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Player Features and Ideas Discussion

 
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Player Created Missions?

Author
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#1 - 2016-07-08 11:20:53 UTC
It might be cool if Corporations were able to create missions and set rewards and then have corp members or other players accept them and carry them out.

We have at the moment Corp Hangers / Office's in stations, a corp would be able to Hire a Mission Agent which other players and corp member's would interact with.

Corp Offer would talk to agent and select create new mission, agent would give the player a list of options, Kill,Gather or Haul, once an option is selected the player is prompted further like Kill , x,y,z Ships where x,y,z could be asteroid rats, player ships, or players from a specific corp, and a number of kills to be made, player is also asked for a location system/region/space where the activitiy can be done, once selected the player is finally prompted for what the reward would be and inserts an item, items, or an isk amount, this could be paid from the players wallet or the corp wallet, finally the player gets to imput some flavour text and then once done any players in this corp, or any public players if that option is set would be able to pick up this mission to kill 5 Asteroid Belt rats and gain 10k isk as a reward.

Or something more appealing might be for a corp to have a standing mission to kill 5 enemy players in their home system.

Example Missions could be..

Pilot, Our miners in system is under constant harassment from the local npc's your mission is to scout the asteroid belts, protect our miners and kill 50 rats, as a reward for completion you will be given 100k ISK.

Pilot, the corp needs veldspar in bulk, Deliver 20,000m3 to our station and as a reward you will be paid $ Isk

Pilot, we need to move 1000m3 of y stuff to z system, on delivery you will receive x isk.


Kinda thing, I know that most of this can be done already via contracts, so this is less of a new idea and more of a re-working and expanding of an existing thing in the game.

Im bored, servers are down thought I would make a post.

Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2016-07-08 13:14:50 UTC
You don't need an agent for this. Just a chat channel and contracts.

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

morion
Lighting Build
#3 - 2016-07-08 13:41:30 UTC
Pilot, we need to move 1000m3 of y stuff to z system, on delivery you will receive x isk.


[/quote]

You can post a buy order that is profitable for the remote sell order to be moved.

done.
Donnachadh
United Allegiance of Undesirables
#4 - 2016-07-08 15:48:27 UTC
All of your examples can be done now using the tools we already have.
We use contracts open to corp, we post notices on the corp bulletin board, we use in game mails and in a former corp one of the guys set up web site to do exactly this. With all of these option still available please tell me why we need CCP wasting dev time to create just one more system to use for this.
Celthric Kanerian
Viziam
Amarr Empire
#5 - 2016-07-08 15:55:37 UTC
Sounds like a cheap way of tricking new players...
Old Pervert
Perkone
Caldari State
#6 - 2016-07-08 16:03:29 UTC
Celthric Kanerian wrote:
Sounds like a cheap way of tricking new players...


That was my first thought. Open up a contract to protect our mining fleet in lowsec.

Wait, what do you mean, "why are we mining in hurricanes"? We mine in those all the... ah nevermind. *pop*.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#7 - 2016-07-08 17:15:37 UTC
Honestly I think your all being very narrow minded and I said in the post that it's not a new idea just a tweaking of something that's already technically possible and in my opinion making it more user friendly, more available to players and better for the game, something CCP has done many times, recently with the recurring opportunities being changed into the event thing we have now, essentially the same idea but re packaged and worked on to make it better.

The Contract system is fine but it's not really what this thread is about, rather its about giving players or corps the ability to create their own dynamic missions which benefit other players and gives them the chance to make some nice profit, you only need to drill away on normal missions for a few hours before you notice it just repetitive they are looping around the same 8 or so missions over and over.

A Dynamic system puts missions in the player's hands something I would think most EvE players would like, sure contracts can do most of this but not all of it.

Imagine docking at some Station that happens to have an Industry corp with a mission agent, miners would be able to when ever they wanted and when ever the agent was available talk to that corps agent and pick up what ever mining mission they have, no time limits, no restrictions just mine the stuff and hand it in to collect the set reward, yes this can be done with contract's but I have to wonder how much more it would be done via a known and well used game system like running missions.

How about an example that does not or cant be done as far as I know with contracts.

