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A new feature to solo mission runners: end-mission boss

Author
Seliah
Red Cloud Vigil
#21 - 2014-05-12 13:41:13 UTC  |  Edited by: Seliah
Shivanthar wrote:
Seliah wrote:
This would encourage missionners to play solo, and that alone is something you'll never want in EVE in my opinion.


Doing high-end pve with a group scale is called incursions.


This has nothing to do with the fact that your proposal encourages playing solo. In terms of gameplay, skill, involvment, even lore, Incursions are one thing and missions are another. You can't put them in the same bag. So no, your proposal would encourage people to run missions solo, and I think that you shouldn't encourage that in any activity in EVE.

Shivanthar wrote:

Seliah wrote:
If I were to introduce "boss" spawns in missions, I would even do the opposite : make it so bosses are optional, often after the mission is completed (a bonus room of sorts) and hard enough to kill you need to call in friends to take him down.


You've not understand a single bit of the proposal. Maybe you should read once more, carefully.


I've read your proposal, carefully. I also said I thought it was a bad idea and explained why, in a sentence or two. Here I was merely saying that I actually like the idea of bosses outside of your proposal, and suggested another way of implementing them that wouldn't have the drawbacks of your proposal.

So please stop jumping me just because I said I didn't like your idea, in a constructive way.
King Fu Hostile
Mea Culpa.
Shadow Cartel
#22 - 2014-05-12 13:57:40 UTC
Shivanthar wrote:
Daichi Yamato wrote:
Shivanthar wrote:
Solo missioners need some love.


in a PvP centric MMO?

if missions get made more interesting, then cool. but they make way too much money for no risk. Mining makes less isk and has more risk. so nerf missions more.

Group missions that arent as exclusive as incursions would be nice.


Eve is not PvP centric. It is developed with strong PvP mindset. What makes you think that it is PvP centric shows that you live on more PvP side of the game.

Source: https://wiki.eveonline.com/en/wiki/Missions_Guide

"Even if mission running can be a very lucrative occupation, a pilot has to constantly keep in mind there are still risks and underestimating the dangers may lead one to quickly lose a ship. The purpose of this guide is to prevent this from happening by not only describing the base mission mechanics, but by also providing some advice in the same vein. "

And this happens all the time.
MJD made things a little bit easier, so missiosn need some love. When I say "love", don't take it as "isk" immediately. It involves isk, but we need some interesting things during missions.

What I'm proposing is making missions harder and riskier. But not system-wise. Instead, play-wise.



Hisec missions aren't intended as "high-end content", they are a means to an end for new players to gain standings and ISK. High-end PVE happens in low, null and especially in wormholes.

Older, skilled players move out from hisec for more challenging, riskier and interesting gameplay.
Shivanthar
#23 - 2014-05-12 14:14:28 UTC  |  Edited by: Shivanthar
Seliah wrote:
Shivanthar wrote:
Seliah wrote:
This would encourage missionners to play solo, and that alone is something you'll never want in EVE in my opinion.


Doing high-end pve with a group scale is called incursions.


This has nothing to do with the fact that your proposal encourages playing solo. In terms of gameplay, skill, involvment, even lore, Incursions are one thing and missions are another. You can't put them in the same bag. So no, your proposal would encourage people to run missions solo, and I think that you shouldn't encourage that in any activity in EVE.

Shivanthar wrote:

Seliah wrote:
If I were to introduce "boss" spawns in missions, I would even do the opposite : make it so bosses are optional, often after the mission is completed (a bonus room of sorts) and hard enough to kill you need to call in friends to take him down.


You've not understand a single bit of the proposal. Maybe you should read once more, carefully.


I've read your proposal, carefully. I also said I thought it was a bad idea and explained why, in a sentence or two. Here I was merely saying that I actually like the idea of bosses outside of your proposal, and suggested another way of implementing them that wouldn't have the drawbacks of your proposal.

So please stop jumping me just because I said I didn't like your idea, in a constructive way.


