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Lack of new content for 0.5 to 1.0 space

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Author
Isaac Armer
The Soup Kitchen
#141 - 2016-05-05 18:06:43 UTC  |  Edited by: Isaac Armer
Jenn aSide wrote:
So you claim to speak for all PvE players? Funny how I pretty much stopped doing PvE for the very reasons that you claim PvErs do their stuff.

Sheesh, you'd be an excellent spokesman for General Motors or some such. The mentality is definitely there at least.

So in other words, you don't have anything to say about what I actually posted, so you resort to this kind of butt hurt BS. That's unfortunately typical.

The conventional wisdom about PVE is wrong. The game itself proves it (I'm serious, look at the numbers of us who do the old stupid repetitive PVE rather than the new shiny "improved AI" stuff). Listening to you "expand PVE" people would be one of the dumbest things CCP could do, because you don't actually know what you want from PVE.

Most of you with these snazzy "Improve PVE" ideas would be right back to rescuing Damsels within a month of any PVE patch (while complaining about the need for EVEN MORE new PVE stuff). And CCP would have wasted all that time and money and effort for nothing.


What are your thoughts on player created PvE missions?

At a high level, let players create L1-L5 missions, pick the rats, pick the drops, etc. the engine determines the payout, so that more PvE content could be created, but also so that PvP-ers could set up new missions as traps.

Obviously that's barely a skeleton of the idea, but I like the concept that an in-game mechanic lets players generate PvE content (with the obvious possibility of ganking/traps/etc) in some way.
Captain Africa
GRIM MARCH
#142 - 2016-05-05 18:25:24 UTC  |  Edited by: Captain Africa
At a high level, let players create L1-L5 missions, pick the rats, pick the drops, etc. the engine determines the payout, so that more PvE content could be created, but also so that PvP-ers could set up new missions as traps.


For a start that aint a bad idea at all....but that completely fucks with my immersion..and 2 its not about ISK !

I want rats ..convoing me ..damning me to hell when i blew up their ships..like a little video screen with a blood rider burning in his own fat...dark space canyons with turrets with only one way in and one way out ...I mean is it just me or can you see it ....

I so wanted CCP to combine Dust with Eve PVE..but no they had to go and slap it on a fucken controller ...CCP Seagull lemme know when you need some inspiration . I have plenty of African weeed and more than willing to live on a ice cap for a few months..
Jenn aSide
Soul Machines
The Initiative.
#143 - 2016-05-05 19:48:39 UTC
Isaac Armer wrote:
Jenn aSide wrote:
So you claim to speak for all PvE players? Funny how I pretty much stopped doing PvE for the very reasons that you claim PvErs do their stuff.

Sheesh, you'd be an excellent spokesman for General Motors or some such. The mentality is definitely there at least.

So in other words, you don't have anything to say about what I actually posted, so you resort to this kind of butt hurt BS. That's unfortunately typical.

The conventional wisdom about PVE is wrong. The game itself proves it (I'm serious, look at the numbers of us who do the old stupid repetitive PVE rather than the new shiny "improved AI" stuff). Listening to you "expand PVE" people would be one of the dumbest things CCP could do, because you don't actually know what you want from PVE.

Most of you with these snazzy "Improve PVE" ideas would be right back to rescuing Damsels within a month of any PVE patch (while complaining about the need for EVEN MORE new PVE stuff). And CCP would have wasted all that time and money and effort for nothing.


What are your thoughts on player created PvE missions?

At a high level, let players create L1-L5 missions, pick the rats, pick the drops, etc. the engine determines the payout, so that more PvE content could be created, but also so that PvP-ers could set up new missions as traps.

Obviously that's barely a skeleton of the idea, but I like the concept that an in-game mechanic lets players generate PvE content (with the obvious possibility of ganking/traps/etc) in some way.


This is EVE, if you let players make content like that will will make something so intensely unbalanced it would be abused.

For example, I would make a mission with one room where 50 low bounty npcs would spawn on the beacon after 50 seconds of someone landing, then another 50 high bounty NPCs 100 km from that in a direct line from where you land. The beacon NPCs would only have an activation range od 30 km.