You dock at blah corps station,citidel,office and talk to their Agent to see if there are any cool missions going, you see a mission to patrol system xxx which is 2 jumps away and in low sec, the mission report tells you that your looking for corp y who have been causing problems, the reward is 100,000 isk per kill upto 5 kills, you accept the mission and head to the system, at this point the corp your looking for has no clue your on this mission, no clue your after them or that anyone has even set a mission to kill them, all they know is that for some reason their getting attacked a lot.

Over time either the corp is pushed out of the system thanks to all the pvp mission runners, or they are strong and hold their ground at which point the agent corp might up the reward to encourage more combat.

Contracts are cool and they do the job, but an integrated player run dynamic mission system would add so much to the game, and could be used in ways that contracts cant.

You guys might be right I might be wrong who knows, I just think giving the player more control of missions they create would be a really cool feature and one easily understood by all players.
Jonah Gravenstein
Machiavellian Space Bastards
#8 - 2016-07-08 17:46:24 UTC  |  Edited by: Jonah Gravenstein
You really want to put development tools into the hands of some of the most devious people in online gaming?

I'll just leave this here

Ralph King-Griffin wrote:
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


This is the kind of mission content that people will develop for others, and that's just the tip of the iceberg. Without the kind of safeguards talked about by Indahmawar, and as Jenn aSide posted, we'd develop missions that we could farm the hell out of too.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#9 - 2016-07-08 17:55:05 UTC
no because being able to make mission rooms and spawn npc's would not be part of this system so the above quote would not be possible.
Jonah Gravenstein
Machiavellian Space Bastards
#10 - 2016-07-08 18:02:30 UTC
Satchel Darkmatter wrote:
no because being able to make mission rooms and spawn npc's would not be part of this system so the above quote would not be possible.
If that's the case then missions is a misnomer, it's more like subcontracting or outsourcing.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Cade Windstalker
#11 - 2016-07-08 18:17:07 UTC
Satchel Darkmatter wrote:
Contracts are cool and they do the job, but an integrated player run dynamic mission system would add so much to the game, and could be used in ways that contracts cant.

You guys might be right I might be wrong who knows, I just think giving the player more control of missions they create would be a really cool feature and one easily understood by all players.


But that's just it, this doesn't really add anything to the game that can't already be done with contracts and other mechanics. At best you'd be catching some edge-cases like "kill X players here" but since something like that would probably only eve be given out to a corp then you can just run it via the API and do payments to your corp or Alliance at the end of the week.

This seems like a lot of work for things that are already in the game, and wouldn't even function very much like "Missions" do in the Eve sense. You can already do everything (that isn't a massive exploit to get around other mechanics) you're talking about here with Contracts, market orders, and the Bounty system.
Daichi Yamato
Jabbersnarks and Wonderglass
#12 - 2016-07-08 23:22:44 UTC
On the contrary, what you are trying to do is take something that is very open, very simple and free for everyone and trying to give it an arbitrary framework that works with rules and triggers.

Honestly, what do you think is more simple:
- just opening a chat channel and typing 'if you do this i will pay you.' with infinite flexibility? or,
- Making CCP code this feature which will try to accomodate all the possible deals, agreements, rewards, collateral etc etc and at the end of it all they'd still leave some of it out so we'd still be using chat channels to make deals?

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

morion
Lighting Build
#13 - 2016-07-09 21:05:27 UTC  |  Edited by: morion
Satchel Darkmatter his words:
"Imagine docking at some Station that happens to have an Industry corp with a mission agent, miners would be able to when ever they wanted and when ever the agent was available talk to that corps agent and pick up what ever mining mission they have, no time limits, no restrictions just mine the stuff and hand it in to collect the set reward,"

Yes place a buy order on the market ...

Imagine that!
Maldiro Selkurk
Radiation Sickness
#14 - 2016-07-11 11:36:19 UTC
The idea is rough but it seems a nice vessel for corporations to reach outside their ranks and get outside help in accomplishing goals. Yes, contracts and informal agreements can already do this but this would greatly facilitate the interaction and I believe lead to a LOT more of such interactions.

Of course there are considerations:

1) could the system be gamed somehow.

2) would the system devolve so badly into missions where the mission creator is ganking the mission runner that it would not be used.

3) would individuals, corps or alliances be willing to pay enough to get people away from their ISK faucet and do the missions (the numbers you give would not entice me to even jump from one system to another).

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