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Thread Statistics | Show CCP posts - 6 post(s) |
Bastion Arzi
Dat Tax
36
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Posted - 2013.10.11 14:55:00 -
[181] - Quote
But if you minmatar or caldari u dont have to worry about what enemies you face becuase u can just choose the damage type that those enemies are weakest to.
Why should amarr and maybe gallente (idk i dont fly gallente but ive heard they do ki/therm) get shafted and be able to do missions less quickly or less frequently than the other races. Thats imbalanaced.
And if you mean that buzz kill is a hard mission that takes a long time, it doesn't just burn away from the frigs and hit them at range.
and for the record i have lasers almost maxed out up to large it only makes a difference in level 1,2 and 3 missions as i said before. But in level 4 missions guristas and angels resists to em/therm are so high it takes a very long time to bring a single ship down. meaning u take enemy dps for longer, meaning more drain on ur capacitor for your active tank, meaning the mission is obviously harder.
And i did not say anything about ECM i dont care about ECM i was on about their resistances.
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Lumirinne
Aie.
5
|
Posted - 2013.10.11 17:53:00 -
[182] - Quote
(I meant Buzzkill as 'something that makes an enjoyable encounter an awkward moment'.)
Minmatar does NOT do very much damage but they got their Alphas. And their guns are never optimal but either >20km too close or too far. While it is handy to choose ammo between damage that still doesnt apply to Tech 2 ammo. So its not that a great thing after all. But cool they dont require cap so theyre great on passive fits against Neuters.
Many Caldarian ships have bonus on kinetic missiles so while you could switch between missiles it remains sensible to only use Scrouge Kinetic Tech 2 against... well all others then Bloods and Sansha (for which you maybe spare some room for EM missiles).
Typical for Gallentean ships all hybrid ammo are fixed to 40-60 dmg types on Therm/Kin which sounds bad initially. However ALL factions are weak to either Kin or Therm or Both! Even factions whose primary weakness is Explos or EM remain secondarily weak to Kin/Therm. But wait arent Blasters even worse than Autocannon because it falls short on Effective Falloff? Yeah, but if you Logi some extra range and fit accordingly, you can have Blasters reach 75 km on effective falloff!
See, whatever you start with you can still do anything you want with imagination! I dont know much about Amarrian combat gear but Im sure that with homework youll find exciting solutions to make Angels and Guristas a bliss. The game is balanced that way. But imagination you will need. |
Bastion Arzi
Dat Tax
36
|
Posted - 2013.10.11 18:02:00 -
[183] - Quote
go get an amarr laser ship and try doing a mission versus angels or guristas pls.
edit: and im not saying i cant be done but just watch how slowly it goes. |
Anselm Cenobite
Gold Ring Enterprises Unknown Destination
7
|
Posted - 2013.10.16 19:58:00 -
[184] - Quote
There's some (justified) scepticism about making PvE similar to PvE. I understand that running missions can never be exactly like PvP. I do think some excitement might come from a few tweaks to make them more similar, however. I've tossed this idea out before a few years ago, but I'll repeat it here as an idea (cut-and-paste):
The main reason PvE is so different from PvP is that none of the current PvP missions require you to fit a warp scrambler to stop an NPC from warping off, at which point you fail the mission, nor do the current PvE missions require you to use certain useful PvP skills like combat probing, safespots, and breaking gate-camps.
The need to fit a point on a PvP ship necessitates very different fitting strategies from PvE ships. The need to use these other skills require very different playing strategies. If CCP wants to blur the distinction between PvP and PvE, or at least use PvE as a stepping stone toward PvP skills, they should add missions akin to these:
(1) An L1 mission where the pilot must fit a tackler ship and tackle a fast-moving NPC target--one that microwarps back and forth across the complex. One it is tackled, he must survive its drones and counter-fire long enough for slow NPC allies to appear and kill the main ship. (At higher versions, like L3, he doesn't have any NPC allies to help kill the ship--he must bring buddies or kill it himself).
(2) An L2 mission where the pilot must maneuver his unarmed stealthy ship through an artificial NPC gate-camp. Once he hops through the fake gate, he has the normal temporarily cloak, but must get away from a dozen or so NPC tacklers in position and trying to get fast locks on him.
