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Missions & Complexes

 
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How to fix the PVE experience for Mission Runners and retain your unhappy players

First post
Author
Ronan Connor
#61 - 2013-02-01 17:54:25 UTC
Traidir wrote:
Ronan Connor wrote:
@Traidir
Could you please go into detail why its bothering you so much the "near-zero" risk (which is not true imo, cause with "optimized" ships you get most likely ganked)? You are almost sounding like you dont want people to make money and optimize their income. One could think you have made this described 100 billion isk and want to keep it that way that others cant work their way up to you.

@Ronon Connor
I'm not even talking "officer fits" here, a non-officer Marauder will rip its way through most level 4s in less than 10-20 minutes making 20-40+ million isk/hour. Ganks are unlikely since the modules/salvage that would drop off a non-officer fit wouldn't pay for the 3-5 people needed to alpha you. The missions are so predictable, it's not really even necessary to pay much attention: and people don't want to pay attention cause it's boring. They just want the money. Which is to say: they do something boring to make money so they can do some thing they want: the definition of grind.

What I want is for those who aren't paying attention and having fun to get less reward. Not because I don't want them to get money, but because they don't deserve it. Their piloting skill and increased capacity for damage taking and dealing should earn them a greater reward, but they should move on to more difficult (and fun) content in order to earn it rather than endlessly, mindlessly grinding. Right now, there's no solo content in the mission system whose reward is sufficiently great to justify the risk: and that's the problem.

I still dont get it. I wasnt talking about not paying attention. I was just talking about not wanted to be pushed to the edge.
Why are people always assume that people who are against a sleeper AI niveau are doing missions only afk style? You still need to micromanage the damage coming in, pulse repper, get the trigger at the right time.
You sound as you want to punish everybody who is not willing to go to low sec or null and should therefore dried out in high sec. With the inflation and decreasing mission income how should I have the chance of making good money too? It might not be 100 billion but I want to earn myself maybe 10 billion.

But I see your issue of wanting to be challenged again. Maybe you are in the upper middle segment. Therefore I say that another type of missions need to be introduced for this group.
What I absolutely dont see is, that for your joy others have to suffer at the playstyle they want to play. Hell even if they are doing afk missions. Its not you who has to do it. You should be able to play your style and others like me theirs.


Claire Raynor
NovaGear
#62 - 2013-02-01 19:42:30 UTC
I liked the pre-retribution missions. I wouldn't mind the rooms being randomised or the waves being randomised - etc. I wouldn't mind newer content being created to cater for the bored Vets. But I actually really enjoyed the old flavour of the old content. And would personnaly love a return to Pre-Retribution missioning - I hope we are just on a stepping stone towards something really really cool, (you have to break eggs/drones to make an omlette/new-missioning)
Maratima Oriens
Caelum Enterprises
#63 - 2013-02-01 19:53:41 UTC
I think this would only fend off boredom for a while but why not making the ship restrictions much more restrictive. I run l4s with a AC Loki shield tank and never take a sliver of damage. But I can't do the same thing in a Thorax, or a Punisher, or whatever.

"This l4 mission has ship restrictions:"
T1 cruiser
Any frigate hull

Something like that.

Instead of it saying
"This has ship restrictions:
everything can do it but capital ships."
Well no ****...we're in high sec space...

This may actually cause missioners to play together. As of now there is no benifit when any well equipped player can solo everything. But when a swarm of 40 executioners go into a l4 room to hopefully destroy a few battleships...

The reward would have to be amped up significantly proportional to the ship size taken in with a ship class multiplier and then another multiplier for how many ships is estimated to attain success

Strategic cruiser or Battleship: standard rewards
Battlecruiser or t2 cruiser: 2-3x rewards
T1 cruiser: 5 or 10 times the reward . So maybe a multiplier of 3 for the cruiser then a multiplier of 5 for the amount of cruisers brought in because that's what eve-survival says it takes with cruisers. So if you can do it in 2 cruisers somehow the 2 cruiser have just won themselves 15x the regular reward to split because of the difficulty.
Destroyer: 10-15x
Advanced/faction Frigs: 10x
T1 Frigates: 20-30x or whatever...

This would also make use of more strategic play for missioners. Right now I don't need a Vamp, or a repper or anything like that. But if I take in 5 cruisers 1 may have to be a support ship.

Something like that. This seems to me a faster solution then CCP completely redoing every mission or creating programming to randomize everything. Yes the missions would be the same but when you're flying in there supremely outmatched its going to be completely different.
Dracvlad
Taishi Combine
Astral Alliance
#64 - 2013-02-01 21:08:25 UTC
This is a bit of a mix, some people complaining about he new AI and others that missions are too predictable. I was away in 0.0 for some time and when I came back I went ice mining for some fuel, was amused to be jammed 235 km away by a Gurista's frigate, in fact I was highly amused...

