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Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
18
|
Posted - 2012.07.29 12:56:00 -
[1] - Quote
(It's a simple thing to get your head around really, although I can hear the Tsunami of NO approaching.)
Why is PvE and PvP so different in a game like this?
Wouldn't it be far better to just rebalance the Missions, Belt Ratz, and such to having the same comparable offensive and defensive capacities that the Players have?
I say let the only difference be NPC AI vs Players, just rebalance the missions to a small handful of NPC's, do away with the Mission Blobs of NPC RED. If you want to Solo, then you can probably handle L1-2, but once you start into L3's you should be needing a few friends to fly with. It would also be to encourage PvP style ship fittings and tactics. That would balance the game quite nicely, and it would better prepare folks for PvP Combat since there would be no substantial difference other than AI vs Player unpredictability.
Now.... Unleash the Trolls.... my Tear Bucket is at the ready. |

Vera Algaert
Republic University Minmatar Republic
262
|
Posted - 2012.07.29 13:21:00 -
[2] - Quote
pvp is constantly evolving, npcs are static
let's say CCP makes a new lvl3 mission: kill a single angel cynabal which keeps kiting you and will warp away when you try to get a point on it.
apart from the thousands of ship losses this would cause during the first few weeks, it would only take one single guy in all of eve to figure out the optimal way to complete this mission, share his findings on eve-survival and the mission would be permanently "solved".
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Tor Gungnir
Agenda Industries
355
|
Posted - 2012.07.29 13:23:00 -
[3] - Quote
Show me any game where the NPC victims have similar capabilities as the PC characters. Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you. |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
18
|
Posted - 2012.07.29 13:25:00 -
[4] - Quote
Vera Algaert wrote:pvp is constantly evolving, npcs are static
let's say CCP makes a new lvl3 mission: kill a single angel cynabal which keeps kiting you and will warp away when you try to get a point on it.
apart from the thousands of ship losses this would cause during the first few weeks, it would only take one single guy in all of eve to figure out the optimal way to complete this mission, share his findings on eve-survival and the mission would be permanently "solved".
YES!!!
And then others can practice the "Art" of tackling a Cynabal.... It would be of course worth as much in Bounties, LP's, and Standings as a full mission of that difficulty.
But Yes, Why Not? |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
18
|
Posted - 2012.07.29 13:26:00 -
[5] - Quote
Tor Gungnir wrote:Show me any game where the NPC victims have similar capabilities as the PC characters.
Show me another game like EvE Online...
Why should EvE be "just another game..."? |

Lexmana
619
|
Posted - 2012.07.29 13:26:00 -
[6] - Quote
You die all the time in PvP. Some people don't like to die. Making PVE hard would not please them in anyway. |

Ginger Barbarella
State War Academy Caldari State
23
|
Posted - 2012.07.29 13:40:00 -
[7] - Quote
I'm with you, OP: why not? You have to take into account noobs and industry types, but adding regular CONCORD or Navy patrols of belts to keep the mining community happy and areas to keep noobs safe would allow this kind of measured opponents in-game. As capsuleers we run in gang or solo; Incursions are supposed to be gangs (for the most part) also, and running missions is supposed to separate the cream-of-the-crop of capsuleers from the chafe, so why not?
But people like being able to kill their Red Crosses with impunity, and taking a battleship, supposedly one of the most powerful and fearsome of ships in the Eve Universe, against Blood frigates and cruisers is a big, manly thing to do! And let's not forget Eve-Survival.com: people want a quick kill to boost epeen. I guess cheating with eve-survival is part of the game.
But having more than one person run agent missions is just against the nature of the peeveepee game, no?  |

Quintila
CTRL-Q Iron Oxide.
1
|
Posted - 2012.07.29 13:46:00 -
[8] - Quote
I agree with OP on this one, I have been a mission runner from the birth of my character and only just starting to try PVP.
It would be a very good way to learn and practice how to fit ships and fly them for PVP.
Yes you would find out the best way to do this in the long run but then way not in mission brief just tell you what class of ship i.e. Frig, BC, BS and then have a random fit to go with ships.
Just my opinion.
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Possum's Awesome
Foxtrot Uniform Charlie Kilo
57
|
Posted - 2012.07.29 14:01:00 -
[9] - Quote
Mystic Lore Arcanium wrote: If you want to Solo, then you can probably handle L1-2
Who can handle lvl 1-2s solo under your system? newbie players still learning modules, fittings, and training? or "elite" carebears in their 10bill isk SNIs and ravens?
Rather than tears, I think you're more in store for withering scorn and snorts of derision. Mission running is a painless way of isk making, pvp is what you spend that isk on. That's why there's a difference. Possum's Awesome : Awesome Possum
Unjustly accused and condemned for his crimes. |