(3) An L3 mission in which the pilot has to use combat probes to locate a single target NPC ship in deep space. The NPC ship has three randomly positioned safespots, and it warps between them every 3-5 minutes. He must scan it down and tackle it--if he engages in combat with it untackled, it warps off and creates a new three safespots to switch between. In an L4 version, he flies off if the combat probes stay out too long, to simulate how players run if probes are visible on d-scan for too long.
(4) An L3 mission in which the pilot is assigned a bounty target to destroy. The L3 version is a NPC located somewhere in the same region and on the move. This mission pays a little extra cash so the pilot can use locator agents to find him. An L4 version is one in which the bounty target is an actual player with an existing bounty--but the player has extra cash in the reward from the NPC agent, since that player has -5 standings with the NPC faction for whatever reason.
(5) An L2 mission in which the pilot must scan down and enter a special wormhole in a cloaky ship. Once he enters it, he is randomly kicked out into deep nulsec. He must get out of nulsec and back into high-sec with his ship intact to gain the cash reward. An L3 version might be one in which he can only use non-cloaky ships to complete the mission.
(6) An L2 mission in which a cloaky pilot must maneuver toward and tackle a target NPC mining barge mining illegally in the midst of a crowded asteroid field--one in which the asteroids and other non-targetted NPC ships are moving back and forth. He must keep his cloak and avoid coming within 2 km of objects until he is in tackling position of the barge, then hold it for ransom and /or destroy the barge.
(7) A mission in which the pilot must not only destroy an NPC ship, he must tackle and capture escape pods emerging from them.
You get the idea. Making a few new missions for tacklers, probers, and scouts would add a lot of variety and prep PvE players for smoother transition to PvP, if they are interested in it. |
Bastion Arzi
Dat Tax
45
|
Posted - 2013.10.18 09:09:00 -
[185] - Quote
Good stuff I like the idea of missions that get people into pvp. But would it run the risk of people just doing these types of missions all the time instead of real pvp? I hope not cos pvp is awesome. Maybe these could be added as extra tutorial missions? |
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CCP Affinity
C C P C C P Alliance
1088
|
Posted - 2013.10.18 09:56:00 -
[186] - Quote
Some very nice ideas :)
Anselm Cenobite wrote:There's some (justified) scepticism about making PvE similar to PvE. I understand that running missions can never be exactly like PvP. I do think some excitement might come from a few tweaks to make them more similar, however. I've tossed this idea out before a few years ago, but I'll repeat it here as an idea (cut-and-paste):
The main reason PvE is so different from PvP is that none of the current PvP missions require you to fit a warp scrambler to stop an NPC from warping off, at which point you fail the mission, nor do the current PvE missions require you to use certain useful PvP skills like combat probing, safespots, and breaking gate-camps.
The need to fit a point on a PvP ship necessitates very different fitting strategies from PvE ships. The need to use these other skills require very different playing strategies. If CCP wants to blur the distinction between PvP and PvE, or at least use PvE as a stepping stone toward PvP skills, they should add missions akin to these:
(1) An L1 mission where the pilot must fit a tackler ship and tackle a fast-moving NPC target--one that microwarps back and forth across the complex. One it is tackled, he must survive its drones and counter-fire long enough for slow NPC allies to appear and kill the main ship. (At higher versions, like L3, he doesn't have any NPC allies to help kill the ship--he must bring buddies or kill it himself).
(2) An L2 mission where the pilot must maneuver his unarmed stealthy ship through an artificial NPC gate-camp. Once he hops through the fake gate, he has the normal temporarily cloak, but must get away from a dozen or so NPC tacklers in position and trying to get fast locks on him.
(3) An L3 mission in which the pilot has to use combat probes to locate a single target NPC ship in deep space. The NPC ship has three randomly positioned safespots, and it warps between them every 3-5 minutes. He must scan it down and tackle it--if he engages in combat with it untackled, it warps off and creates a new three safespots to switch between. In an L4 version, he flies off if the combat probes stay out too long, to simulate how players run if probes are visible on d-scan for too long.