So I needed to get my standings up with the NPC corp where my corp HQ is based, I had started that before I left for 0.0, so went back to it, hell was I surprised even though I had seen the new AI in 0.0 CA's, before there was only a couple of missions that I had to be careful in, not now, some missions that were easy are now a challenge, I ended up with some pretty tough combat situations, one storyline mission in particular because suddenly when my shield was quite low three frigates decided to point me, it was a real struggle to get out. In truth I enjoyed it, so far I have not lost a ship, but some corp mates have, I actually like this new AI.

I play Eve because I like the challenge, so I can live with the missions being this way, but the point made by many is that they would like more flexibility to select missions for the time they have, hell I would support that. But one thing I would do is not give NPC ships capabilities that are just stupid, and a 235 km range for ECM was just that!

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

Warcalibre
NovaTech Holdings
#65 - 2013-02-01 21:39:59 UTC
CCP Affinity wrote:
Morrigan LeSante wrote:
Businesses listen, first and foremost, to those who are the biggest customers.

I'm not asking you to like it or offering my thoughts on it - but if CCP care more about high sec than anywhere else - that tells me where the player volume is at.


Just to clear this up, I don't care more about high sec than anywhere else, I just noticed this post was relevant to ideas I am working on so I replied ;)


I would love to hear what those ideas are.
Laura Valu
Imperial Shipment
Amarr Empire
#66 - 2013-02-01 23:55:16 UTC
I really don’t understand all of the people who are complaining about predictability in missions. 98% of what I do in game is run missions solo in high sec. I enjoy that. I understand some people don’t. Those people do other things.

The overall trend I’m seeing is people wanting to ‘improve’ missions by making them more like PVP. If I wanted an experience more like PVP, I would move out to null, or low, or W-Space. It’s not like there’s a shortage of people looking for a fight, or places I can get one. One of the strengths of EVE is that there are lots of different things people can do. If I want to curb stomp rats in my deadspace fitted faction battleship, I should be able to do that. If other people want to roam around in fleets not knowing what kind of fight they are going to get into, they should be able to do that to. Making highsec more like null and PvE more like PvP takes away from both.
Jakob Anedalle
The Scope
Gallente Federation
#67 - 2013-02-02 00:26:38 UTC  |  Edited by: Jakob Anedalle
Newbish sometime missioner here. Two completely unrelated ideas to throw out there:

1) If the highest level missions on offer can reliably be done without risk (indeed without much thought) by someone with a reasonably fit ship then doesn't that indicate something is broken? I get that some people might find it relaxing to grind through missions in their pimped Machariel, but shouldn't there be a level that is at least one more step higher?

2) If the mass of content that would need to be generated is a problem for CCP, why not open it up for the community. Spend an iteration developing a template on how missions can be described. Then allow players to generate that content, vote on each other's content, in a never-ending stream of ever-changing goodness. I bet a lot of players would do it because they'd love it, but if you wanted to reward them with ISK or those nebulous things described in the CSM minutes (let's call them Achievements) then that would work too.

Edit: related to the template idea, how about procedural content. That guy might be available for some contract consulting since he's freelance (IIRC)

Trying out all the things to do here in Eve - it's quite a checklist. So I made a blog Jakob's Eve Checklist

Traidir
Hedion University
Amarr Empire
#68 - 2013-02-02 00:33:00 UTC
@Jakob Anedalle
A Player made deadspace mini-game where missions happen sounds like a good way to make some dynamic and meaningful content.
DeMichael Crimson
Republic University
Minmatar Republic
#69 - 2013-02-02 00:35:18 UTC
Traidir wrote:
DeMichael Crimson wrote:
Then try running high level missions in a smaller ship class.

So by shipping down, you've substantially increased your risk, yet your total reward is the same (though given out over a much longer period). Shouldn't that kind of daredevilry get you a higher reward? It's still bad game design not to acknowledge the challenge.

DeMichael Crimson wrote:
Fleet up with a couple of other players, head to low security and run level 5 missions.

That dosen't really solve the problem of predictable PVE content it just throws a layer of possible PVP on top of it. I'll admit, it should spice things up for a while (as long as there's PVP) but once that's gone it's back to the grind. Shouldn't they both be fun?

DeMichael Crimson wrote:
Just exactly what is the problem with spending ISK on upgrading the ship fit making mission completion easier?

