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Yendor Widdershins
Gallente University of Caille
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Posted - 2009.07.10 18:53:00 -
[121]
Originally by: ONT101
And mission lvl 1-100 instead of lvl 1 -20 to lvl 1 +20 and so on, theres 100 lvl's right now .Its just confusing.And a clear progression of difficulty and reward (no higher lvl mission can pay less than lower lvl).
There's a freaking huge difference between level 3 Q+20 and level 4 Q-20. But it might be interesting to divide them into low, medium, high quality agents instead of a numerical scale.
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ONT101
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Posted - 2009.07.11 17:49:00 -
[122]
Originally by: Yendor Widdershins
Originally by: ONT101
And mission lvl 1-100 instead of lvl 1 -20 to lvl 1 +20 and so on, theres 100 lvl's right now .Its just confusing.And a clear progression of difficulty and reward (no higher lvl mission can pay less than lower lvl).
There's a freaking huge difference between level 3 Q+20 and level 4 Q-20. But it might be interesting to divide them into low, medium, high quality agents instead of a numerical scale.
I agree with "There's a freaking huge difference between level 3 Q+20 and level 4 Q-20" and see that as a PROBLEM.
I think scaling 1-100 is a way to eliminate GAP in lvl progression, with some tuning.
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SillyWaif
Galactic Kingdom
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Posted - 2009.07.11 19:30:00 -
[123]
Before I start, I was asked at last fanfest what my ideas were regarding mission running but unfortunately at that time there was no one recording anything, just browsing... So thanks for asking this on the forums.
Here are a few ideas, most likely they have been mentioned before.
- Mixed profession missions: hack a container, get a key for the next gate. A bit like a Faction Diamond Tag for AE bonus room but then only for this mission. If you dont have the skills yet you'll have to be satisfied with killing the rats present.
- Escalation from a mission: So more multi part missions which increase in difficulty. (no Recon 1-3 clones) Like 10 parts and the first one is easy up to 10 which is insane. How far can YOU go?
- More dynamic missions: make the trigger ship variable in some missions. You have to be more on your toes...
- Search for clues missions: destroy a random building and a gate spawns, leading to more rats to fight. Like the first idea but all you need is firepower and luck.
- Variate the number of rats to fight in missions. Sometimes they have to be elsewhere and its your lucky day. Or they turn up in greater numbers and you have a challenge on your hands.
- And to answer a Dev question: I like multi room missions but i really hate to fly 14125134251243 km to the next gate. I simply decline those missions because of that. Worlds Collide is an example of that. As mostly Caldari specced I use cruises so I can snipe the rats though the distance to the gates (and rats) is gruesome.
I have a few more and will post them when I remember them :)
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SillyWaif
Galactic Kingdom
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Posted - 2009.07.11 19:39:00 -
[124]
Edited by: SillyWaif on 11/07/2009 19:39:56 Here is another:
- Have multiple solutions to fly a mission. WC is as far as I know the only mission which has an alternate way of flying (Zbikoki's Hacker Card). This is a blitz option, there may be other ways you can think of.
(Edit : spelling)
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Ysmara Zweiblum
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Posted - 2009.07.12 12:58:00 -
[125]
Great topic :)
What i like about missions: After flying them for over a year i guess i have no love left for them. They provide a nice income and are perfect to relieve some stress after a long day at work.
Possible improvements for combat missions:
- Random missions and a difficulty slider for them. That would also make it more fun to fly them in groups.
- The ability to pick the size of a mission (short-medium-long). If you only have 45 minutes an AE aint the perfect mission :)
- Introduce the sleeper AI and tune down the number of rats you have to fight. To counter their hate for drones you could make them (the drones) cheaper to produce.
- Get rid of the ridiculous NPC-EWAR.
- No differences between PvP/PvE fittings.
Some random ideas for these random missions:
- Rescue mission: "We have lost contact with [some ship] in the [pwnzor system]. Go and out try to find it." You would have to use probes to find it - unknown enemies as a bonus
- Exploration missions (wormholes would be perfect for that): "The increase in wormholes in the [roxor system] has become a threat to our security. As we speak another one has opend. Go there and [explore it]. Search and destroy as much stuff as you can if you encounter any hostile resistance!" More probing stuff mixed with optional combat/exploration/minging/hacking. These holes should probably collapse after a short while. The rewards could also increase with your activiy.