(4) An L3 mission in which the pilot is assigned a bounty target to destroy. The L3 version is a NPC located somewhere in the same region and on the move. This mission pays a little extra cash so the pilot can use locator agents to find him. An L4 version is one in which the bounty target is an actual player with an existing bounty--but the player has extra cash in the reward from the NPC agent, since that player has -5 standings with the NPC faction for whatever reason.
(5) An L2 mission in which the pilot must scan down and enter a special wormhole in a cloaky ship. Once he enters it, he is randomly kicked out into deep nulsec. He must get out of nulsec and back into high-sec with his ship intact to gain the cash reward. An L3 version might be one in which he can only use non-cloaky ships to complete the mission.
(6) An L2 mission in which a cloaky pilot must maneuver toward and tackle a target NPC mining barge mining illegally in the midst of a crowded asteroid field--one in which the asteroids and other non-targetted NPC ships are moving back and forth. He must keep his cloak and avoid coming within 2 km of objects until he is in tackling position of the barge, then hold it for ransom and /or destroy the barge.
(7) A mission in which the pilot must not only destroy an NPC ship, he must tackle and capture escape pods emerging from them.
You get the idea. Making a few new missions for tacklers, probers, and scouts would add a lot of variety and prep PvE players for smoother transition to PvP, if they are interested in it.
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Savira Terrant
Forsaken Identity Unchained.
56
|
Posted - 2013.10.18 11:36:00 -
[187] - Quote
I disagree with the opinion to make PVE more akin to PVP.
My reason for that is simple: PVE and PVP need a very different set of a player's (real world) skills. This is a very good thing, since apart from diversity needed to do both and the different playstyles it serves, it ensures that a player has to actually spend time doing PVP to learn the ropes of it.
I guess there will be people to argue, that PVE needs no player skills at all, but this is not true. To exaggerate things: Being able to do something very boring prolonged and repeatedly is a skill - and maybe the only one to apply to both PVP and PVE.
This article may be an interesting read. It touches the subject of what qualifies as skill. . |
Alticus C Bear
University of Caille Gallente Federation
178
|
Posted - 2013.10.18 12:07:00 -
[188] - Quote
Savira Terrant wrote:I disagree with the opinion to make PVE more akin to PVP. My reason for that is simple: PVE and PVP need a very different set of a player's (real world) skills. This is a very good thing, since apart from diversity needed to do both and the different playstyles it serves, it ensures that a player has to actually spend time doing PVP to learn the ropes of it. I guess there will be people to argue, that PVE needs no player skills at all, but this is not true. To exaggerate things: Being able to do something very boring prolonged and repeatedly is a skill - and maybe the only one to apply to both PVP and PVE. This article may be an interesting read. It touches the subject of what qualifies as skill. You touch on a key phrase.
PVE should be diverse and introducing more PVE, especially more challenging PVP style PVE does not necessarily mean throwing out existing PVE. More stuff for more types of players
Incursions show how PVE can encourage small gang style cooperation. More PVE that is dynamic and encourages social cooperation or competition would be a good thing.
PVE that demonstrates more likeness to PVP would be a good thing.
More involved missions still accessible for the lone player would be a good thing.
More Dynamic in world content would be a good thing. Example the LVL4 Epic arcs are bad PVE, ok they are not terrible but they are generally solo and pretty much just more LVL4 mission redoGÇÖs that lack any kind of variation. If you compare that to what COSMOS could have been as a more public location based accessible PVE bringing players together with an a progressive story arc especially if it could have had the more dynamic feel certain other MMOGÇÖs have gone for then that would have been really good.
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Savira Terrant
Forsaken Identity Unchained.
57
|
Posted - 2013.10.18 12:12:00 -
[189] - Quote
But that is exactly what I argue: PVP skills should only be trainable while doing PVP. (Which is not even always the case e.g. scanning.) . |
Harvey James
Deep Core Mining Inc. Caldari State
572
|
Posted - 2013.10.18 12:19:00 -
[190] - Quote
perhaps you could introduce a new style of agent called advanced combat division that would give out pvp like pve missions with more risk and reward. that way its extra content rather than replacing the current combat missions .. everyone is happy Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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Savira Terrant
Forsaken Identity Unchained.