The key would be to warp in, MJD to the high value rats and kill them, while the low value rats spawn behind you out of activation range and GUARD you from mission invaders that would get instantly blapped as soon as they tried to move towards me. I'd single handedly crash the economy with all the rats I killed.

It took me 15 seconds to think that up, and I'm not even the smartest or most creative guy when it comes to that kind of thing. You really want to hand DEV TOOLS to a community of people filled with devious folk?
Indahmawar Fazmarai
#144 - 2016-05-05 20:07:48 UTC
Jenn aSide wrote:
(...)

This is EVE, if you let players make content like that will will make something so intensely unbalanced it would be abused.

For example, I would make a mission with one room where 50 low bounty npcs would spawn on the beacon after 50 seconds of someone landing, then another 50 high bounty NPCs 100 km from that in a direct line from where you land. The beacon NPCs would only have an activation range od 30 km.

The key would be to warp in, MJD to the high value rats and kill them, while the low value rats spawn behind you out of activation range and GUARD you from mission invaders that would get instantly blapped as soon as they tried to move towards me. I'd single handedly crash the economy with all the rats I killed.

It took me 15 seconds to think that up, and I'm not even the smartest or most creative guy when it comes to that kind of thing. You really want to hand DEV TOOLS to a community of people filled with devious folk?


This is one of the reasons why in my different proposals dynamically generated PvE content would be assigned as double anonymous: the player seeding it doesn't knows which mission is seeded and the player getting the mission doesn't knows who seeded it. Thus the mission reacts to unknown inputs and becomes a unknown output; no shenanigans would be possible if enough missions where seeded (and then the system still could pick via RNG one of several seeded missions).
baltec1
Bat Country
Pandemic Horde
#145 - 2016-05-05 20:10:47 UTC
Indahmawar Fazmarai wrote:
Jenn aSide wrote:
(...)

This is EVE, if you let players make content like that will will make something so intensely unbalanced it would be abused.

For example, I would make a mission with one room where 50 low bounty npcs would spawn on the beacon after 50 seconds of someone landing, then another 50 high bounty NPCs 100 km from that in a direct line from where you land. The beacon NPCs would only have an activation range od 30 km.

The key would be to warp in, MJD to the high value rats and kill them, while the low value rats spawn behind you out of activation range and GUARD you from mission invaders that would get instantly blapped as soon as they tried to move towards me. I'd single handedly crash the economy with all the rats I killed.

It took me 15 seconds to think that up, and I'm not even the smartest or most creative guy when it comes to that kind of thing. You really want to hand DEV TOOLS to a community of people filled with devious folk?


This is one of the reasons why in my different proposals dynamically generated PvE content would be assigned as double anonymous: the player seeding it doesn't knows which mission is seeded and the player getting the mission doesn't knows who seeded it. Thus the mission reacts to unknown inputs and becomes a unknown output; no shenanigans would be possible if enough missions where seeded (and then the system still could pick via RNG one of several seeded missions).


I would add a mission that over agros with the simple aim to destroy mission ships.
Isaac Armer
The Soup Kitchen
#146 - 2016-05-05 20:30:57 UTC
Jenn aSide wrote:
This is EVE, if you let players make content like that will will make something so intensely unbalanced it would be abused.

For example, I would make a mission with one room where 50 low bounty npcs would spawn on the beacon after 50 seconds of someone landing, then another 50 high bounty NPCs 100 km from that in a direct line from where you land. The beacon NPCs would only have an activation range od 30 km.

The key would be to warp in, MJD to the high value rats and kill them, while the low value rats spawn behind you out of activation range and GUARD you from mission invaders that would get instantly blapped as soon as they tried to move towards me. I'd single handedly crash the economy with all the rats I killed.

It took me 15 seconds to think that up, and I'm not even the smartest or most creative guy when it comes to that kind of thing. You really want to hand DEV TOOLS to a community of people filled with devious folk?