Hmm, let's have a look to recent history then:

Solo activity is one of the way we play this sandbox. There are solo missioners and solo pvpers. If solo activity was a thing that ccp tries to minimize in this game, then, there wouldn't be SOE ship called "Astero" for example. For good scanning, you would need recon frig, and for combat or protection while hacking, you would need to bring another friend, which requires teamwork. How come they implemented both by creating a nice ship like Astero, reducing the need of bringing a scanner or combatter friend? CCP sees the solo players like me and invents stuff for them. This counters your opinion of "something you'll never want in EVE "

Missioners like me who play solo, will continue to do so. Because that is the thing I enjoy. I was involved with incursions, and yes, for a missioners like me, high-sec incursions are a pure pve activity, they are in the same bag as missions which are pve activity. A simple example of proof:

- You've a mission which may be hard for you. Ex: Worlds Collide, you called some friends to help you. You did well altogether, hence you get around 30 mil. bounty shared between your friends.
- Time passed you get more and more skilled, now you can do 800+ dps with your battleship, including a castle-like passive defense.
- You can solo your missions and after some time you discovered incursions in high-sec, which greatly reduces to risk your shiney to low-sec or null-sec pirates who would want to destroy them.
- You joined the group and cleared an incursion site with that group. Now your new shared income is much higher. You're happy, your group is happy.
- At the end, you upgraded your pve income via group work. Not only your income increased greatly, but also you're now happy to play with group. (Upgraded pve activity)

What if I don't like groups? I want to do missioning, but as I said in "here" part, we're constantly getting nerfed. That being said and discussed in other threads, our income were also reduced.

My proposal is not just "give missioners more isk". What I asked was "give bosses when you kill everything with a good timing". Because when you clear incursion sites, big guy comes after (sansha mothership). This boss thingy I propose is the very mini-version of it. It is directly down-graded play version of high-sec incursions.

For the isk part, take a look at the risk part. Everything has either a "probability" or "May" word in it. You might get nothing exluding the excitement you feel during boss combat. I want bosses in missions, because as a solo-missioner, I demand solo hard modes.

Not everyone would be able to cope with boss. Everyone might dip their toes, but in the end, very select of them might kill it and others might just loose their shinies to the boss and will rarely try it ever again. It is hard and risky

I'm not jumping out of nowhere on you, not becuase you didn't like my idea, but because you do not seem to be a missioner (definitely not solo one). You want to enforce your liking in group activity to everyone else in the game, passing boundaries into solo players' freedom and trying to remove possible solutions to get them happy.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#24 - 2014-05-12 14:15:35 UTC  |  Edited by: Shivanthar
King Fu Hostile wrote:
Shivanthar wrote:
Daichi Yamato wrote:
Shivanthar wrote:
Solo missioners need some love.


in a PvP centric MMO?

if missions get made more interesting, then cool. but they make way too much money for no risk. Mining makes less isk and has more risk. so nerf missions more.

Group missions that arent as exclusive as incursions would be nice.


Eve is not PvP centric. It is developed with strong PvP mindset. What makes you think that it is PvP centric shows that you live on more PvP side of the game.

Source: https://wiki.eveonline.com/en/wiki/Missions_Guide

"Even if mission running can be a very lucrative occupation, a pilot has to constantly keep in mind there are still risks and underestimating the dangers may lead one to quickly lose a ship. The purpose of this guide is to prevent this from happening by not only describing the base mission mechanics, but by also providing some advice in the same vein. "

And this happens all the time.
MJD made things a little bit easier, so missiosn need some love. When I say "love", don't take it as "isk" immediately. It involves isk, but we need some interesting things during missions.

What I'm proposing is making missions harder and riskier. But not system-wise. Instead, play-wise.



Hisec missions aren't intended as "high-end content", they are a means to an end for new players to gain standings and ISK. High-end PVE happens in low, null and especially in wormholes.

Older, skilled players move out from hisec for more challenging, riskier and interesting gameplay.


So, who don't want to move out of high-sec and want to do missions should leave the game when they get bored?
Edit: I know that they are not intented as that, but I am proposing a high-end solo activity. An option.

_Half _the lies they tell about me **aren't **true.

Seliah
Red Cloud Vigil
#25 - 2014-05-12 14:44:40 UTC
Shivanthar wrote:

Missioners like me who play solo, will continue to do so. Because that is the thing I enjoy.