57
|
Posted - 2013.10.18 12:38:00 -
[191] - Quote
Yes, I am all for damage output my tank does not laugh at to have more reward. But then again, if you really only tank what is needed and use the tankslots you spare because of it for damage application, you already have a bigger risk vs reward.
Adding a killmail-save environment to teach players PVP relevant skills cannot be the answear to more interesting PVE game-play. . |
Frostys Virpio
Lame Corp Name
732
|
Posted - 2013.10.18 15:31:00 -
[192] - Quote
CCP Affinity wrote:Some very nice ideas :) Anselm Cenobite wrote:There's some (justified) scepticism about making PvE similar to PvE. I understand that running missions can never be exactly like PvP. I do think some excitement might come from a few tweaks to make them more similar, however. I've tossed this idea out before a few years ago, but I'll repeat it here as an idea (cut-and-paste):
The main reason PvE is so different from PvP is that none of the current PvP missions require you to fit a warp scrambler to stop an NPC from warping off, at which point you fail the mission, nor do the current PvE missions require you to use certain useful PvP skills like combat probing, safespots, and breaking gate-camps.
The need to fit a point on a PvP ship necessitates very different fitting strategies from PvE ships. The need to use these other skills require very different playing strategies. If CCP wants to blur the distinction between PvP and PvE, or at least use PvE as a stepping stone toward PvP skills, they should add missions akin to these:
(1) An L1 mission where the pilot must fit a tackler ship and tackle a fast-moving NPC target--one that microwarps back and forth across the complex. One it is tackled, he must survive its drones and counter-fire long enough for slow NPC allies to appear and kill the main ship. (At higher versions, like L3, he doesn't have any NPC allies to help kill the ship--he must bring buddies or kill it himself).
(2) An L2 mission where the pilot must maneuver his unarmed stealthy ship through an artificial NPC gate-camp. Once he hops through the fake gate, he has the normal temporarily cloak, but must get away from a dozen or so NPC tacklers in position and trying to get fast locks on him.
(3) An L3 mission in which the pilot has to use combat probes to locate a single target NPC ship in deep space. The NPC ship has three randomly positioned safespots, and it warps between them every 3-5 minutes. He must scan it down and tackle it--if he engages in combat with it untackled, it warps off and creates a new three safespots to switch between. In an L4 version, he flies off if the combat probes stay out too long, to simulate how players run if probes are visible on d-scan for too long.
(4) An L3 mission in which the pilot is assigned a bounty target to destroy. The L3 version is a NPC located somewhere in the same region and on the move. This mission pays a little extra cash so the pilot can use locator agents to find him. An L4 version is one in which the bounty target is an actual player with an existing bounty--but the player has extra cash in the reward from the NPC agent, since that player has -5 standings with the NPC faction for whatever reason.
(5) An L2 mission in which the pilot must scan down and enter a special wormhole in a cloaky ship. Once he enters it, he is randomly kicked out into deep nulsec. He must get out of nulsec and back into high-sec with his ship intact to gain the cash reward. An L3 version might be one in which he can only use non-cloaky ships to complete the mission.
(6) An L2 mission in which a cloaky pilot must maneuver toward and tackle a target NPC mining barge mining illegally in the midst of a crowded asteroid field--one in which the asteroids and other non-targetted NPC ships are moving back and forth. He must keep his cloak and avoid coming within 2 km of objects until he is in tackling position of the barge, then hold it for ransom and /or destroy the barge.
(7) A mission in which the pilot must not only destroy an NPC ship, he must tackle and capture escape pods emerging from them.
You get the idea. Making a few new missions for tacklers, probers, and scouts would add a lot of variety and prep PvE players for smoother transition to PvP, if they are interested in it.
Except most (2,3,4,5 and 6) would be skipped all the time because of the ridic time waste they would generate (ported to deep null and must return to your agent?), training requirement being absurd (cloaking for a lvl 2?) or downright negative to what you really want to accomplish when missionning (illegal tackle during a mission?). People already skip mission because they have the standings to do so and you think mission with bad isk/time ratio will be run when they are the equivalent of jumping through fire hoops in a blizzard while juggling chainsaw? I'd skip and run my xth "gone bersek" inseatd and actaully accomplish what I do mission for, the reward at the end. |
Ghost Phius
Tribal Liberation Force Minmatar Republic
19
|
Posted - 2013.10.18 17:40:00 -
[193] - Quote
FRED- Was the name of the mission editor in FREESPACE and FREESPACE 2.