Psychotic Monk
The Skunkworks The Marmite Collective
345
|
Posted - 2012.07.29 14:21:00 -
[10] - Quote
+1 this idea. It'd be really sweet to see a larger number of people who don't have their heads up their asses. Maybe we'll stop seeing Drakes with purger rigs and no points on lossmails. |
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Russell Casey
Brutor Tribe Minmatar Republic
176
|
Posted - 2012.07.29 14:29:00 -
[11] - Quote
Lvl 4s were originally meant to be group content. People just figured out how to solo them. |

Vincent Athena
V.I.C.E. Comic Mischief
860
|
Posted - 2012.07.29 14:36:00 -
[12] - Quote
Sounds good at first, but...
There is a huge difference in the capabilities of new players vs older ones. Belt rats that would be a challenge to an experienced player would make belts death zones for newer players, locking them out of content for months after subscribing.
Missions would have the same issue: They actually got to be completable by new players.
CCP did some of what you suggest with Sleepers and Incursions. The idea here was that a new AI deserved new content, not just a revamping of the same old stuff. The result? Players learn how to do the content with low losses, totally unlike PvP where you die as often as you do not. Also the goal of an incursion fleet having a PvP like fit really did not happen, although they are closer than a mission fit. http://vincentoneve.wordpress.com/ |

Spy 21
Lonetrek Exploration and Salvage
124
|
Posted - 2012.07.29 14:47:00 -
[13] - Quote
Like the idea from the perspective of having PVE-PVP fits not being so radically different. Every mission ship fit with a point and a tank that can handle the huge short term burst of DPS you get when trying to take down a single opponent. Takes a bit of the WTF-ness out of being in a mission and finding yourself face to face with another player trying to kill you.
As for newbs being befuddled by PVP tactics I don't see that. The current batch of tutorial missions have the brand new players fitting warp scramblers and webs for a couple of the combat missions and actually using them to hold an opponent in place. It's not a skill that requires months of gameplay to learn. The reason most people never learn the nuances of pvp tactics early on is that they simply do not need to.
Plus 1 this idea.
S The thread goes on-line June 9th, 2012. Human intelligence is removed from further posts. The thread begins to learn at a geometric rate. The thread becomes self-aware at 2:14 a.m. Eastern time, June 10th. In a panic, they try to pull the plug.-á |

Vaerah Vahrokha
Vahrokh Consulting
1738
|
Posted - 2012.07.29 14:50:00 -
[14] - Quote
Tor Gungnir wrote:Show me any game where the NPC victims have similar capabilities as the PC characters.
There are no MMOs with NPCs *as good as* players but certainly they have them hugely better than EvE AI.
2003: Istaria MMO: maybe one of the first MMOs where NPCs would "message" each other, form a group with healer, tank, crowd controller and DPS (multiple of them if available) and gang against 1 player. Of course the healers were quite though and would also resurrect the dead NPCs. Their attacks were very straightforward though. This phenomenon was expecially tangible in the so called Sathyr Islands.
Darkfall Online MMO: has pretty sick NPCs. They not only gang up but (I admit I only had experience as a newbie there) also would hit quite hard and in that game whoever you are (even newbie) you drop all your loot, all your gear *and* all your money. Some of them would do some basic kiting, would run back to their spawn and call reinforcements, some of them would climb on scenery and be harder to target. Their attacks were less straightforward than the above.
Guild Wars2: the training PvP area (The Mists) sports duel NPCs. While they are far from being good, they can still quickly and easily kill the players. They know how to dodge attacks, how to get in line of sight when you try hide, they use abundant crowd control and some of them self healing. Some of them summon and use pets. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Bloodpetal
Mimidae Risk Solutions
727
|
Posted - 2012.07.29 14:59:00 -
[15] - Quote
The value of this is to teach good PVP awareness.
To learn what is happening when someone is kiting you.
To learn what is happening when someone is speed tanking you.
To learn what is happening when an NPC/Player is receiving logistics, identify the issue and resolve.
It wouldn't be a good way to do anything other than to demonstrate what an opponent can do and what you can copy in a more "Real" situation. The major obstacle with this is that there are requirements for PVP that you must have in place when you are in a PVP environment, even if you are doing PVE content, vs to requirements PVE content requires in "Safe" space such as High Sec.
Ultimately, in PVP environemnts you NEED a prop mod. You NEED to solve Environmental issues in your fittings that a PVP safe zone does not make requirements of you to do because of players different options.
So even if you were to make PVE "more like" PVP, you would have different solutions come out because the environment is inherently NOT PVP capable. Mimidae Risk Solutions Recruiting |