- Call to Arms (aka Warhammers "Public Missions"): "Help our pilots to repell the [some NPC faction] invasion in the [somwhere] system". A random plex would spawn somewhere(tm) and be shown as a beacon in the overview. The more you fight the better your reward will be ^^. After the last enemies is killed (maybe a few dreads) the plex would despawn and rewards can be collected from your local agent. (can be combined with the mission mentioned below ^^)
- PvP Missions: "Go out and kill 100 of these ninja salvagers" ... just kidding :)
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Tranka Verrane
Public Venture Enterprises
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Posted - 2009.07.12 15:36:00 -
[126]
Edited by: Tranka Verrane on 12/07/2009 15:37:57
Originally by: Ben Derindar Edited by: Ben Derindar on 01/07/2009 04:01:57 New mission ideas (snip)
Great post.
Player Since 2005 Over 4000 hours logged
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.07.12 16:25:00 -
[127]
I'm one of the people whose only joy in missioning comes during the looting phase. The chance of finding one of the nice meta-4 modules is the only thing that keeps me coming back, and that's not an ISK thing, it's an "Ooh, shiny!" gratification reward.
Thus, my biggest complaint with missioning is that the loot is too boring and predictable. Missions would be a thousand percent more rewarding if there was a miniscule chance of better or different drops -- a bit of faction ammo, Tech II, a can full of moon goo, some ship pilot's fancy watch that refines into five units of morphite, ****ographic holoreels, anything! It doesn't need to be frequent or common, and it could be balanced ISK-wise by reducing the lower-meta drops that just get refined. But there needs to be some room for HOPE that the loot will contain attractive surprises. This means more randomness in loot drops with a heavy salting of very rare happy surprises.
I also agree that the buildings would be a good place to accomplish this in missions. Right now blowing up buildings is a bummer because the usual result is a pretty explosion and no drop. Instead, I would much prefer if your effort got rewarded by something. It could be worthless tradegoods most of the time, or even metal scraps, but there should usually be a drop from anything you can blow up, and at least one in ten times, it should be worth enough to buy the ammo you spent. Maybe one in a hundred or one in a thousand times, you should find special prizes. Again, there are many many commodities of value in this game that are not usually found in loot -- there's room for enormous creativity here. ------------------ Ironfleet.com |
Checkthis
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Posted - 2009.07.12 16:31:00 -
[128]
Edited by: Checkthis on 12/07/2009 16:32:31 Some thoughts from my side of view
1. Stop creating missions with flight routes of 140km out to a spawn and back to the gate (aka Worlds Collide). They're just annoying. 2. Have a chance for some more tough L4 stuff like Angel Extravaganza Stage 6 - maybe a bonus stage that is like those Faction-spawns random and really heavy 3. Balance those special abilities of NPC Groups (Serpentis uber-you-target-nothing-within-10km-damp against angel we paint your Marauader to an Marauder of Death(tm) (which hurts noone)) 4. I like the idea of shrinking divisions and stop giving out mining missions within divisions like Command. 5. I also like that idea about a selection of the next mission length (although i can do an AE incl. Stage 6 within about 50-55 minutes) but it will be hard to balance around those ppl with an fully officer fitted marauder // T2 fitted battleship 6. Stop giving out faction missions to every agent runner. create a division for them. 7. add more missions but stop creating a Worlds collide for every faction combination. 8. have those LP Stores much more diversified. So you only get those ships within the faction fleet, maybe a BPC from an research corp - u get the point.
Some general notes: - Rewards are sufficient balanced. For those that cry about L4 giving too much ISK think about the cost of a fully fitted Marauder. - Missions I like: Recon, Worlds Collide with Zlibokis, Buzz Kill, - Missions I hate: The Assault (Serpentis) because of OMGWTFBBQ uberdamp ;) - I'd like to see missions suited for 2 or 3 players -> special agents with almost equal (a bit higher eventually) rewards to soloing L4 or with some special loot
Regards
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Vilserx
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Posted - 2009.07.12 20:25:00 -
[129]
Originally by: Marlenus I'm one of the people whose only joy in missioning comes during the looting phase. The chance of finding one of the nice meta-4 modules is the only thing that keeps me coming back, and that's not an ISK thing, it's an "Ooh, shiny!" gratification reward.