That game was out a decade ago and the mission editor based on simple yes/no/timing/condition expressions that could be as complicated or as simple as could be imagined is what this game has needed from the start.
CCP go get a cheap-o copy of FREESPACE or FREESPACE 2 and just copy the work you see there. It will save you a TON of time AND add what this game has needed in PvE for ten years.
PLEASE PLEASE PLEASE don't do the normal dev thing and think you know how to re-invent a better wheel, TRUST me you don't and if you "actually" take a look at FRED you will see that I am right.
Why create a wooden wheel when you have the plans and material to re-create a 21st century Formula One racing slick instead. |
Lumirinne
Aie.
6
|
Posted - 2013.10.21 18:15:00 -
[194] - Quote
Savira Terrant wrote:I disagree with the opinion to make PVE more akin to PVP. My reason for that is simple: PVE and PVP need a very different set of a player's (real world) skills. This is a very good thing, since apart from diversity needed to do both and the different playstyles it serves, it ensures that a player has to actually spend time doing PVP to learn the ropes of it. I guess there will be people to argue, that PVE needs no player skills at all, but this is not true. To exaggerate things: Being able to do something very boring prolonged and repeatedly is a skill - and maybe the only one to apply to both PVP and PVE. This article may be an interesting read. It touches the subject of what qualifies as skill.
What a waste of forum space |
Lumirinne
Aie.
6
|
Posted - 2013.10.21 18:19:00 -
[195] - Quote
... |
Savira Terrant
Forsaken Identity Unchained.
60
|
Posted - 2013.10.21 21:38:00 -
[196] - Quote
Lumirinne wrote:There are PVP and there are PVP. Though there are some typical trends in PVP fitting: Mods that optimise ship resource consumption, mods to counter e/war and typically passive omni buffer tank. Specialised roles like logistics and WL-ships. Tutorial missions to train for this could be fun. And if tutorial is possible, surely its possible to make something like LVL 2,3,4,5 ones too.
What a waste of forum space. . |
Scorpionstrike
Oh Bugga League 0f Grumpy 0ld Farts
4
|
Posted - 2013.10.22 10:45:00 -
[197] - Quote
When i think of mission changes, i am thinking of ideas such as,
Warping into a battle between Npc ships that way you get a feeling for fleet flights and in this type of scenario you could complete the mission in many roles, repair, bomber, tank-[Time based].
You could have a mission where you need to hack as many nodes before a super-weapon attacks a target or a structure blows up with Aoe damage if you do not stop it in time.
there needs to be a sense of urgency that is the real issue, keep missions fun, improve on them that way.
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Savira Terrant
Forsaken Identity Unchained.
61
|
Posted - 2013.10.22 11:02:00 -
[198] - Quote
Scorpionstrike wrote:When i think of mission changes, i am thinking of ideas such as,
Warping into a battle between Npc ships that way you get a feeling for fleet flights and in this type of scenario you could complete the mission in many roles, repair, bomber, tank-[Time based].
You could have a mission where you need to hack as many nodes before a super-weapon attacks a target or a structure blows up with Aoe damage if you do not stop it in time.
there needs to be a sense of urgency that is the real issue, keep missions fun, improve on them that way.
Apart from the PVP aspects, I like your idea. One question though: How would you solve the problem that would be possible to actually fail a mission? I think players would just skip those if this was the case. . |
Starlight Kouvo
The Artisan Collective Confederated States of EVE
7
|
Posted - 2013.10.22 12:33:00 -
[199] - Quote
The problem with making PVE missions work like a PVP roam - Tackle etc is few pilots can take a single ship and engage lots of targets solo in PVP, so missions are going to get smaller, 1v1's 1v2's at most because your ship will have tank / resist holes to accommodate the normal PVP tackles etc.
You could then say lvl3's are possibly 2 man missions, lvl4's are small group 3-5 man missions.