dexington
99
|
Posted - 2012.07.29 15:04:00 -
[16] - Quote
Sounds like the first step towards arena based pvp, which i don't really think is that well suited for the eve universe.
Making the opponent npc based is going to result in series of patterns that players are going to prepare for, and cookie cutter fits will emerge over time. Now player carry around different types of resist, and many drones and ammo for different missions. It would just add the need to bring more modules for optimal fitting for each mission.
The only lasting design would be players fighting players, but i think that would have a huge negative effect on the rest of the game.
GÇ£The best way to keep something bad from happening is to see it ahead of time, and you can't see it if you refuse to face the possibility.GÇ¥-á |

Bootleg Jack
Potters Field
209
|
Posted - 2012.07.29 15:48:00 -
[17] - Quote
Mystic Lore Arcanium wrote:(It's a simple thing to get your head around really, although I can hear the Tsunami of NO approaching.)
Why is PvE and PvP so different in a game like this?
Wouldn't it be far better to just rebalance the Missions, Belt Ratz, and such to having the same comparable offensive and defensive capacities that the Players have?
I say let the only difference be NPC AI vs Players, just rebalance the missions to a small handful of NPC's, do away with the Mission Blobs of NPC RED. If you want to Solo, then you can probably handle L1-2, but once you start into L3's you should be needing a few friends to fly with. It would also be to encourage PvP style ship fittings and tactics. That would balance the game quite nicely, and it would better prepare folks for PvP Combat since there would be no substantial difference other than AI vs Player unpredictability.
Now.... Unleash the Trolls.... my Tear Bucket is at the ready.
The first part of the idea sounds fine, albiet somewhat unrealitic to implement.
The part about rebalancing missions so solo players get reduced from 4s to 2s, that is just butt hurt and would never fly.
I'm an American, English is my second language... |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 16:28:00 -
[18] - Quote
Bootleg Jack wrote:Mystic Lore Arcanium wrote:(It's a simple thing to get your head around really, although I can hear the Tsunami of NO approaching.)
Why is PvE and PvP so different in a game like this?
Wouldn't it be far better to just rebalance the Missions, Belt Ratz, and such to having the same comparable offensive and defensive capacities that the Players have?
I say let the only difference be NPC AI vs Players, just rebalance the missions to a small handful of NPC's, do away with the Mission Blobs of NPC RED. If you want to Solo, then you can probably handle L1-2, but once you start into L3's you should be needing a few friends to fly with. It would also be to encourage PvP style ship fittings and tactics. That would balance the game quite nicely, and it would better prepare folks for PvP Combat since there would be no substantial difference other than AI vs Player unpredictability.
Now.... Unleash the Trolls.... my Tear Bucket is at the ready. The first part of the idea sounds fine, albiet somewhat unrealitic to implement. The part about rebalancing missions so solo players get reduced from 4s to 2s, that is just butt hurt and would never fly.
Hmmm.... Solo pilots seem to get "butt hurt" all the time in lowsec and nullsec when they get hot dropped by a gang, if you can find a way to Solo one of those situations vs a group of NPC AI's, maybe, just maybe you can be a little less "butt hurt" when it happens in PvP. |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 16:43:00 -
[19] - Quote
dexington wrote:Sounds like the first step towards arena based pvp, which i don't really think is that well suited for the eve universe.
Making the opponent npc based is going to result in series of patterns that players are going to prepare for, and cookie cutter fits will emerge over time. Now player carry around different types of resist, and many drones and ammo for different missions. It would just add the need to bring more modules for optimal fitting for each mission.
The only lasting design would be players fighting players, but i think that would have a huge negative effect on the rest of the game.
Isn't one of the big issues with PvP the fact that there is "NO OPTIMAL FITTING"? One of the benefits of my proposal is that the NPC fittings be randomized a bit, mix it up some, like they did with Incursions... There should be some "fog of war" involved, it shouldn't be completely random mind you, but each Faction has strengths, they have weaknesses, and even in the PvP world, being able to recognize the enemy "inherent capabilities" is a crucial skill. A good example in PvP is an Ewar Pilot in a Scorpion or Falcon that can quickly identify which Racial Jammer to select for each target. The Faction NPC's might be somewhat more predictable, but what if they bring Merc's? Who's ships will they bring? And Pirates? Never in History have pirates owned a fleet made to order, it has always been piecemeal. |