Thus, my biggest complaint with missioning is that the loot is too boring and predictable. Missions would be a thousand percent more rewarding if there was a miniscule chance of better or different drops -- a bit of faction ammo, Tech II, a can full of moon goo, some ship pilot's fancy watch that refines into five units of morphite, ****ographic holoreels, anything! It doesn't need to be frequent or common, and it could be balanced ISK-wise by reducing the lower-meta drops that just get refined. But there needs to be some room for HOPE that the loot will contain attractive surprises. This means more randomness in loot drops with a heavy salting of very rare happy surprises.
I also agree that the buildings would be a good place to accomplish this in missions. Right now blowing up buildings is a bummer because the usual result is a pretty explosion and no drop. Instead, I would much prefer if your effort got rewarded by something. It could be worthless tradegoods most of the time, or even metal scraps, but there should usually be a drop from anything you can blow up, and at least one in ten times, it should be worth enough to buy the ammo you spent. Maybe one in a hundred or one in a thousand times, you should find special prizes. Again, there are many many commodities of value in this game that are not usually found in loot -- there's room for enormous creativity here.
Agree that more exciting loot would be good. Would make missions more exciting whilst not really unbalancing them at all, assuming they balance it out with less loot on the low end, lower bounties etc.
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SillyWaif
Galactic Kingdom
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Posted - 2009.07.13 14:49:00 -
[130]
About loot tables.
I would like to have a bit more chance on some Faction loot too. On a rare occasion I get some small Faction goodies from exploration or a Faction spawn in the belts but it would be nice to get some from missions as well (other than the rare occasion in WC). PITA it was removed from AE bonus room, its not like you can 'farm' bonus rooms...
Maybe a Faction Spawn can be triggered by killing x rats within a certain time or whatever. Doesn't have to be much, to prevent offsetting the market balance, at least think about it ;)
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SillyWaif
Galactic Kingdom
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Posted - 2009.07.13 20:50:00 -
[131]
CCP Navigator, before you close this topic Will you please give feedback on the ideas posted?
Not a 'thanks for all the fish' kind, but one with which ideas CCP is looking into/considering for implementation. Thanks
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Rhys Onasi
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Posted - 2009.07.13 22:59:00 -
[132]
Edited by: Rhys Onasi on 13/07/2009 22:59:55
Originally by: SillyWaif CCP Navigator, before you close this topic Will you please give feedback on the ideas posted?
Not a 'thanks for all the fish' kind, but one with which ideas CCP is looking into/considering for implementation. Thanks
And if you can, say WHY the ideas are good/bad. So we know what sort of implementations CAN be accomplished, so we can go further along those paths, and not just recycle the ones that can never integrate into EVE.
And SillyWaif, I think faction loot is more of Exploration's forte. Sorry.
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CCP Navigator
C C P
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Posted - 2009.07.14 16:47:00 -
[133]
Hello everyone,
This thread has been completely full of win so I want to thank each and everyone of you for your feedback. I know that the Content Lead has seen some very good ideas and I know these will be discussed further to see what we can and cannot implement.
It is safe to say that all ideas are being considered along with others that we are working on in-house. Unfortunatefly it would be inappropriate of me to say which are most likely to happen because a lot of planning and testing must take place before it is decided if a mechanic is viable or not. If I were to say *random idea* looks great it could be discovered during testing that it is game breaking or simply unusable meaning we would have to scrap it which in turn would make players who wwere looking forward to *random idea* being implemented to get quite irate.
All I can suggest is to keep your eyes open for any new blogs in the future. You may just see one of your ideas come to life
This thread will now be locked as we want you to focus your energies on providing us with your feedback on COSMOS Missions.
Navigator Senior Community Representative CCP Hf, EVE Online
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