I absolutely want to hand dev tools to players, as long as you don't take away from current content doing it, and you don't force people do use the tools or results. As long as there are boundaries on what goes into a player made mission (any economy, regardless of how free market it is needs a degree of regulation) it would shake up both PvE and PvP, which is rarely a bad thing, if done correctly.

Economies have a funny way of righting themselves when everyone has equal access to tools, in spite of the initial shock that would happen to the system.
Ka Plaa
Doomheim
#147 - 2016-05-05 20:52:26 UTC
baltec1 wrote:

I would add a mission that over agros with the simple aim to destroy mission ships.

Already exists. Just shoot a drifter to accept mission remotely.


Ralph King-Griffin
New Eden Tech Support
#148 - 2016-05-05 20:55:24 UTC
baltec1 wrote:
Indahmawar Fazmarai wrote:
Jenn aSide wrote:
(...)

This is EVE, if you let players make content like that will will make something so intensely unbalanced it would be abused.

For example, I would make a mission with one room where 50 low bounty npcs would spawn on the beacon after 50 seconds of someone landing, then another 50 high bounty NPCs 100 km from that in a direct line from where you land. The beacon NPCs would only have an activation range od 30 km.

The key would be to warp in, MJD to the high value rats and kill them, while the low value rats spawn behind you out of activation range and GUARD you from mission invaders that would get instantly blapped as soon as they tried to move towards me. I'd single handedly crash the economy with all the rats I killed.

It took me 15 seconds to think that up, and I'm not even the smartest or most creative guy when it comes to that kind of thing. You really want to hand DEV TOOLS to a community of people filled with devious folk?


This is one of the reasons why in my different proposals dynamically generated PvE content would be assigned as double anonymous: the player seeding it doesn't knows which mission is seeded and the player getting the mission doesn't knows who seeded it. Thus the mission reacts to unknown inputs and becomes a unknown output; no shenanigans would be possible if enough missions where seeded (and then the system still could pick via RNG one of several seeded missions).


I would add a mission that over agros with the simple aim to destroy mission ships.


I would add a mission that requires a damsel but does not give you one TwistedBlink
baltec1
Bat Country
Pandemic Horde
#149 - 2016-05-05 20:57:09 UTC
Ralph King-Griffin wrote:


I would add a mission that requires a damsel but does not give you one TwistedBlink


This thread is now about cooking up the most deranged mission you can think of.
Jangizal
Trainer Corp
Clever Use of Neutral Toons
#150 - 2016-05-05 20:58:47 UTC
**** high-sec. Honestly. Nobody cares.
Ralph King-Griffin
New Eden Tech Support
#151 - 2016-05-05 21:00:01 UTC
baltec1
Bat Country
Pandemic Horde
#152 - 2016-05-05 21:11:13 UTC  |  Edited by: baltec1
Multi stage mission, first room, empty aside from a warp gate 100km away and 17 web towers. One of the towers will spawn 20 battleships, each battleship is itself a trigger that spawns 10 BC. The trigger tower is randomized.

Second room, one rat. Its a sansha dread, entry requires a single use keycard you can find in a can in the previous room.
Ralph King-Griffin
New Eden Tech Support
#153 - 2016-05-05 21:30:25 UTC
Courier mission from Madirmilire to Urlen of 20k m3
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#154 - 2016-05-09 21:26:10 UTC
OP is right. Once the Damsel was rescued for a particular agent, this mission should no longer be available to you until next month. That would solve his problem quite nicely: once an agent runs out of missions, he'd have to find another agent.

Introduce some random elements in both the wording of the briefing and the mission itself and you're all set!

Would that not satisfy you?




Protip: the "content" in EvE is created by the players. The grind is just a means to an end.
Tzuke
State War Academy
Caldari State
#155 - 2016-07-07 18:56:49 UTC
kage1982 wrote:
Loucxious Leopold wrote:
OP,

Thanks for clarifying the issue. I was thinking of the damsel as I read this thread. Big smile

I think a problem with the issuing of new missions is that at some point, they will become old and stale as well, and then all the work that went into them will be wasted. This is why ccp has been trying a lot of the new types of activities. Some have been more successful than others, but the main focus with all of them is that they are more interactive and fluid than the agent missions. This is an effort to keep them fresh and interesting. They also are encounters that allow for multiple character interaction, which is in line with the sandbox environment they are trying to foment.