And you should continue to do so. You're supposed to be doing whatever you want in EVE. As you pointed out with your Astero, there are things you can do alone in this game, and that's fine. I like being on my own from times to times aswell. Your proposal is however a bit different, because it would introduce features that are only available if you are solo. There's a big difference between allowing solo play and encouraging it with solo-exclusive features.

Shivanthar wrote:

I'm not jumping out of nowhere on you, not becuase you didn't like my idea, but because you do not seem to be a missioner (definitely not solo one). You want to enforce your liking in group activity to everyone else in the game, passing boundaries into solo players' freedom and trying to remove possible solutions to get them happy.


I actually have a alt I sometimes use for missioning and I do that solo (and wouldn't want to do it in a group). I don't want to enforce any kind of gameplay more than another, however, EVE being a multiplayer game, it is logical that there are gameplay advantages in playing as a group (that's already the case in many ways in the game). Playing solo should remain entirely possible, but not be an absolute requirement to access some features of the game.
Shivanthar
#26 - 2014-05-12 19:16:59 UTC  |  Edited by: Shivanthar
Seliah wrote:
Shivanthar wrote:

Missioners like me who play solo, will continue to do so. Because that is the thing I enjoy.


And you should continue to do so. You're supposed to be doing whatever you want in EVE. As you pointed out with your Astero, there are things you can do alone in this game, and that's fine. I like being on my own from times to times aswell. Your proposal is however a bit different, because it would introduce features that are only available if you are solo. There's a big difference between allowing solo play and encouraging it with solo-exclusive features.

Shivanthar wrote:

I'm not jumping out of nowhere on you, not becuase you didn't like my idea, but because you do not seem to be a missioner (definitely not solo one). You want to enforce your liking in group activity to everyone else in the game, passing boundaries into solo players' freedom and trying to remove possible solutions to get them happy.


I actually have a alt I sometimes use for missioning and I do that solo (and wouldn't want to do it in a group). I don't want to enforce any kind of gameplay more than another, however, EVE being a multiplayer game, it is logical that there are gameplay advantages in playing as a group (that's already the case in many ways in the game). Playing solo should remain entirely possible, but not be an absolute requirement to access some features of the game.


Hmm, I understand where you are getting at.
The requirement of "Being alone" in the trigger made you hold against the idea. Actually, there are already programmed triggers like these. And one of these triggers were programmed into the "dread pirate scarlett". There are two cases when you encounter anire scarlett for the second time (not in the last room, but before that):

- If you're solo, you've to kill Anire Scarlett's ship fast, immediately after your first shot, otherwise she will disappear in like 10 seconds or so and you will loose the ability of looting standart (expensive) implant.
- If you've go there as a group, as far as I experienced, you have to alpha that ship. Otherwise, she will disappear right away.

This trigger itself proves my point of "solo hero" that are being rewarded by EvE Online. It is giving you more time for solo, but impossible time in group, favoring solo player, gaining the implant easier if your ship has ability to do so. If a player has not been in good skills yet, they wouldn't be able to kill anire scarlett in 10 seconds, so she will warp away (disappear). Which means, trigger is also favoring experienced players in this case.

And I don't see any players tearing themselves to go to do solo missioning just because dread pirate scarlett has an expensive implant if you kill Anire Scarlet fast. It is just a reward for the missioner. Nor I haven't heard any pvp player give up their low/null sec place behind and coming to high-sec to start doing missions because there are rewarding triggers in the game favoring solo. What you're worried about "favoring solo play" or "making it attractive" haven't been a correct case so far.

Think like this: I just demanded a solo-play boss as similar as anire scarlett, but has much higher requirements than it, and it *MAY* drop a T2 or much rarely, a faction item time to time. I mean, if you're ok to give your time for your mission, then a boss will spawn that will have serious enjoyment (because it is hard), help in game economy because it has much higher chance to **** up your ship. And, for games sake, if it drops a T2 Hardener (adaptive inv. 2 for example) how much people do you know give up playing their current gameplay to do missioning instead? I'm not talking about a kronos blueprint here, just a T2 or faction loot of some kind.

And as I repeated it, it MAY NOT drop! You might return with no loot from boss, as same as in pvp, the item might be destroyed while ship is blowing up. What you got in the end is just a nice bounty for him. That's it.

