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Sweeping Changes to PvE

Author
Simi Kusoni
HelloKittyFanclub
#21 - 2012-01-09 02:57:18 UTC
Mars Theran wrote:
- Current Missions remain the same for most purposes; with perhaps only minor changes to AI that would make them more effective, and somewhat more of a hazard to Neutrals jumping in. A slight reduction in numbers may balance the increased difficulty of more intelligent behaviour. All other aspects of the Rats abilities, DPS, and EHP should remain much the same.

This is about offering alternatives to the current Missions through different agents in my mind; not neccessarily completely revamping current content with what may be unwanted changes by a good portion of the player base.

This would, of course, be an absolute requirement. Changing missions in any way is like playing with fire, chances are if CCP messed up ISK/hour at all for mission runners we'd see more Jita protests rather promptly.

Mars Theran wrote:
- Rewards for these new Missions should scale with difficulty, ship loss by the Mission Fleet, and pay out to each active fleet member. Example: increase insurance to 100% for ship loss, add decent bounties, reasonably good mission payout; Bounty and Payout automatically split between all members equally, or based on value of participation.

T2 NPCs will drop T2 wrecks, fittings and ammo dropped would be more appropriate to ship type and fit as if it were a player ship.

No extra insurance and that isn't bad. Scaling with difficulty is a difficult one though, how do you define difficult?

CCP evidently thought vanguards would be "difficult" when they introduced them, now they can be blitzed in just under three minutes by an increasingly large number of people.

Mars Theran wrote:
- AI changes combined with much smaller engagements should account for any increase in server load as a result of these types of missions.

Sadly this just isn't true. More complex AI, more complex code. More complex code, more server load.

Mars Theran wrote:
Really, all we're looking at here, is a basic analysis of playership, followed by a delay in which the server searchs appropriate counter including a basic fit and ship type based on the level of the mission. Tactics would be decided by typical player strategies and available weapons/EWAR options.

Oh, that's all?

So, how is the players ship determined? If you warp in a ship, the site spawns a counter to that ship? This could be predicted and abused very easily.

Mars Theran wrote:
Effectively, it is similar to the sleeper AI, yet slightly less Blob oriented. Sleepers tend to pick targets almost at random, based on varying factors. Not sure how Incursion AIs work yet; so I can't say anything regarding that. Actually not sure how Sleeper AI works either; just that it is much more hazardous than Mission Rats.

Actually sleeper AI pretty much does pick targets at random. Excepting little things like battleships not targeting your drones, for the most part if you're just soloing/dual boxing them the AI is quite straightforward.

A devblog on what they hoped to achieve with sleeper AI can be found here: http://www.eveonline.com/devblog.asp?a=blog&bid=645

Reading it may shine some light on what is a realistic expectation, at least in terms of AI, from a game like Eve. Basically, incredibly intelligent adaptive AI that truly utilizes PvP tactics to form dynamic engagements simply isn't going to happen.

Requesting that CCP merely buff current NPCs a little and reduce their numbers correspondingly is a little more likely to get listened to by the devs.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Laurence Pinkitin
University of Caille
Gallente Federation
#22 - 2012-01-09 06:00:59 UTC  |  Edited by: Laurence Pinkitin
Simi Kusoni wrote:

Sadly this just isn't true. More complex AI, more complex code. More complex code, more server load.




There is a thing called server upgrades. Server load isnt a issue. Spending money to upgrade the servers is.
Misanthra
Alternative Enterprises
#23 - 2012-01-09 10:11:10 UTC
Laurence Pinkitin wrote:
Simi Kusoni wrote:

Sadly this just isn't true. More complex AI, more complex code. More complex code, more server load.




There is a thing called server upgrades. Server load isnt a issue. Spending money to upgrade the servers is.



actually the dev blogs of late (think 2-3 months) went into some detail about the gerbils spinning the wheel that run this game. Its based on server technology not even general release yes. It is a new server more or less already.

Eve's botttleneck is its code doesn't multi-thread. They could put in a mega cluster of I7 servers....the game can't thread to use them like they should. They gave valid reasons for this setup. At the time of creation...they went with a stable technology (non threaded architecture) and moores law was still applicable to single thread processors. Years later, CPU maker have been cheating to keep moore's law going....they split cores to boost transistor count. Till a recode from line 1.....multicores won't affect eve. Many programs out there like this...ccp isn't alone lol.
Jask Avan
Republic Military School
Minmatar Republic
#24 - 2012-01-09 17:18:28 UTC
It's not hard to see why CCP doesn't want to improve the AI when some systems show upwards of 20,000 NPCs destroyed every day. Hence reduce numbers by a huge margin.
Daedalus II
Aliastra
Gallente Federation
#25 - 2012-01-09 18:33:52 UTC
I actually don't believe in making PvE more like PvP. If I want a PvP-like situation, I go PvP!

PvE though could still stand with a lot of changes, more advanced triggers in the missions and ability to fail said mission. Randomly generated missions. New mission types (protection of asset/ship, attack against boss, and so on). Missions that caters better to different ship sizes in one fleet (frigate rats attack player frigats, cruiser rats attack player cruisers and so on). And yes, smarter, stronger and fewer enemies, but not so smart and strong that it turns into PvP, we still want to feel invincible when we PvE.
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