems simply dismissing improvement to their area isn't an option in my book. That would be ignoring 4/5's of the player base. Not the smartest move for player retention.


Think a bit further.

*Why* is it because of the number of players in a system? Because we use a lot of server ticks whenever we do anything. D scan is dozens of them at once by itself, so is the capacitor.

If you want AI to be smarter, then you would need to make them in smaller numbers, and MUCH tougher. Now, think about what that does? That slaps down new players with low skillpoints from even trying it.

And your numbers are entirely specious, by the way.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

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