|
Author | Thread Statistics | Show CCP posts - 12 post(s) |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.12 20:55:00 -
[1] One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is. While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future. For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners. Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted. The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.12 20:55:00 -
[2] One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is. While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future. For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners. Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted. The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.12 20:55:00 -
[3] One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is. While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future. For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners. Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted. The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.13 08:33:00 -
[4]
The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.13 08:33:00 -
[5]
The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers ![]() |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.13 08:33:00 -
[6]
The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.13 20:04:00 -
[7]
Being authored as we speak. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.13 20:04:00 -
[8]
Being authored as we speak. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.13 20:04:00 -
[9]
Being authored as we speak. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.17 15:17:00 -
[10] Btw. seems like the marketing term for them is "Deadspace Complexes". |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.17 15:17:00 -
[11] Btw. seems like the marketing term for them is "Deadspace Complexes". |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.17 15:17:00 -
[12] Btw. seems like the marketing term for them is "Deadspace Complexes". |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.19 15:53:00 -
[13]
There will indeed be monsters. Monsters in EVE terms are just NPC ships. Treasure chests in EVE terms are various spawn containers, flotsam, etc. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.19 15:53:00 -
[14]
There will indeed be monsters. Monsters in EVE terms are just NPC ships. Treasure chests in EVE terms are various spawn containers, flotsam, etc. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.19 15:53:00 -
[15]
There will indeed be monsters. Monsters in EVE terms are just NPC ships. Treasure chests in EVE terms are various spawn containers, flotsam, etc. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:29:00 -
[16]
It has already been asked, and the answer is yes, there will be dungeons that do not require agents. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:29:00 -
[17]
It has already been asked, and the answer is yes, there will be dungeons that do not require agents. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.22 08:29:00 -
[18]
It has already been asked, and the answer is yes, there will be dungeons that do not require agents. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[19]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[20]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[21]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[22]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[23]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[24]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[25]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[26]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[27]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.30 00:46:00 -
[28]
As the first line of the EULA says "Game Experience May Change During Online Play". Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul. But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting. Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere. There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, ![]() ![]() ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.30 00:46:00 -
[29]
As the first line of the EULA says "Game Experience May Change During Online Play". Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul. But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting. Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere. There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, ![]() ![]() ![]() |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.30 00:46:00 -
[30]
As the first line of the EULA says "Game Experience May Change During Online Play". Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul. But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting. Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere. There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, ![]() ![]() ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.11.11 19:43:00 -
[31]
I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.11.11 19:43:00 -
[32]
I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ![]() |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.11.11 19:43:00 -
[33]
I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.11.11 19:45:00 -
[34]
They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them. Shouldn't be an awesome difference though. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.11.11 19:45:00 -
[35]
They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them. Shouldn't be an awesome difference though. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.11.11 19:45:00 -
[36]
They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them. Shouldn't be an awesome difference though. |
Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,05s, ref 20250913/1332 EVE-Online™ and Eve imagery © CCP. |
COPYRIGHT NOTICE EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website. |