Unfortunately a lot of people like to mission solo so would be pretty upset buy this and who wants to wait to organise a group to go run some missions to earn some basic isk to keep the ammo and ships flowing.
I agree with the concept that a special set of PVP biased missions could be added as was described in a previous post, with the rewards pay-outs increasing substantially to compensate for the higher risk and smaller number of pirates / loot available in such missions.
As to what to do with the current missions well there are a few possibilities without causing significant changes.
1 - Change the trigger ships to be random within each spawn. This eliminates the shoot only x and leave y till last to generate the next spawn. Adds much more unknown and could cause some more exciting oh crap moments for those who do not have to stress too much now.
2-Make a series of different missions at lvl 3 so that it would give a reason to get a HAC or Strategic Cruiser or similar to complete some lvl 34GÇÖs instead of just taking the battleship out in lvl 4GÇÖs but generating an equivalent isk/hr approximate earnings. Players could then have some faster paced advanced cruiser type missions or slower paced battleship type missions.
3-Apply the same as 2 above but to advanced Cruisers/Frigates in lvl 2GÇÖs
4 GÇô Make some missions with time dependant triggers for extra rooms or even the primary objective. Bounties would still pay out along with loot drops and salvage but no agent fee / LP for missing the trigger time. However I expect a lot of people would skip these missions if they were not consistently complete able with the right skills and fit. Make the final pay out worthwhile to incentivise completion GÇô loot drop or final ship bounty.
Just some thoughts I am throwing in the ring.
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Arthur Trueshot
Four Pillar Production Headshot Gaming
2
|
Posted - 2013.10.22 19:41:00 -
[200] - Quote
1) Trigger: I would rework completely the trigger mechanic. I guess it was for technical reason that it was implemented that way but shooting 1 particular ship trigger a reinforcement is not intuitive at all and forces the player to actually go to 3. party sites to look them up.
2) Elite missions: The missions how they are atm feel like you fight a training dummy, point shoot ah yes and tank. But the actual ships you face are "children" ship. An npc ship has by far not the dps/rep/armor that a Player ship has which produce the feel of shooting at flys flying around you.
I would introduce additional "Elite mission" with access restriction meaning lvl 1 Elite can only be accessed by frig and destroyer, etc. Kind like in fraction warefare plexes or in some rare missions. The main difference to normal mission would be that you would face a small amount of ships (1-5) but ships similar to player ships in pvp. And wen i mean similar to pvp fit i mean it like : - that nasty drone/neut/pointing tristan - activate gate, land on a tackler with webs and a logi is sitting at distance - those close range frig with over 150dps
Concerning the difficulty it should be that if you don't have a fit adapted to the fight well you loose your ship (yes warp scrambler please!!!). This would also mean that you need a way to know what you are going up against. The agent could tells you what kind of fit you are up against (those prirate always have logi support etc) and/or you have to dscan at the gate or something like this. But please no "well look it up plz"
For me you could even push it or make "Elite elite" mission where you would need 2-3 players to be able to do them (and with the ships restriction you can't just kill every thing in a bs)
Just to make things clear, i would not replace the actual missions, since they are great to learn the game (like training dummys :) ) but i would love to see challenging missions, fly smaller ships like t2 frigs and getting a decent amount of isk out of it and see actual small gang pve happening.
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Ghost Phius
Tribal Liberation Force Minmatar Republic
30
|
Posted - 2013.10.23 01:32:00 -
[201] - Quote
Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks.
I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice. |
Gimme more Cynos
Science and Trade Institute Caldari State
79
|
Posted - 2013.10.24 00:20:00 -
[202] - Quote
Anselm Cenobite wrote:There's some (justified) scepticism about making PvE similar to PvE. I understand that running missions can never be exactly like PvP. I do think some excitement might come from a few tweaks to make them more similar, however. I've tossed this idea out before a few years ago, but I'll repeat it here as an idea (cut-and-paste):
The main reason PvE is so different from PvP is that none of the current PvP missions require you to fit a warp scrambler to stop an NPC from warping off, at which point you fail the mission, nor do the current PvE missions require you to use certain useful PvP skills like combat probing, safespots, and breaking gate-camps.