Bootleg Jack
Potters Field
209
|
Posted - 2012.07.29 16:45:00 -
[20] - Quote
unrelated, in any case, lame idea with no real merit that solves nothing, therefore a waste of dev time, lets have the devs work on PvP not PvE.
I'm an American, English is my second language... |
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Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 17:26:00 -
[21] - Quote
Bootleg Jack wrote:unrelated, in any case, lame idea with no real merit that solves nothing, therefore a waste of dev time, lets have the devs work on PvP not PvE.
Sweetness....Moar....give me moar.... Clearly you see no value in a well educated PvP target. Don't you see that this is the best way for devs to improve PvP? |

Patrakele
Sebiestor Tribe Minmatar Republic
71
|
Posted - 2012.07.29 17:29:00 -
[22] - Quote
Lock target, press F1.
|

Bootleg Jack
Potters Field
209
|
Posted - 2012.07.29 17:33:00 -
[23] - Quote
Mystic Lore Arcanium wrote:Bootleg Jack wrote:unrelated, in any case, lame idea with no real merit that solves nothing, therefore a waste of dev time, lets have the devs work on PvP not PvE.
Sweetness....Moar....give me moar.... Clearly you see no value in a well educated PvP target. Don't you see that this is the best way for devs to improve PvP?
Ohh you are going to educate the bears and make them PvPers?
Fools errand.
I'm an American, English is my second language... |

the plague
Anthraxus Defense Laboratories
19
|
Posted - 2012.07.29 17:53:00 -
[24] - Quote
I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat in EVE's PvE content, that should be the goal. Are the "solve" the missions? Sure, but the missions should still encourage PvP fits. That would go a long way toward removing this artificial PvP vs PvE environment as it currently exists in EVE.
Killing NPCs should be both fun and challenging. Who care how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE. |

Roll Sizzle Beef
Space Mutiny
734
|
Posted - 2012.07.29 18:19:00 -
[25] - Quote
So many ways static missions could be different every time you do them.
Each ship type gets several different loadouts it could randomly choose when the mission is created.
The trigger should change, but the trigger should be identifiable in some fashion for the basic mission levels. such as scanning or visually seeing a command module highslot item that looks like an auxiliary bridge "turret".
Ships that use drones (not like spider drones) I mean real drones. This would require a smart bomb change from griefer cloaked ships to be simply considered a suspect flag as cloaking near a neutral should be its own hostile act. And they can deal with each other without Concord intervention.
More missions that mimic player activities:
Waiting at a mission stargate and scanning npc cargo ships as they warp in at 15 and auto to the gate, need to cargo scan just the right one and take it out. Make untargetable npc ships aggress you and targetable by taking their can for a corp hit contract. Combat scanning missions to find specific npc ships.
|

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 19:16:00 -
[26] - Quote
Roll Sizzle Beef wrote:So many ways static missions could be different every time you do them.
Each ship type gets several different loadouts it could randomly choose when the mission is created.
The trigger should change, but the trigger should be identifiable in some fashion for the basic mission levels. such as scanning or visually seeing a command module highslot item that looks like an auxiliary bridge "turret".
Ships that use drones (not like spider drones) I mean real drones. This would require a smart bomb change from griefer cloaked ships to be simply considered a suspect flag as cloaking near a neutral should be its own hostile act. And they can deal with each other without Concord intervention.
More missions that mimic player activities:
Waiting at a mission stargate and scanning npc cargo ships as they warp in at 15 and auto to the gate, need to cargo scan just the right one and take it out. Make untargetable npc ships aggress you and targetable by taking their can for a corp hit contract. Combat scanning missions to find specific npc ships.
Yes!, How about a few that would require you to send in a scout first to determine ship types and numbers before determining what your fleet composition needs to be... give them a feel for FC and Fleet Scout work. |

Bootleg Jack
Potters Field
209
|
Posted - 2012.07.29 19:30:00 -
[27] - Quote
the plague wrote:I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat within EVE's PvE environment, that should be the goal. Are players going to "solve" the missions, even if some random elements are introduced to spice things up? Sure, and players will always do their best to farm PvE content as efficiently as possible. Nevertheless, there's still a lot that could be done here without having to reinvent the wheel, not least of which is that the missions should encourage PvP fits. That would go a long way toward removing the artificial PvP vs PvE environment as it currently exists in EVE.
Killing NPCs should be both fun and challenging. Who cares how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE.
The so called "artificial PvP vs PvE" exists world wide and has since before computers.
Some games are competative, football, boxing.
Some games are personal best, solitare.
Each person has their own preference based on thier personality. That is normal, that is the very nature of games.
But here, some of the PvP community, not all many remember what a mistake this was in UO, are obssesed with converting carebears to PvPers.
It would be dumb to commit so much effort to making PvE better in a hope that it will improve PvP when they could spend the same effort directly on PvP and bring in players from the millions of PvPers world wide.
Converting carebears is a fools errand. I'm an American, English is my second language... |