I hope you understand what I mean this time.Roll

_Half _the lies they tell about me **aren't **true.

Cassandra Aurilien
Imperial Academy
Amarr Empire
#27 - 2014-05-12 19:27:53 UTC
Shivanthar wrote:




- If you're solo, you've to kill Anire Scarlett's ship fast, immediately after your first shot, otherwise she will disappear in like 10 seconds or so and you will loose the ability of looting standart (expensive) implant.
- If you've go there as a group, as far as I experienced, you have to alpha that ship. Otherwise, she will disappear right away.

And I don't see any players tearing themselves to go to do solo missioning just because dread pirate scarlett has an expensive implant if you kill Anire Scarlet fast. It is just a reward for the missioner. Nor I haven't heard any pvp player give up their low/null sec place behind and coming to high-sec to start doing missions because there are rewarding triggers in the game favoring solo. What you're worried about "favoring solo play" or "making it attractive" haven't been correct to be a case so far.

Think like this: I just demanded a solo-play boss as similar as anire scarlett, but has much higher requirements than it, and it *MAY* drop a T2 or much rarely, a faction item time to time. I mean, if you're ok to give your time for your mission, then a boss will spawn that will have serious enjoyment (because it is hard), help in game economy because it has much higher chance to **** up your ship. And, for games sake, if it drops a T2 Hardener (adaptive inv. 2 for example) how much people do you know give up playing their current gameplay to do missioning instead? I'm not talking about a kronos blueprint here, just a T2 or faction loot of some kind.

I hope you understand what I mean this time.Roll


I've done Scarlett as a group before, I've never seen her behave any differently. The first time you meet her, she despawns, rather than warps out. (You can alpha her, anything else results in her immediately disappearing. If you do alpha her, she still appears in the next room, if memory serves.) The 2nd time, she takes some time to align before disappearing. That's where she drops an implant.

Also, T2 modules are currently 100% player created. Having them as mission drops should simply never happen. Faction, well, they pulled those out of all existing missions. If it was challenging enough, I could see that being justified.

I was thinking about this... What about having your "boss" NPC have a chance of spawning in the next mission you run. He comes for revenge & warps in behind you as you engage. Pirates don't play fair. Big smile
Shivanthar
#28 - 2014-05-12 19:37:17 UTC  |  Edited by: Shivanthar
Cassandra Aurilien wrote:
Shivanthar wrote:




- If you're solo, you've to kill Anire Scarlett's ship fast, immediately after your first shot, otherwise she will disappear in like 10 seconds or so and you will loose the ability of looting standart (expensive) implant.
- If you've go there as a group, as far as I experienced, you have to alpha that ship. Otherwise, she will disappear right away.

And I don't see any players tearing themselves to go to do solo missioning just because dread pirate scarlett has an expensive implant if you kill Anire Scarlet fast. It is just a reward for the missioner. Nor I haven't heard any pvp player give up their low/null sec place behind and coming to high-sec to start doing missions because there are rewarding triggers in the game favoring solo. What you're worried about "favoring solo play" or "making it attractive" haven't been correct to be a case so far.

Think like this: I just demanded a solo-play boss as similar as anire scarlett, but has much higher requirements than it, and it *MAY* drop a T2 or much rarely, a faction item time to time. I mean, if you're ok to give your time for your mission, then a boss will spawn that will have serious enjoyment (because it is hard), help in game economy because it has much higher chance to **** up your ship. And, for games sake, if it drops a T2 Hardener (adaptive inv. 2 for example) how much people do you know give up playing their current gameplay to do missioning instead? I'm not talking about a kronos blueprint here, just a T2 or faction loot of some kind.

I hope you understand what I mean this time.Roll


I've done Scarlett as a group before, I've never seen her behave any differently. The first time you meet her, she despawns, rather than warps out. (You can alpha her, anything else results in her immediately disappearing. If you do alpha her, she still appears in the next room, if memory serves.) The 2nd time, she takes some time to align before disappearing. That's where she drops an implant.

Also, T2 modules are currently 100% player created. Having them as mission drops should simply never happen. Faction, well, they pulled those out of all existing missions. If it was challenging enough, I could see that being justified.