Nothing at all is wrong with this. However, the increased DPS and tank should enable you to fight a more challenging battle for a higher reward. Instead, the increased DPS nets a higher reward per unit time, while the predictable content reduces the risk to near-zero. This is bass ackwards.

DeMichael Crimson wrote:
It's easy to make missions ... fun, ... instead of constantly using the same ship and tactics, try something different.

It's easy to make a broken computer screen fun... instead of playing video games on it, draw pictures and tape them to it. Roll That's different alright. Smile

P.S. tl;dr
I get what you're saying, but the system is still broken.


No, I don't think you get what I'm saying.

However, I definitely get what you're saying. You keep saying you want missions to be more challenging but you scoff at my suggestions. What I see is you basically want to penalize players who have earned enough ISK to 'Pimp' their ships enabling them to easily and quickly complete their missions.

Case in point:
Two Carpenter Craftsman (Capsuleers) get the same type of job (mission offer) which pays them both the same amount (Mission Reward) and each are instructed if completed within a set specific amount of time, they will receive additional pay (Bonus Reward). One of the Carpenters uses a hammer and hand saw (Tech 2 fit up) while the other Carpenter uses a nail gun and electric saw (Faction / Deadspace fit up). The Carpenter with the nail gun and electric saw quickly finishes his job while the Carpenter with the hammer and hand saw takes longer time. However, both complete their assigned task in time to collect the bonus.

Now it seems to me what you're saying is the Carpenter with the hammer and hand saw should get more pay since it was more work and took longer to complete the task. Or are you saying the Carpenter with the nail gun and electric saw should have been tasked with twice as much work due to having better equipment which allowed him to quickly finish?

Anyway, it doesn't matter. Both were contracted to do the same type of job at the same rate of pay. The type of equipment they used doesn't matter as long as they completed their job on time.

If you want to to fight a more challenging battle for a higher reward, move up to another agent level. If you're already running through level 5 missions like they were level 1's, then drop down in ship class or go solo Sanctums in null sec space, etc.. There's plenty of ways to 'Spice' things up. It doesn't matter how many times you keep saying the mission system is broken, it still doesn't make it true. The only thing that really needs attention that's definitely broken is the unbalanced overpowered NPC EWAR mechanic.

Now if you were promoting the addition of another Agent Division as well as incorporating options for the current agents which would allow players to choose between Empire or Pirate NPC encounters, short or long courier routes, small or large mine fields, etc, then I and I'm sure a lot of other players would most definitely agree to that.

The way I see it, NPC PvE content isn't going to get any CCP love for a couple of years. Basically this thread topic is more akin to a dead horse. Doesn't matter how much you beat it, it isn't going to move.


DMC
Traidir
Hedion University
Amarr Empire
#70 - 2013-02-02 01:48:01 UTC
In your Carpenter analogy, I'm actually saying that if the guy with the hammer and hand saw wants the same pay, he should be doing work to which the electric/pneumatic tools aren't suited: jobs which are best done with a hammer and hand saw.

Intentionally gimping yourself so that you exchange "profit" for "amusement", is certainly possible. However, I think it would be better game design if the challenge you placed yourself under was acknowledged by the system and rewarded....

"Amusement" and "profit" should have a direct correlation not an inverse one: this is a game after all.

In truth, my biggest problem with the current mission system is that no matter how many times I Intercept The Saboteurs, Halt the Invasion, or settle The Score the enemy faction just keeps popping up all over. You'd think the combined force of all us missioners would have some kind of visible effect on the enemy's ability to operate. It would be nice if running a mission actually had a meaningful effect.

For that matter, those mission agents are awfully reactionary in their deployment of pod pilots. Where are the capsuleers who are contracted to go build those spy telescopes, pirate radio station, forward operating outposts, and the like? All those deadspace pockets are so static and ephemeral. They should be dynamic and permanent: things that take time to build and represent value to the faction they are built for... (or the faction that takes them over... or the faction that destroys them... ect).

Jakob Anedalle
The Scope
Gallente Federation
#71 - 2013-02-02 02:49:06 UTC
Traidir wrote:
Where are the capsuleers who are contracted to go build those spy telescopes, pirate radio station, forward operating outposts, and the like? All those deadspace pockets are so static and ephemeral. They should be dynamic and permanent: things that take time to build and represent value to the faction they are built for... (or the faction that takes them over... or the faction that destroys them... ect).


Wouldn't that be like... oh I don't know... a sandbox or something?

Trying out all the things to do here in Eve - it's quite a checklist. So I made a blog Jakob's Eve Checklist

Nessa Aldeen
First Among Equals
#72 - 2013-02-02 10:48:16 UTC
When I came back from a long absence from eve, I found missions to be mildly more challenging but soon it became predictable again, no matter how much AI was supposedly to have changed or EW making an impact.

The OP has some valid reasons because missions are just too EASY. A 9k LP mission for instance can be done in 20 minutes, pretty ridiculously fast.

There needs to be variation to the missions by either putting more randomness or by increasing more missions types (seriously there are too few) or maybe both. In it's current state, not only is it too easy and predictable, it's a massive isk earner per hour for such low risk (hi-sec).

When CCP is actually going to care about scraping old missions and replacing it with new ones is anyone's guess. Make L4 harder so that I can feel some sort of danger of losing the ships I have.

As to the lame ass gankers whining about how they're being targeted by NPC, go learn how to pvp in a pve environment
Ronan Connor
#73 - 2013-02-02 12:09:44 UTC
Nessa Aldeen wrote:
When I came back from a long absence from eve, I found missions to be mildly more challenging but soon it became predictable again, no matter how much AI was supposedly to have changed or EW making an impact.

The OP has some valid reasons because missions are just too EASY. A 9k LP mission for instance can be done in 20 minutes, pretty ridiculously fast.

There needs to be variation to the missions by either putting more randomness or by increasing more missions types (seriously there are too few) or maybe both. In it's current state, not only is it too easy and predictable, it's a massive isk earner per hour for such low risk (hi-sec).

When CCP is actually going to care about scraping old missions and replacing it with new ones is anyone's guess. Make L4 harder so that I can feel some sort of danger of losing the ships I have.

As to the lame ass gankers whining about how they're being targeted by NPC, go learn how to pvp in a pve environment

Thats what we are talking about. Nearly 9k LP for a mission in 0. 5 systems done in 20 minutes is fine to many missioners. There is nothing wrong about this isk earner as high sec citizens dont have the access to stuff you can get in null. High Sec player have as much a right to make good money as the null crowd. Seeing as much they earn, the income of a lvl 4 is ridiculously small. But thats ok, like as you say it is relative secure in high sec.

To suit your needs we need something in between lvl 4, lvl 5 and incursions. The rats can be stronger there, more intelligent and the mission parameters adapt whether if you go in alone or in a group.

DeMichael Crimson
Republic University
Minmatar Republic
#74 - 2013-02-03 04:35:19 UTC  |  Edited by: DeMichael Crimson
Ahhhh, now I see the whole point to this thread.

Ugh

All this Talk Talk about missions being too predictable and too easy while giving way too much reward for very little risk isn't actually about broken mission mechanics. It's actually a stealth attempt by low / null sec ISK hoarders trying to get CCP to nerf the amount of ISK being paid to high sec mission runners.

Talk about Risk v Reward :

I recently got a storyline mission offer to courier 8000m3 from high sec, through low sec into null sec for a total of 17 jumps (shortest route) with the last 4 jumps being 2 in low sec and 2 in null sec.. The mission pay was a measly 350,000 ISK. The bonus pay was the same amount if completed within 52 minutes.

That mission surely isn't predictable nor is it easy or pay way too much ISK. Quite the contrary.

This game has lot's of options and activity's to pursue. If it seems like your current activity is getting boring and or redundant, try a different approach and change the way you conduct it. Better yet, just go do something else for a while.

What's so hard about that?

Anyway, this is definitely making me thirsty.



DMC
Maire Gheren
Imperial Shipment
Amarr Empire
#75 - 2013-02-03 21:33:34 UTC
Laura Valu wrote:
The overall trend I’m seeing is people wanting to ‘improve’ missions by making them more like PVP. If I wanted an experience more like PVP, I would move out to null, or low, or W-Space.

My reading of this is that the intent is to make the fittings and techniques used by a mission runner identical to the fittings and techniques used by a PVP pilot, not that they need to be in panic mode all the time.
goldiiee
Bureau of Astronomical Anomalies
#76 - 2013-02-03 22:30:39 UTC
I am not interested in my missions simulating my PVP, I like to make ISK to buy ships I can then ultimately lose in PVP thats how i simulate my PVP. If there was going to be a change in missions, the only change I would like to see a higher LVL mission agent in High sec.

a. More challenging and more profitable,
b. Not capable of being completed in a standard fit T1 BS.
c. Requires a standings similar to and possibly in excess of the current lvl5 agents.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Traidir
Hedion University
Amarr Empire
#77 - 2013-02-04 01:42:44 UTC
@goldiiee, DeMichael Crimson, and all those who like the current mission system... and, well..., also, I guess, anyone

I'd just like to get an idea of the scope everyone's perspectives.

Isn't there something you would like to see improve in the mission system? In following three categories (in your best estimation), what things can be done to make the system better? Start by giving your stance on the current mission system.

(current opinion)

wishlist:
(easy) Easy to do (low hanging fruit):

(medium) Could be done in one expansion:

(hard) Wouldn't it be nice if CCP did "this", even though they probably never will (really dream big on this one):
Traidir
Hedion University
Amarr Empire
#78 - 2013-02-04 01:43:38 UTC
I'll go first,

(current opinion): I'm not a big fan of missions, but they used to be fun for a short while.

wishlist:
(easy):
more options in choosing what type of mission you're going to do (long vs short) (hard vs easy)
more options in choosing what faction it will be against

(medium):
A deadspace "dungeon" generator module which creates deadspace mission content on the fly, perhaps even adjusting to the player as they go. This would keep the content spicy much longer than the static content.

(hard):
Persistent player built deadspace "sandbox"
goldiiee
Bureau of Astronomical Anomalies
#79 - 2013-02-04 03:00:43 UTC
I enjoy missions; they generate ISK in a guaranteed way, making over 70 mil an hour + loot means that for one day of mission running I can put together a fairly decent PVP boat. Unlike marketing there is no unknown variable, I know exactly how long it takes for me to reach a goal. And unlike mining I can do it without the threat of FAAK (falling asleep at keyboard).

Granted I bring 1400dps to the field and a burst tank of 1100dps per toon, running two missions at once ‘dual boxing’ I can maximize my earnings. Yes, sometimes I warp both boxes into a site to complete it, but mostly I just run two mission on two screens and easily divide my attention between the two.

Wishlist:
(Easy)
Agents that remotely accept completions, and offer missions, I have to return to fill up on ammo every now and then, but other than that I like to do my business over the Phone :)

(Medium)
A new set of Epic Arc agents, they could be for corporations or even private entities, I look forward to my three month expiration to redo the Arcs with the anticipation of a kid at Christmas. (I do all four of them every 91 days, and I started a new toon to get access to the Pirate Arc’s.)

(Hard)
Move the LVL-5’s back into Empire, or set a unique gate key for them. (Guest are welcome to come try to gank me but only if they have earned the gate key) Like dread Pirate Scarlet they can get in but they need to have something tough enough to do it.

Actually I haven’t done an LVL-5 in over a year; I just got tired of getting my ISK making interrupted by people that couldn’t find a fight anywhere else.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Indira Himesama
Andorianisches Bergbaukonsortium
#80 - 2013-02-04 16:19:35 UTC
When reading I kind of liked the idea related to "harder missions for bigger fleets". Maybe the general idea of introducing missions that are really not meant to be made alone? Something around a 3-5 (5 for more casual players, 3 for progress orientated players with faction/tier2/3 ships) ship fleet would be something fun for corp fleets to fly. With the amount of ships and the better flexibility with tanks, snipers, support and stuff you could increase the randomness of the ship types like:

* switching them between armor and shield tanks or even give them remote repper support or diffrent ressitances (like strengthening the weakest one and lowering the other 3, just like a player might fit)
* varrying the balance between small frigs (or even cruiser+ with drones) and larger battleships
* varrying the weapon types, ranges and ammo used
* creating a few diffrent AI scripts and randomly distribute them along the (squad) spawns, so some spawns go berserk against you, some take tactical cares, some might turn head over heal and try to get away for a tank regeneration
* spawning in more ships... or maybe even parts of the troops warping out after their "leader" was pulverized. Giving you the gamble kick of killing the boss first (to instantly lower the incoming damage) or last (to avoid instant warp ins of more troops)
* giving them scramblers, weppers, vampires, dampeners at random

To maintain a certain overall difficulty maybe every variation should have a difficulty level assigned (a blood raider shooting ballistics doing kinetic damage would be considered more difficult than the expected EM/termal energy weapons or a combination of melee weppers/dampeners with long range dps would probably also be considered more difficult in general and encourage to have a flexible fleet setup) so they sum up all around within a +/-20% margin regardless of the randomness involved. I understand that balancing something like that would probably take more than a week on the test servers, but I am not sure if group PvE content should be just doing soloable missions with a bit more ease and slighty increasing the ISK/h by reducing the time consumed per mission. Adding these "fleet xy missions" (you could also think of similar mechanics for mining/trading missions) you could remain the other missions "as is" (normally continuing the minor balancing changes) and still add some additional content intended for people willing to encounter a "hard" and "unpredictable" mission while making it (almost) impossible for a solo farmer to run them for the increased ISK/h, since there will simply be no "optimal setup" for a mission like that.

De Kus

Love hurts, love strengthens...