The need to fit a point on a PvP ship necessitates very different fitting strategies from PvE ships. The need to use these other skills require very different playing strategies. If CCP wants to blur the distinction between PvP and PvE, or at least use PvE as a stepping stone toward PvP skills, they should add missions akin to these:
(1) An L1 mission where the pilot must fit a tackler ship and tackle a fast-moving NPC target--one that microwarps back and forth across the complex. One it is tackled, he must survive its drones and counter-fire long enough for slow NPC allies to appear and kill the main ship. (At higher versions, like L3, he doesn't have any NPC allies to help kill the ship--he must bring buddies or kill it himself).
(2) An L2 mission where the pilot must maneuver his unarmed stealthy ship through an artificial NPC gate-camp. Once he hops through the fake gate, he has the normal temporarily cloak, but must get away from a dozen or so NPC tacklers in position and trying to get fast locks on him.
(3) An L3 mission in which the pilot has to use combat probes to locate a single target NPC ship in deep space. The NPC ship has three randomly positioned safespots, and it warps between them every 3-5 minutes. He must scan it down and tackle it--if he engages in combat with it untackled, it warps off and creates a new three safespots to switch between. In an L4 version, he flies off if the combat probes stay out too long, to simulate how players run if probes are visible on d-scan for too long.
(4) An L3 mission in which the pilot is assigned a bounty target to destroy. The L3 version is a NPC located somewhere in the same region and on the move. This mission pays a little extra cash so the pilot can use locator agents to find him. An L4 version is one in which the bounty target is an actual player with an existing bounty--but the player has extra cash in the reward from the NPC agent, since that player has -5 standings with the NPC faction for whatever reason.
(5) An L2 mission in which the pilot must scan down and enter a special wormhole in a cloaky ship. Once he enters it, he is randomly kicked out into deep nulsec. He must get out of nulsec and back into high-sec with his ship intact to gain the cash reward. An L3 version might be one in which he can only use non-cloaky ships to complete the mission.
(6) An L2 mission in which a cloaky pilot must maneuver toward and tackle a target NPC mining barge mining illegally in the midst of a crowded asteroid field--one in which the asteroids and other non-targetted NPC ships are moving back and forth. He must keep his cloak and avoid coming within 2 km of objects until he is in tackling position of the barge, then hold it for ransom and /or destroy the barge.
(7) A mission in which the pilot must not only destroy an NPC ship, he must tackle and capture escape pods emerging from them.
You get the idea. Making a few new missions for tacklers, probers, and scouts would add a lot of variety and prep PvE players for smoother transition to PvP, if they are interested in it.
OK so,
1.) OK 2.) Cov-ops and go, boring mission 3.) Decline - If I want to scan, I go exploring 4.) Decline - max 3 jumps distance for a mission, anything more than that is stupid and boring 5.) Decline - see above, more than 3 jumps per mission is not going to happen 6.) Decline - too much of a hassle, although it's a funny idea 7.) Tackling Pods in Highsec, without bubbles and with serverlag - good idea.. not.
Seriously, some guyz should do some actual PvE in this game. Such ideas are no help, a waste of dev-time and would upset a lot of people. Not because they are necessarily bad, more because such idea's wont solve the issue while creating other issues.
You might have fun for once, but then it's boring again because you exactly know what happens the next time. Randomization is what's needed, not "new missions" which are booring after 2 days again..
It's either randomization or someone who writes new missions 24/7. |
Savira Terrant
Forsaken Identity Unchained.
62
|
Posted - 2013.10.24 10:55:00 -
[203] - Quote
Ghost Phius wrote:Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks. I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice.
I know what FRED is, was doing fun stuff with it in the past. I may be the only one to actually understand what you want. That's why I was asking you to rephrase your post to a proposal, that can be taken seriously. It's said that you are not willing to think about the implications of your proposal, to adress issues that could come up. So it will just end up in this forums nirvana.
Your choice. . |
Ghost Phius
Tribal Liberation Force Minmatar Republic
30
|
Posted - 2013.10.24 14:21:00 -
[204] - Quote
Savira Terrant wrote:Ghost Phius wrote:Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks. I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice. I know what FRED is, was doing fun stuff with it in the past. I may be the only one to actually understand what you want. That's why I was asking you to rephrase your post to a proposal, that can be taken seriously. It's said that you are not willing to think about the implications of your proposal, to adress issues that could come up. So it will just end up in this forums nirvana. Your choice.
