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Dev blog: Guiding Light - The Mission Objective Guidance system

First post
Author
Kopfy
#41 - 2014-10-30 07:25:32 UTC
"...to allow us to start delving into the pretty arcane agent/mission code for future work on the framework of missions."

I hope this is code for clubbing it like the seal with very poor health it is and then rewrite it into a phoenix with the potential of being just a tad bit less soul crushing than the current system. I'll interpreter it in that way anyway as you've done good on other systems recently.

Been a user, I'm clean now.

With love
Kopfy
Luca Lure
Obertura
#42 - 2014-10-30 08:42:53 UTC
It would be nice if I could open the conversation with the agent through a menu in this new thingy.

――――――――――――――――――――――――――――――――――――――――――

The essence of the independent mind lies not in what it thinks, but in how it thinks.

Arcos Vandymion
Ministry of War
Amarr Empire
#43 - 2014-10-30 10:00:02 UTC
PerrinBash wrote:
Right, so with dumbing down of eve your now allowing any active account to unlimited (basically) training, changed all the reprocessing, allow all of hi sec harassment and bumping as fair play, revamp of all manufacturing and research, making most skills to level 5 a thing of past, and don't allow freighters mid slots or rigs, or any capacity to defend themselves.
Your moving toward the end game, lets just make it happen. Select the top 15% of SP players to get jovian technology and let us wreck eve, or....just keep chipping away at it bit by bit.


Nothing wrong with that, didn't kill high either, was allowed before as well, that was a good change, all 5 was allways stupid since you get 80% the benefit from 20% of the trainingtime with all 4, you can still fly module less like allways before, same as earlier

What was the point of your post? That you're a disgruntled bittervet? Missions didn't become easier or harder with this it just removes a potentiall interaction leading to immersion in lore that noone I can think of used before anyway. EVE doesn't tell a story (or not much).

Are you one of the persons that would complain about Strike Suit being hard after praising Dark Souls for being innovative in that it is hard (which it is not - innovative I mean. Demons Souls is older)? You know the kind that complains anyway without any substantiall reason to his/her oppinion and such no merrit to the it? Because they sure DO exist.
Akiao Isrenth
Mysterys Inc.
#44 - 2014-10-30 12:33:19 UTC
Just having a tick mark appear when a mission is completed gets this change a 10/10 from me.
Soldarius
Dreddit
Test Alliance Please Ignore
#45 - 2014-10-30 13:01:00 UTC  |  Edited by: Soldarius
Since word of this change got out I've been somewhat ambivalent on it's worth and value to the game and community. However, since I had a need to grind some faction standings for Thukker Tribe anyway, I went ahead and ran a bunch of level 1 missions to remind myself of what happens during missions.

These "tips" that have been shown in the devblog appear no different than the instructions in the mission brief. "You need to go to system Anteraes to deliver 5 crates of bio-drones to Drucilla."

The tips seem to only reinforce this by displaying the most current part of the already known mission criteria directly on screen, rather than having it buried 5 clicks deep in your journal. Ex: Click journal on NeoCom, assuming you have it on there, click missions, double click the mission, and finally the mission brief is displayed. Scroll down...

I think this is a fine step towards making Eve-O more modern and easy to interface with, rather than just easier.

http://youtu.be/YVkUvmDQ3HY

ergherhdfgh
Imperial Academy
Amarr Empire
#46 - 2014-10-30 17:56:47 UTC
ya you do want to avoid this becoming a step by step instructional that essentially univolves the person with the gameplay but it sounds like you guys understand that.

Just as a side note I kind of like a certain amount of randomness and chance for cool stuff in PvE content. One is example is that level 3 missions have several structures that if you blow them up they have a chance to drop faction ammo or implants or stuff like that which is much less common in level 4's. Anoms have chances at escalations and faction drops which are kind of cool when you get them . Don't get me wrong I like working towards a goal as well which the LP system offers.

Further I understand that you can not add even a low drop chance of any specific mod or implant without destroying the market fo that item as I'm sure we all know of a few implants that have good stats but are nearly worthless due to dropping from a mission. So maybe mix that up a bit by adding some randomness to what drops or bringing something new different that works into future expansions. Also mining missions used to be something I did. It's cool when you get some ark in a mission but maybe you could add some rare ice spawns to missions or something like that.

I understand this is all very vague but it's just ideas on directions you can keep in mind when developing future content.

Want to talk? Join Cara's channel in game: House Forelli

elitatwo
Zansha Expansion
#47 - 2014-11-02 00:35:48 UTC  |  Edited by: elitatwo
This maybe more suited for new players but I just remembered this morning how I screwd up my tutorial mission tree.

I had no idea that any PVE mission has a limited timer of seven days. I know this now but I thought I could just continue my tutorial when I was done exploring and helping my friends in their mining op.

Days passed and then I got a message of a very angry Aura, telling me that I totally screwd up (what did I screw up and why?) and no she hates me until the end of time.

My -10 Aura standing still haunts me today.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

DeMichael Crimson
Republic University
Minmatar Republic
#48 - 2014-11-03 01:31:21 UTC
Kruk Rollard
Aliastra
Gallente Federation
#49 - 2014-11-04 01:32:26 UTC
Need more missions with hint: "The cargo you need is contained in a Covert Stealthed ship hiding somewhere in EVE. You have 29 minutes to complete this mission...tick tock!"
Cpt Dan Druff
Viziam
Amarr Empire
#50 - 2014-11-04 11:14:40 UTC
Since we are enhanching the PVE experience here's something to be hopefully addressed

- Ship size restriction is now quite well infomed in mission briefings. However: Why not adding a clear indicator to all acceleration gates also found by exploration? This one day while exploring found a nice randomly spawned plex, 10 jumps there and back, a refreshing change after all these generic "hidden hideouts"!

Was a bit too nasty for my frigate, returned with a cruiser to be notified the gate only supported a destroyer... soooo after 5x10 jumps i was finally in with a dessie - to meet only yellow wrecks. Oh maaaann!! Someone have a nice day with that dread Guristas implant of "mine"....
I wouldnt consider it too much to be informed about ship size restriction in more detailed way than testing it by trial and error :(

- i'am also with all appeals of having more information about exotic item whereabouts. I've been spending amazing amounts of time in web finding out even remotely what region, what system, what planet, what moon i am supposed to go to... it's a big place you know? I have expired in tens of missions being unable to proceed (and unwilling to pay 150m for a contract item).

- 3rd but not least: mission giving random number generator needs a serious overhaul! Every evening our corpo L4 fleet ends up chewing through literally the one and same 2-3 missions all over again. More often than not it being "Rogue drone harassment" with no loot! I understand encouraging people to PVP but this is too much *grin*
Tesla Grass
Sebiestor Tribe
Minmatar Republic
#51 - 2014-12-30 08:34:11 UTC
The fact that I can just hover my cursor over the mission navigation box and it tells me which system is priceless, the amount of times I've checked it, undocked and just plain forgot is ridiculous. I thank this team for this simple mechanic which saves me endless frustration.
Cheers
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