I was thinking about this... What about having your "boss" NPC have a chance of spawning in the next mission you run. He comes for revenge & warps in behind you as you engage. Pirates don't play fair. Big smile


Very interesting proposal here. But first, to the drop part. Yes, for the record, it might even be a faction ammo but more expensive. (like 1000 republic fleet fusion L, just making it up). Rarely, a better faction module, because, that boss is hard.

Second part, where you got my interest. I know that game is holding a record of your mission count. Where do I know this? Because after you do enough missions, "your special mission offer" comes next. So, yes! Let's say if you did N number of missions against a faction, a boss might come after you on the next one. However, putting it on the end of a mission should be much more reliable, because, you know, there might be cases (just a feeling) that will seem to create problems if he chases you around. It might get complex. My proposal seems easier to implement. But neverthless, I liked the idea of he is rushing on you while you're off-guard Lol

Edit: I'm pretty sure Anire behaves different when you start shooting it with more than one people during its second time.

_Half _the lies they tell about me **aren't **true.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#29 - 2014-05-12 19:50:31 UTC  |  Edited by: Antillie Sa'Kan
Shivanthar wrote:
Eve is not PvP centric.

Can I have some of what you are smoking? Cause it must be damn good.

Also, if you think L4 missions are in any way risky then you are terrible at L4 missions.

In fact I would say mining in hisec is more risky than missions as there is a fairly large number of players out there that like to add risk to mining with random catalyst ganks and other shenanigans. Mission griefers are somewhat rare and easy to totally avoid if you have half a brain.
Shivanthar
#30 - 2014-05-12 19:53:48 UTC
Antillie Sa'Kan wrote:
Shivanthar wrote:
Eve is not PvP centric.

Can I have some of what you are smoking? Cause it must be damn good.


I don't like people who do "cheap quotes". Read the rest and please do open your eyes carefully.

Antillie Sa'Kan wrote:
Also, if you think L4 missions are in any way risky then you are terrible at L4 missions.


And this proves that you're a bad reader too. Please do read it again, this time look who's written it.

_Half _the lies they tell about me **aren't **true.

Cassandra Aurilien
Imperial Academy
Amarr Empire
#31 - 2014-05-12 20:20:34 UTC
Shivanthar wrote:

Very interesting proposal here. But first, to the drop part. Yes, for the record, it might even be a faction ammo but more expensive. (like 1000 republic fleet fusion L, just making it up). Rarely, a better faction module, because, that boss is hard.

Second part, where you got my interest. I know that game is holding a record of your mission count. Where do I know this? Because after you do enough missions, "your special mission offer" comes next. So, yes! Let's say if you did N number of missions against a faction, a boss might come after you on the next one. However, putting it on the end of a mission should be much more reliable, because, you know, there might be cases (just a feeling) that will seem to create problems if he chases you around. It might get complex. My proposal seems easier to implement. But neverthless, I liked the idea of he is rushing on you while you're off-guard Lol

Edit: I'm pretty sure Anire behaves different when you start shooting it with more than one people during its second time.


I like the idea of him catching you off-guard. It would both add difficulty & make it an extremely variable fight, depending on the mission. Maybe you can handle him, maybe you need to run. If you warp out, he leaves. If you bring in backup without having him tackled, he leaves. If he looks to be losing & you don't have him tackled, he leaves. If you don't make up your mind quickly, he tackles you, and gives you no choice but to fight... You did want challenging content, after all. It would be nice to add some unpredictability to missions.

To keep it from being a complete slaughter of new missioners... I'd probably have his arrival announced 20-30 seconds before he comes in, giving them a chance to run.

I'll have to remember to mess around with Anire sometime & find out for sure. I'm pretty sure I've killed her with someone else in the pocket shooting at her, without using alpha. Her leaving is triggered from the time of the first player's arrival in the pocket, so that might give the impression of her warping faster, if you were not the first in.
unidenify
Deaf Armada
#32 - 2014-05-12 20:31:15 UTC
it boil down to that

not enough risk*, and clearly we need better AI for npc.

repeatable mission with Survival Report to tell you what to expect do make it dull

Maybe randomized amount of ships in room instead give exactly same number of ship?

and Boss idea seem to be neat one



*I believe it was CPP who state that L4 don't have enough risk for reward it get.
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