CCP go look at FRED mission builder in the space game FREESPACE and give us that or not your choice period end of discussion.
I |
Savira Terrant
Forsaken Identity Unchained.
62
|
Posted - 2013.10.24 16:15:00 -
[205] - Quote
Ghost Phius wrote:Savira Terrant wrote:Ghost Phius wrote:Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks. I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice. I know what FRED is, was doing fun stuff with it in the past. I may be the only one to actually understand what you want. That's why I was asking you to rephrase your post to a proposal, that can be taken seriously. It's said that you are not willing to think about the implications of your proposal, to adress issues that could come up. So it will just end up in this forums nirvana. Your choice. CCP go look at FRED mission builder in the space game FREESPACE and give us that or not your choice period end of discussion. I
Hell no. . |
Ghost Phius
Tribal Liberation Force Minmatar Republic
30
|
Posted - 2013.10.26 00:52:00 -
[206] - Quote
Savira Terrant wrote:
Hell no.
Yeah that makes a ton of sense. |
Savira Terrant
Forsaken Identity Unchained.
63
|
Posted - 2013.10.26 01:39:00 -
[207] - Quote
Ghost Phius wrote:Savira Terrant wrote:
Hell no.
Yeah that makes a ton of sense.
I won't elaborate, because you won't think about the implications of such a powerful mission editor in EVE. . |
Lisa Eullon
University of Caille Gallente Federation
0
|
Posted - 2013.10.28 08:49:00 -
[208] - Quote
Been playing eve for good few years and omg still same missions lol. I would love to see harder missions like lvl5 but in hi sec where i could do PVE don't want Pvp while doing pve. Mission where i could use two three accounts. Like incursion but for smaller gangs. Atm either you do solo or you do 5+ (wormewholes c4) or incursion. Good story would be nice too.
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Ghost Phius
Tribal Liberation Force Minmatar Republic
36
|
Posted - 2013.10.28 16:58:00 -
[209] - Quote
Savira Terrant wrote:
I won't elaborate, because you won't think about the implications of such a powerful mission editor in EVE.
I have thought about them and there would need to be some type of govener I get that part. When City of Heroes implemented user based missions it was HUGELY popular but they did have to put the panties on the XP whores...I thought that was a given.
Moving beyond the obvious, the power of FRED was not really about isk/hr(which I agreed above needs to be reasonable), it was the ability to basically write movie/stories within the mission and to have the full control of the mission assets via sexpressions to do so.
It would take a creative thinker and one with power in CCP to see anything near FRED in this game. Right now CCP does not have one employee/dev that fits the bill and sadly probably never will.
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Cpt Ares
SUPER GOOSE SQUAD Confederation of xXPIZZAXx
2
|
Posted - 2013.10.30 09:49:00 -
[210] - Quote
Personally, I think the current missions should be left alone. However, new missions could be added with some of the changes that a few people have suggested.
I think there should be level 4 missions that could only be ran with a dictor or below. Maybe a similar to a 1v1 and if you donGÇÖt get a scram on the mission objective before they warp out you fail the mission. Add some were there are only a couple of high bounty/DPS/tanked battleships that make you work for it.
I know the hi sec level 5s were a bug, but they were fun to run with corp-mates. Level 4 versions could be brought in were each member is paid out LP/Bounty similar to the way incursions are but at a lower rate.
Add more epic Arcs for the other pirate factions. NPC null would also be great for the level 4s that have to be ran in the smaller ships.
I know the system spawn was changed a few expansions back, but when I lived in hi sec I would just turn down any missions that spawned too far away or in low sec. Worst case I would just travel to another hi sec lvl4 agent and run missions with them until my 4 hour timer was up. In NPC null, I do the same thing by just turning down any mission that spawns in a GÇ£hostileGÇ¥ system, so IGÇÖm not sure how effective the change was.
Last, I think if I take a negative standings hit for shooting a ship for one entity, I should get a positive gain for the faction I am running the mission for. Not as high but at least some kind of gain.
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