CCP talked a little about this in one of the roundtables at one of the recent meet ups. Again, the damsel was mentioned by name. The gist of the conversation was again that they recognized the problem of the repetition, but had still not settled on a good solution. They seemed very open to suggestions, and some have been implemented. My corporation just encountered a Titan while belt ratting, and that generated quite a bit of excitement, let me tell you.

I would recommend putting concrete ideas of things you like in posts, as this will generate discussion and might make it to the developers ears. crie de coeurs in general discussion usually don't get much mileage.

Cheers.


Will do mate cheers for the reply :)



I've just stumbled across this thread and like the op's I agree the missions are weak and a overall is long overdue. I think CCP find it easier to just create the tools and for players to decide how to use them... After all it is a sand box game. I don't think we'll ever see "scripted missions" such as escorting convoys, intercepting fleets etc. I feel CCP should accept the fact which almost every other mmo has that people do not to have the time to invest hours in a game and as much focus on solo able content is applied to group play.

I'd love to see a change in EVE's gameplay. I have tried this game now three times over a decade and it has had many updates. I have started afresh each time and nothing feels any different at starting each time.

Can only assume updates low and null sec and geared more towards pvp...which ain't my cuppa :(
Teckos Pech
Hogyoku
Goonswarm Federation
#156 - 2016-07-07 19:14:14 UTC
kage1982 wrote:


High security space player pay a subscription in real money (im paying monthly 10 quid). This pays the wages of CCP staff and costs etc. (why else make a game if your not wanting money eh). The majority of high security space players don't make ISK in game and play via plex bought in game for game money aka not real cash.


Whether you pay via a real currency transaction or PLEX it is all still real money. PLEX only get into the game after a real currency transaction.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Hitori Tenchi
R3D SHIFT
#157 - 2016-07-07 19:33:32 UTC
N-N-N-N-NECRO

Murtha!.....Murtha! Git ma shot gun! It's 'nother one them thar zombie threads.
Kaivarian Coste
It Came From Thera
#158 - 2016-07-08 03:33:50 UTC
Spare a thought for low sec players. We haven't seen a real content update for years.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#159 - 2016-07-08 09:22:50 UTC
Kaivarian Coste wrote:
Spare a thought for low sec players. We haven't seen a real content update for years.


whats wrong with lowsec again? do pvp plenty of content there Shocked

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Dracvlad
Taishi Combine
Astral Alliance
#160 - 2016-07-08 10:30:28 UTC  |  Edited by: Dracvlad
I loved belt ratting in 0.0, setting up the belts so I could do them while other players tried to blow me up, blowing the rats up in front of them and warping to the next belt while laughing at them. Wonderful fun.

And CCP have introduced Dread rats and Titan rats etc. in 0.0, glorious stuff, much more fun than the plonkers trying to kill me actually. Watching that Dread bounce off of a roid and go into siege, my god I was laughing so hard I almost died when it blapped me.

Wouldn't it be just grand to have all these 0.0 rats in hisec belts too, CCP can even drop the bounty and do not put shiny stuff in them too to placate the religious like chants of risk and reward that are likely to come fanatics like Jenn, but the risk would be shooting a dread in hisec that people in 0.0 largely use capitals to kill, there is the risk!.

So CCP unleash the belt wrecking machine on hisec, BS, cruisers and if you really want to make me smile the dreads and titans, hisec players will love it...

EDIT: Lets just nail this risk and reward thing properly, they say increased risk should mean increased reward but they seem to forget that they are able to apply the risk, all they have to do is war dec people and there is the risk, so perhaps people like Jenn should get off their fat entitled butts and create the risk, instead they moan about it.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp