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New NPC AI, how about no?

First post First post
Author
Rip Minner
ARMITAGE Logistics Salvage and Industries
#341 - 2013-01-16 07:35:58 UTC
Holy crap.

They know how screwed up this is but there not going to roll it back till they can fix it.

At least this is totaly CCP style in full form.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Samuel Wess
Doomheim
#342 - 2013-01-16 08:30:12 UTC  |  Edited by: Samuel Wess
I just tried a lv 4 mission against serpentis, 120 seconds lock time on a frigate
i can go have breakfast and come back maybe ? Take a break, strech my legs ?

Edit: i got dampened and lost lock, time for another short break and forum post

Walk into the club like "What up? I got a big cockpit!"

Sgt LoveDragon
Center for Advanced Studies
Gallente Federation
#343 - 2013-01-16 09:36:28 UTC
Samuel Wess wrote:
I just tried a lv 4 mission against serpentis, 120 seconds lock time on a frigate
i can go have breakfast and come back maybe ? Take a break, strech my legs ?

Edit: i got dampened and lost lock, time for another short break and forum post


I think this is the so called afk missioning?! How dare you find exploit with broken things!
Theron Urian
Caldari Provisions
Caldari State
#344 - 2013-01-16 09:45:51 UTC
Shade Millith wrote:
CCP Ytterbium wrote:
One of them is to bring PvE closer to PvP as mentioned before.

Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


For me, as a PVP inclined individual, there is one universal problem with this.
PVE is boring to me. All of it.
The only reason I would have anything to do with PVE, in any game, is so I can PVP.

Right now, PVE is a boring, unpleasant chore that I can do with half a mind elsewhere.
You want to make it a boring, unpleasant chore that I must pay full attention to.

Sounds about as fun as a kick in the teeth.

You talk about sandbox? Leave people who want the half-hearted grind, with the half-hearted grind, and make other interesting stuff for those who want something more interesting. Like the stuff you've already made, and have in game. Or did you forget about the Incursions and Wormholes?

I vote no. Leave us with a sandbox.


So let me get this right, you like and want boring mindless outdated content? Yup that makes perfect sense.

So if some one comes buy and offers you a free standard transmission sports car, your reply will be "No thanks I like my boring slow van because I don't need to think about shifting gears" Do you see how wrong that sounds? You just said the video game equivalent.
Rip Minner
ARMITAGE Logistics Salvage and Industries
#345 - 2013-01-16 10:22:11 UTC  |  Edited by: Rip Minner
Theron Urian wrote:
Shade Millith wrote:
CCP Ytterbium wrote:
One of them is to bring PvE closer to PvP as mentioned before.

Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


For me, as a PVP inclined individual, there is one universal problem with this.
PVE is boring to me. All of it.
The only reason I would have anything to do with PVE, in any game, is so I can PVP.

Right now, PVE is a boring, unpleasant chore that I can do with half a mind elsewhere.
You want to make it a boring, unpleasant chore that I must pay full attention to.

Sounds about as fun as a kick in the teeth.

You talk about sandbox? Leave people who want the half-hearted grind, with the half-hearted grind, and make other interesting stuff for those who want something more interesting. Like the stuff you've already made, and have in game. Or did you forget about the Incursions and Wormholes?

I vote no. Leave us with a sandbox.


So let me get this right, you like and want boring mindless outdated content? Yup that makes perfect sense.

So if some one comes buy and offers you a free standard transmission sports car, your reply will be "No thanks I like my boring slow van because I don't need to think about shifting gears" Do you see how wrong that sounds? You just said the video game equivalent.


I think what he is say is he dont like pve but do's it to fund pvp. Nothing new here only now he has to watch the pve every second up close no matter how boring it is to him.

I mine and chat for isk. I would hate it if the rocks started damping me and jamming me and if TD stoped my mining lazers from doing there jobs and 120 secs to lock rock. It would just suck. Becouse mining is boring.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Sgt LoveDragon
Center for Advanced Studies
Gallente Federation
#346 - 2013-01-16 10:23:37 UTC
Theron Urian wrote:
Shade Millith wrote:
CCP Ytterbium wrote:
One of them is to bring PvE closer to PvP as mentioned before.

Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


For me, as a PVP inclined individual, there is one universal problem with this.
PVE is boring to me. All of it.
The only reason I would have anything to do with PVE, in any game, is so I can PVP.

Right now, PVE is a boring, unpleasant chore that I can do with half a mind elsewhere.
You want to make it a boring, unpleasant chore that I must pay full attention to.

Sounds about as fun as a kick in the teeth.

You talk about sandbox? Leave people who want the half-hearted grind, with the half-hearted grind, and make other interesting stuff for those who want something more interesting. Like the stuff you've already made, and have in game. Or did you forget about the Incursions and Wormholes?

I vote no. Leave us with a sandbox.


So let me get this right, you like and want boring mindless outdated content? Yup that makes perfect sense.

So if some one comes buy and offers you a free standard transmission sports car, your reply will be "No thanks I like my boring slow van because I don't need to think about shifting gears" Do you see how wrong that sounds? You just said the video game equivalent.


You actually didn't get it right. You appear to have missed his point entirely. He cant stand pve which is the heart of the matter in this thread. Yet still he made more sense in that post than most of the bears complaining on the forums the last month.

I feel like i'm about to rewrite a dumbed down version of Shade's post. Read more write less. Or just read more.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#347 - 2013-01-16 10:44:35 UTC
CCP Ytterbium wrote:
Hey folks, here is an update on our earlier post.


NPC Tracking disruptor update:

After looking at this thread feedback this issue has been reopened internally (we thought it fixed a few weeks back). No promises on a resolution yet but we are currently looking into this.


A bit of further explanation on our previous post as well, since there has been quite some conversation about it:

EVE PvE systems, mainly mission running, are terribly outdated and are due for a change. Exactly how and when is not something we can state on the paper, but we had having several internal discussions on how this could be done.

One of them is to bring PvE closer to PvP as mentioned before. What does that mean exactly? It means significantly reducing NPC numbers and bringing their attributes, AI closer with what you would expect from a PvP encounter. NPC bounties could be merged, or moved on progressive secondary objectives that require more and more skill from the player to achieve, while possibly having more risk. For instance, saving the Damsel could pay less or the same than it does today, but you could get extra rewards for completing special, more difficult objectives like rescuing her in a specific period of time, or blowing the evil Zor up before he runs away with her sister in his ship cargohold. Keep in mind this remain just an theoretical idea though that is most likely going to change if and when we start work on this particular point.

Reducing NPC numbers also allows us to better scale EW player faces on a regular basis (mainly, we are referring to missions like the Blockade here). Assigning strong EW effects to few NPCs is fine, but it becomes horribly frustrating when faced with 5 full waves of NPCs sensor dampening you, as there is little the player can do to counter it. We should be relying on gameplay players can overcome if they are smart instead of brute force mechanics.

Why are we considering changing PvE like this? That is because we are running missions and PvE content ourselves, and we are not particularly fond of the stale state PvE is in EVE Online right now, except for the most recent content (Incursions and Wormholes). Missions and exploration should let players gamble with risk if they feel up to it. While people looking for quick and relaxing content should still be able to do so, we also want players to find excitement from accomplishing missions and feel great about it. You should not be forced to shoot the same dull and repetitive encounters if you don’t feel up to it. It is a tricky thing to achieve though, as it does not mean we want you to lose ships every mission either.

This would also be done to put mission runners more on an equal footing with hostile players when moving into hazardous space. People accomplishing missions in low-security or null-security space should not be at a disadvantage when engaged by other players because they have ship fittings tailored to fight NPCs. Ideally, battling NPCs should teach players how PvP works, how to defend and be better prepared about it should they choose to move into dangerous areas.

We often hear "EVE is a PvP game, PvE is secondary". To this we would like to respond that EVE is a sandbox and shouldn’t necessarily favor one side over the other. What you do with it is up to you: all player activities should feel as appealing and rewarding no matter which choice you take, as long as you are willing to live up with the consequences of your actions.


You are murdering our drone ships!

We are aware of the recent changes brought by the NPC AI. As said in our previous post, the first NPC behavior deployed for Retribution was too extreme and has been corrected. However, we are aware that drone ships are receiving the short end of the stick here and have been ignored for quite a bit.

This is especially valid since as the tiericide initiative continues, we are adding more drone hulls, but not looking at the drone mechanics themselves, which do need much love. Again, while we are not in a position to state how or when such revamp will happen, this definitely is on our to-do list not only to rebalance drones in general, but also update their behavior, improve their handling through the UI and finally add more combat options for players choosing to specialize in such gameplay. The need for such drone rebalance will only grow with time as we keep on rebalancing ships, so we do hope this can be done as soon as humanly possible.


Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.



1. Fewer npc's and more spiky dps (Being able to rep 100 dps forever should not be better than being able to rep 200 for a minute)
2. Require the use of points (Have npc's warp off/mwd away if you don't point/web them) making you lose bounties loot and potentially the mission objective.
3. Give missions random events (When you can go to a site and know EXACTLY what you're going to face things are too predictable)
4. Add more extremelly rare loot, especially in low sec missions. atm it feels kinda pointless to loot missions since mostly its just crap with no possibility of a rare 50 mill item having dropped somewhere.
5. lower highsec rewards FFS, increase lp and decrease isk.


After you do this, and you try them and find that you can do the hardest mission solo without ANY chance of dying whatsoever.. Do it again. PVE'ers need to get more used to losing their **** <.<

BYDI recruitment closed-ish

Malcanis
Vanishing Point.
The Initiative.
#348 - 2013-01-16 10:57:09 UTC
CCP Ytterbium wrote:
Hey folks, here is an update on our earlier post.


NPC Tracking disruptor update:

After looking at this thread feedback this issue has been reopened internally (we thought it fixed a few weeks back). No promises on a resolution yet but we are currently looking into this.


A bit of further explanation on our previous post as well, since there has been quite some conversation about it:

EVE PvE systems, mainly mission running, are terribly outdated and are due for a change. Exactly how and when is not something we can state on the paper, but we had having several internal discussions on how this could be done.

One of them is to bring PvE closer to PvP as mentioned before. What does that mean exactly? It means significantly reducing NPC numbers and bringing their attributes, AI closer with what you would expect from a PvP encounter. NPC bounties could be merged, or moved on progressive secondary objectives that require more and more skill from the player to achieve, while possibly having more risk. For instance, saving the Damsel could pay less or the same than it does today, but you could get extra rewards for completing special, more difficult objectives like rescuing her in a specific period of time, or blowing the evil Zor up before he runs away with her sister in his ship cargohold. Keep in mind this remain just an theoretical idea though that is most likely going to change if and when we start work on this particular point.

Reducing NPC numbers also allows us to better scale EW player faces on a regular basis (mainly, we are referring to missions like the Blockade here). Assigning strong EW effects to few NPCs is fine, but it becomes horribly frustrating when faced with 5 full waves of NPCs sensor dampening you, as there is little the player can do to counter it. We should be relying on gameplay players can overcome if they are smart instead of brute force mechanics.

Why are we considering changing PvE like this? That is because we are running missions and PvE content ourselves, and we are not particularly fond of the stale state PvE is in EVE Online right now, except for the most recent content (Incursions and Wormholes). Missions and exploration should let players gamble with risk if they feel up to it. While people looking for quick and relaxing content should still be able to do so, we also want players to find excitement from accomplishing missions and feel great about it. You should not be forced to shoot the same dull and repetitive encounters if you don’t feel up to it. It is a tricky thing to achieve though, as it does not mean we want you to lose ships every mission either.

This would also be done to put mission runners more on an equal footing with hostile players when moving into hazardous space. People accomplishing missions in low-security or null-security space should not be at a disadvantage when engaged by other players because they have ship fittings tailored to fight NPCs. Ideally, battling NPCs should teach players how PvP works, how to defend and be better prepared about it should they choose to move into dangerous areas.

We often hear "EVE is a PvP game, PvE is secondary". To this we would like to respond that EVE is a sandbox and shouldn’t necessarily favor one side over the other. What you do with it is up to you: all player activities should feel as appealing and rewarding no matter which choice you take, as long as you are willing to live up with the consequences of your actions.


You are murdering our drone ships!

We are aware of the recent changes brought by the NPC AI. As said in our previous post, the first NPC behavior deployed for Retribution was too extreme and has been corrected. However, we are aware that drone ships are receiving the short end of the stick here and have been ignored for quite a bit.

This is especially valid since as the tiericide initiative continues, we are adding more drone hulls, but not looking at the drone mechanics themselves, which do need much love. Again, while we are not in a position to state how or when such revamp will happen, this definitely is on our to-do list not only to rebalance drones in general, but also update their behavior, improve their handling through the UI and finally add more combat options for players choosing to specialize in such gameplay. The need for such drone rebalance will only grow with time as we keep on rebalancing ships, so we do hope this can be done as soon as humanly possible.


Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


This is one of the best devposts I've ever seen.

Please, please, please MAKE THIS HAPPEN.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shade Millith
Tactical Farmers.
Pandemic Horde
#349 - 2013-01-16 11:48:31 UTC  |  Edited by: Shade Millith
Theron Urian wrote:
Shade Millith wrote:
CCP Ytterbium wrote:
One of them is to bring PvE closer to PvP as mentioned before.

Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


For me, as a PVP inclined individual, there is one universal problem with this.
PVE is boring to me. All of it.
The only reason I would have anything to do with PVE, in any game, is so I can PVP.

Right now, PVE is a boring, unpleasant chore that I can do with half a mind elsewhere.
You want to make it a boring, unpleasant chore that I must pay full attention to.

Sounds about as fun as a kick in the teeth.

You talk about sandbox? Leave people who want the half-hearted grind, with the half-hearted grind, and make other interesting stuff for those who want something more interesting. Like the stuff you've already made, and have in game. Or did you forget about the Incursions and Wormholes?

I vote no. Leave us with a sandbox.


So let me get this right, you like and want boring mindless outdated content? Yup that makes perfect sense.

So if some one comes buy and offers you a free standard transmission sports car, your reply will be "No thanks I like my boring slow van because I don't need to think about shifting gears" Do you see how wrong that sounds? You just said the video game equivalent.


More like -

Do I want a boring slow van with manual.
Or do I want a boring slow van with automatic.

They're both boring as hell, one is just easier to drive with less bulls*** and both get me where I want to go at the same time. Which is to the PVP.


If this has gone over your head again, then here's a TL:DR -

1- PVE is boring to me, full stop. It will never interest me in a million years beyond a way to obtain ISK. I don't care how close to PVP it is, unless there is another person controlling that ship, I'm not interested.
2- The only reason I do any PVE is to get PVP.
3- Less interaction with the PVE is better, because it means I can do other things while doing the boring PVE.
4- More interaction is going to cause more boredom, because I can't do more interesting things while doing boring PVE.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#350 - 2013-01-16 13:11:12 UTC
You should just put ship balancing on hold for now and do weapon and ammo rebalancing. Stuff will continue to be horribly broken until this gets done.
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#351 - 2013-01-16 15:23:43 UTC
CCP Ytterbium wrote:
Hey folks, here is an update on our earlier post.


NPC Tracking disruptor update:

After looking at this thread feedback this issue has been reopened internally (we thought it fixed a few weeks back). No promises on a resolution yet but we are currently looking into this.


A bit of further explanation on our previous post as well, since there has been quite some conversation about it:

EVE PvE systems, mainly mission running, are terribly outdated and are due for a change. Exactly how and when is not something we can state on the paper, but we had having several internal discussions on how this could be done.

One of them is to bring PvE closer to PvP as mentioned before. What does that mean exactly? It means significantly reducing NPC numbers and bringing their attributes, AI closer with what you would expect from a PvP encounter. NPC bounties could be merged, or moved on progressive secondary objectives that require more and more skill from the player to achieve, while possibly having more risk. For instance, saving the Damsel could pay less or the same than it does today, but you could get extra rewards for completing special, more difficult objectives like rescuing her in a specific period of time, or blowing the evil Zor up before he runs away with her sister in his ship cargohold. Keep in mind this remain just an theoretical idea though that is most likely going to change if and when we start work on this particular point.

Reducing NPC numbers also allows us to better scale EW player faces on a regular basis (mainly, we are referring to missions like the Blockade here). Assigning strong EW effects to few NPCs is fine, but it becomes horribly frustrating when faced with 5 full waves of NPCs sensor dampening you, as there is little the player can do to counter it. We should be relying on gameplay players can overcome if they are smart instead of brute force mechanics.

Why are we considering changing PvE like this? That is because we are running missions and PvE content ourselves, and we are not particularly fond of the stale state PvE is in EVE Online right now, except for the most recent content (Incursions and Wormholes). Missions and exploration should let players gamble with risk if they feel up to it. While people looking for quick and relaxing content should still be able to do so, we also want players to find excitement from accomplishing missions and feel great about it. You should not be forced to shoot the same dull and repetitive encounters if you don’t feel up to it. It is a tricky thing to achieve though, as it does not mean we want you to lose ships every mission either.

This would also be done to put mission runners more on an equal footing with hostile players when moving into hazardous space. People accomplishing missions in low-security or null-security space should not be at a disadvantage when engaged by other players because they have ship fittings tailored to fight NPCs. Ideally, battling NPCs should teach players how PvP works, how to defend and be better prepared about it should they choose to move into dangerous areas.

We often hear "EVE is a PvP game, PvE is secondary". To this we would like to respond that EVE is a sandbox and shouldn’t necessarily favor one side over the other. What you do with it is up to you: all player activities should feel as appealing and rewarding no matter which choice you take, as long as you are willing to live up with the consequences of your actions.


You are murdering our drone ships!

We are aware of the recent changes brought by the NPC AI. As said in our previous post, the first NPC behavior deployed for Retribution was too extreme and has been corrected. However, we are aware that drone ships are receiving the short end of the stick here and have been ignored for quite a bit.

This is especially valid since as the tiericide initiative continues, we are adding more drone hulls, but not looking at the drone mechanics themselves, which do need much love. Again, while we are not in a position to state how or when such revamp will happen, this definitely is on our to-do list not only to rebalance drones in general, but also update their behavior, improve their handling through the UI and finally add more combat options for players choosing to specialize in such gameplay. The need for such drone rebalance will only grow with time as we keep on rebalancing ships, so we do hope this can be done as soon as humanly possible.


Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


I'm just going to leave this here.
Signal11th
#352 - 2013-01-16 15:30:30 UTC
Jonathan Malcom wrote:
CCP Ytterbium wrote:
Hey folks, here is an update on our earlier post.


NPC Tracking disruptor update:

After looking at this thread feedback this issue has been reopened internally (we thought it fixed a few weeks back). No promises on a resolution yet but we are currently looking into this.


A bit of further explanation on our previous post as well, since there has been quite some conversation about it:

EVE PvE systems, mainly mission running, are terribly outdated and are due for a change. Exactly how and when is not something we can state on the paper, but we had having several internal discussions on how this could be done.

One of them is to bring PvE closer to PvP as mentioned before. What does that mean exactly? It means significantly reducing NPC numbers and bringing their attributes, AI closer with what you would expect from a PvP encounter. NPC bounties could be merged, or moved on progressive secondary objectives that require more and more skill from the player to achieve, while possibly having more risk. For instance, saving the Damsel could pay less or the same than it does today, but you could get extra rewards for completing special, more difficult objectives like rescuing her in a specific period of time, or blowing the evil Zor up before he runs away with her sister in his ship cargohold. Keep in mind this remain just an theoretical idea though that is most likely going to change if and when we start work on this particular point.

Reducing NPC numbers also allows us to better scale EW player faces on a regular basis (mainly, we are referring to missions like the Blockade here). Assigning strong EW effects to few NPCs is fine, but it becomes horribly frustrating when faced with 5 full waves of NPCs sensor dampening you, as there is little the player can do to counter it. We should be relying on gameplay players can overcome if they are smart instead of brute force mechanics.

Why are we considering changing PvE like this? That is because we are running missions and PvE content ourselves, and we are not particularly fond of the stale state PvE is in EVE Online right now, except for the most recent content (Incursions and Wormholes). Missions and exploration should let players gamble with risk if they feel up to it. While people looking for quick and relaxing content should still be able to do so, we also want players to find excitement from accomplishing missions and feel great about it. You should not be forced to shoot the same dull and repetitive encounters if you don’t feel up to it. It is a tricky thing to achieve though, as it does not mean we want you to lose ships every mission either.

This would also be done to put mission runners more on an equal footing with hostile players when moving into hazardous space. People accomplishing missions in low-security or null-security space should not be at a disadvantage when engaged by other players because they have ship fittings tailored to fight NPCs. Ideally, battling NPCs should teach players how PvP works, how to defend and be better prepared about it should they choose to move into dangerous areas.

We often hear "EVE is a PvP game, PvE is secondary". To this we would like to respond that EVE is a sandbox and shouldn’t necessarily favor one side over the other. What you do with it is up to you: all player activities should feel as appealing and rewarding no matter which choice you take, as long as you are willing to live up with the consequences of your actions.


You are murdering our drone ships!

We are aware of the recent changes brought by the NPC AI. As said in our previous post, the first NPC behavior deployed for Retribution was too extreme and has been corrected. However, we are aware that drone ships are receiving the short end of the stick here and have been ignored for quite a bit.

This is especially valid since as the tiericide initiative continues, we are adding more drone hulls, but not looking at the drone mechanics themselves, which do need much love. Again, while we are not in a position to state how or when such revamp will happen, this definitely is on our to-do list not only to rebalance drones in general, but also update their behavior, improve their handling through the UI and finally add more combat options for players choosing to specialize in such gameplay. The need for such drone rebalance will only grow with time as we keep on rebalancing ships, so we do hope this can be done as soon as humanly possible.


Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


I'm just going to leave this here.



Eve forum warriors arguing about the same stuff that has been posted before....who would have guessed?

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Malcanis
Vanishing Point.
The Initiative.
#353 - 2013-01-16 15:35:55 UTC
Shade Millith wrote:
Theron Urian wrote:
Shade Millith wrote:
CCP Ytterbium wrote:
One of them is to bring PvE closer to PvP as mentioned before.

Oops, now I've written a wall of text Oops Well anyway, we hope this do help a bit.


For me, as a PVP inclined individual, there is one universal problem with this.
PVE is boring to me. All of it.
The only reason I would have anything to do with PVE, in any game, is so I can PVP.

Right now, PVE is a boring, unpleasant chore that I can do with half a mind elsewhere.
You want to make it a boring, unpleasant chore that I must pay full attention to.

Sounds about as fun as a kick in the teeth.

You talk about sandbox? Leave people who want the half-hearted grind, with the half-hearted grind, and make other interesting stuff for those who want something more interesting. Like the stuff you've already made, and have in game. Or did you forget about the Incursions and Wormholes?

I vote no. Leave us with a sandbox.


So let me get this right, you like and want boring mindless outdated content? Yup that makes perfect sense.

So if some one comes buy and offers you a free standard transmission sports car, your reply will be "No thanks I like my boring slow van because I don't need to think about shifting gears" Do you see how wrong that sounds? You just said the video game equivalent.


More like -

Do I want a boring slow van with manual.
Or do I want a boring slow van with automatic.

They're both boring as hell, one is just easier to drive with less bulls*** and both get me where I want to go at the same time. Which is to the PVP.


If this has gone over your head again, then here's a TL:DR -

1- PVE is boring to me, full stop. It will never interest me in a million years beyond a way to obtain ISK. I don't care how close to PVP it is, unless there is another person controlling that ship, I'm not interested.
2- The only reason I do any PVE is to get PVP.
3- Less interaction with the PVE is better, because it means I can do other things while doing the boring PVE.
4- More interaction is going to cause more boredom, because I can't do more interesting things while doing boring PVE.


A man goes to see his doctor and says "Doctor I'm afraid I'm really unwell, whenever I do missions in EVE, they bore the ever-living crap out of me. What should I do, doctor?"

The doctor replies "Well stop running them, then."

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Flying Apocalypse
#354 - 2013-01-16 16:06:55 UTC
Jonathan Malcom wrote:

I'm just going to leave this here.


The last response there:

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.

New mission types (protection of asset/ship, attack against boss, and so on).

I like those 2 things, and altho there should be a risk of dieing(Like there is now, a small mistake might snowball quickly) it should not mean that we die every 5 missions, if I would want to die very often I'd just do PvP roams non-stop in null.

And I like the idea somewhere else in this thread of advanced missions, that would be more rewarding and more dangerous(require more than 1 ship) while also keeping the current missions that are not as rewarding and not as dangerous.

For some reason I can't delete my signature o.o

Anneliese Pollard
University of Caille
Gallente Federation
#355 - 2013-01-16 16:26:21 UTC
Flying Apocalypse wrote:
Jonathan Malcom wrote:

I'm just going to leave this here.


The last response there:

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.

New mission types (protection of asset/ship, attack against boss, and so on).

I like those 2 things, and altho there should be a risk of dieing(Like there is now, a small mistake might snowball quickly) it should not mean that we die every 5 missions, if I would want to die very often I'd just do PvP roams non-stop in null.

And I like the idea somewhere else in this thread of advanced missions, that would be more rewarding and more dangerous(require more than 1 ship) while also keeping the current missions that are not as rewarding and not as dangerous.


Personally, and this is only an opinion.

The faction storyline missions you get after grinding a NPC corp should be notably harder, and more built around the type of agent you have been grinding for the majority of the missions. This opens the door for bosses, boss drops, and eliminates the "freebie" mentality that missioners have when they get one of these. Distributions could be much larger payloads, travel into hostile territory, or require help to clear a room, whether it be a NPC group or player group. Faction standings could have much more of an impact, but not so much that the negatives for the other races eliminates the ability to faction grind all races.

Advanced missions could be semi-mini arcs, where your agent, after say, 30 missions grinding for that corp, directs you to a storyline agent. They can be a bit more difficult, offer randomization, and would be an effective preparation for players who want to start hitting up the epic arcs. Some classify mini-arcs as say, Recon1/2/3. I do not. I don't think Recon is a "mini-arc."

All of this would likely require a massive overhaul of the missioning mechanics, and would not be a fast implementation. There are other issues that should be looked at first, such as the current drone interfaces, and probably some additional ship balancings. Missions that would require escorts would be an example showing the massive amount of changes necessary to accommodate.

It's not a bad idea, but easy to add? I wouldn't think so.

Mund Richard
#356 - 2013-01-16 16:52:26 UTC  |  Edited by: Mund Richard
Anneliese Pollard wrote:

The faction storyline missions you get after grinding a NPC corp should be notably harder, and more built around the type of agent you have been grinding for the majority of the missions. This opens the door for bosses, boss drops, and eliminates the "freebie" mentality that missioners have when they get one of these. Distributions could be much larger payloads, travel into hostile territory, or require help to clear a room, whether it be a NPC group or player group. Faction standings could have much more of an impact, but not so much that the negatives for the other races eliminates the ability to faction grind all races.
"freebie"
Dunno, lately I'm skipping more of the storyline missions than not, as my high standings are enough for L5s, my low ones barely let me into half the hisec even with diplomacy trained.

There are pretty much two reasons I take one:
1) 8000 kernite (or such) for an implant is fair and fast enough.
2) A mission I don't know yet.

Patient Zero (EM pulse like when you blow up Krull's Garden... only smaller damage but constantly and at larger range) given to me as drone boat user, with rewards that don't stand out compared to a Damsel that's just as fast... why would I swap ships for it?

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Nuela
WoT Misfits
#357 - 2013-01-16 17:02:55 UTC
HydroSan wrote:
Xtype Ass Penetration wrote:
Onwards to WH space, maybe there shall be enough isk/hour with the new npc AI. My only hope remains that maybe goonswarm doesnt like the new changes, that will do the trick to change them back/again. Force me out of my drone ships, ONWARDS TO TENGULANDIA!


As a member of goonswarm I shall go downstairs to my basement and get my ccp pets on this right away.



I KNEW IT!
Theron Urian
Caldari Provisions
Caldari State
#358 - 2013-01-16 18:01:33 UTC  |  Edited by: Theron Urian
Great forum ate my long thought out post. I am not going to bother arguing with clueless people any more, to much of a waste of time, they will continue to be clueless and the forums will continue to nom nom my posts.
Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#359 - 2013-01-16 18:53:28 UTC
Mortimer H wrote:
Michael Harari wrote:
CCP Ytterbium wrote:
We should be relying on gameplay players can overcome if they are smart instead of brute force mechanics.


When can we expect to see this philosophy in pvp?


You can already see it: Smart players bring LOTS of brute force.


Ugh
Duvon
Ministry of War
Amarr Empire
#360 - 2013-01-16 19:01:50 UTC
That's awesome! I already had to scrap my drone boat and begin retraining to a missile boat drake just to run L3's. I was feeling down all my drone skill focus had gone to waste. It'll be great to pull the `ol "S.S. Mob Bait" out of dry dock.