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Player Features and Ideas Discussion

 
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Make PVE more believable - make rats warp off instead of be blown up

Author
Ray Kyonhe
Aliastra
Gallente Federation
#1 - 2014-07-11 17:12:49 UTC  |  Edited by: Ray Kyonhe
Before we proceed further: this change doesn't suppose to meedle with your isk/hour rate, it's purely flavor/aestetic one.
The idea is simple: instead of allowing rats to die in tens of thousands everyday throughout all New Edem, remake PvE mechanics in such way that upon reaching 0 hp around 3/4 of them just will "warp away" (perhaps, smacktalking in your local to be more authenticBig smile; and being immune to scrambles/disruptors while at it). To preserve current isk/hour rates just pay the bounties no matter what (well, you are here not to annihilate them all, but to repel their attack, after all) and make loot from those few destroyed more expensive and salvage from their wrecks more abundant.
It just seems rediculous when you start thinking about how much pilots your destroy in your usual mission session, and still they show up again and again, no matter what, in your next missions - despite that most of them aren't even capsuleers, so they die for real.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Jenn aSide
Worthless Carebears
The Initiative.
#2 - 2014-07-11 17:26:35 UTC
Ray Kyonhe wrote:
Before we proceed further: this change doesn't suppose to meedle with your isk/hour rate, it's purely flavor/aestetic one.
The idea is simple: instead of allowing rats to die in tens of thousands everyday throughout all New Edem, remake PvE mechanics in such way that upon reaching 0 hp around 3/4 of them just will "warp away" (perhaps, smacktalking in your local to be more authenticBig smile; and being immune to scrambles/disruptors while at it). To preserve current isk/hour rates just pay the bounties no matter what (well, you are here not to annihilate them all, but to repel their attack, after all) and make loot from those few destroyed more expensive and salvage from their wrecks more abundant.
It just seems rediculous when you start thinking about how much pilots your destroy in your usual mission session, and still they show up again and again, no matter what, in your next missions - despite that most of them aren't even capsuleers, so they die for real.


Sounds like a lot of used up DEV time for nothing to me.
Fer'isam K'ahn
SAS Veterinarians
#3 - 2014-07-11 17:48:43 UTC  |  Edited by: Fer'isam K'ahn
I have a counter proposal ... not to hijack this (its about rat behavior in a similar way):

How about non-sniping (long range of at least 80km) ships will warp to the player ship if over 150km. that's gonna add some new dynamics. And/or even start warping at 100-120km overshooting the player a bit. Gets rid of some afk sniping GP...
XxRTEKxX
Drunken Beaver Mining
Gnawthority
#4 - 2014-07-11 18:35:06 UTC  |  Edited by: XxRTEKxX
They could make/design a whole new type of mission given by a new type of agent. So the traditionally boring missions stay for those that want the lower risk, and a new type of mission would exist for pve players that have a greater amount of risk.

PvE missions that require PvP fits. Less targets, higher bounties, higher risk. NPCs would use logistics, ewar and even pod you if they destroy your ship. If they cant break your tank, they'll disengage and leave the field, resulting in mission failure.
If you dont point or scram, you'll risk the NPCs getting away.

Mission objective is to kill and pod a HVT. High Value Target. HVT escorted by a small gang. HVT has a high bounty, escorts have lower bounties. Combined, they total out to a normal mission worth of bounties.



Missions would scale up based on number of players, in fleet, that enter the mission area.
shimiku
Zircron Industries
#5 - 2014-07-11 19:30:19 UTC
all rats are japanes
Ray Kyonhe
Aliastra
Gallente Federation
#6 - 2014-07-11 20:48:26 UTC  |  Edited by: Ray Kyonhe
Jenn aSide wrote:

Sounds like a lot of used up DEV time for nothing to me.

Do you think that making the game more visually appealing is also "lot of used up DEV time for nothing"? And this part taking far more time from the dev team's schedule that not so big redesign proposed by me here. But if EVE had graphics as of 2003 today, it wouldn't have even this modest (for MMO game) online number of 50k players, not even close.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#7 - 2014-07-11 20:59:55 UTC  |  Edited by: Ray Kyonhe
Fer'isam K'ahn wrote:
I have a counter proposal ... not to hijack this (its about rat behavior in a similar way):

How about non-sniping (long range of at least 80km) ships will warp to the player ship if over 150km. that's gonna add some new dynamics. And/or even start warping at 100-120km overshooting the player a bit. Gets rid of some afk sniping GP...

XxRTEKxX wrote:
They could make/design a whole new type of mission given by a new type of agent. So the traditionally boring missions stay for those that want the lower risk, and a new type of mission would exist for pve players that have a greater amount of risk.

Well, these ones already touch mission composition and mob behaviour itself. I will readily accept any innovations/enhancments in those fields, and, in fact, there are many cool proposals on these regards around, but, still, my proposition here is of almost pure aestetic kind, and deliberately doesn't introduce any indepth changes to gameplay. Lets don't mix these different fields (aestetics and gameplay) together.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link