Hiyora Akachi
Bling Ring Tax Evaders
33
|
Posted - 2012.07.29 19:36:00 -
[28] - Quote
Because players think. They're capable of making decisions. NPCs do what they're programmed to do, they can't act beyond those parameters.
This proposed mission would be solved within the first week by one guy who would then post about it on EvE-Survival.
PvP evolves. PvE is static.
EvE isn't like all the other games, but PvE is nearly impossible to change. |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 19:38:00 -
[29] - Quote
Bootleg Jack wrote:the plague wrote:I absolutely agree with the OP on this. While it obviously would be impossible to truly mimic the intricacies of PvP combat within EVE's PvE environment, that should be the goal. Are players going to "solve" the missions, even if some random elements are introduced to spice things up? Sure, and players will always do their best to farm PvE content as efficiently as possible. Nevertheless, there's still a lot that could be done here without having to reinvent the wheel, not least of which is that the missions should encourage PvP fits. That would go a long way toward removing the artificial PvP vs PvE environment as it currently exists in EVE.
Killing NPCs should be both fun and challenging. Who cares how it is in other MMOs, EVE should set the standard for other games to emulate. And IMHO, this really ought to be high on CCP's priority list because it would have benefits for everyone in EVE. The so called "artificial PvP vs PvE" exists world wide and has since before computers. Some games are competative, football, boxing. Some games are personal best, solitare. Each person has their own preference based on thier personality. That is normal, that is the very nature of games. But here, some of the PvP community, not all many remember what a mistake this was in UO, are obssesed with converting carebears to PvPers. It would be dumb to commit so much effort to making PvE better in a hope that it will improve PvP when they could spend the same effort directly on PvP and being in players from the millions of PvPers world wide. Converting carebears is a fools errand.
Ok, Bootleg Jack... I'm listening... It is easy to criticize, it takes hardly any effort. How about giving us your Solution. How would you "Improve" PvP? Hmmm.... |

Mystic Lore Arcanium
Royal Amarr Institute Amarr Empire
19
|
Posted - 2012.07.29 19:42:00 -
[30] - Quote
Hiyora Akachi wrote:Because players think. They're capable of making decisions. NPCs do what they're programmed to do, they can't act beyond those parameters.
This proposed mission would be solved within the first week by one guy who would then post about it on EvE-Survival.
PvP evolves. PvE is static.
EvE isn't like all the other games, but PvE is nearly impossible to change.
PvE doesn't have to be "Static" that's the point, and it doesn't have to be more difficult by simply increasing the size of the red blob either. Artificial Intelligence has improved a lot in the past 8 years. Think outside of the box. |
|

Bootleg Jack
Potters Field
209
|
Posted - 2012.07.29 20:10:00 -
[31] - Quote
Mystic Lore Arcanium wrote:... Ok, Bootleg Jack... I'm listening... It is easy to criticize, it takes hardly any effort. How about giving us your Solution. How would you "Improve" PvP? Hmmm....
Simple, you improve PvP to draw from the millions of PvPers world wide.
1. Ignore the carebears, they make lousy PvPers, have to be either bribed and/or protected (increase reward or reduce risk) and in the end run back to Trammel, aka High Sec, with the rewards, so nothing is accomplished.
2. Spend development time on the PvP related issues from the existing list we voted on, null fixes, balance, etc.
Those ads with the fleet battles draw in lots of new PvPers, we are just not converting them to long term customers.
As far as missions go, from a PvP standpoint they are a means to an end, the end is PvP, not missions, missions are the grind. I'm an American, English is my second language... |

Thronde
Wildly Inappropriate Goonswarm Federation
12
|
Posted - 2012.07.29 20:15:00 -
[32] - Quote
I really like this idea. As has been said, it would allow mission runners to start fitting to prevent ganks some (And I do so enjoy ganking missions from time to time) and learn the basics of pvp.
+1 |

Corina Jarr
Spazzoid Enterprises Purpose Built
1131
|
Posted - 2012.07.29 20:19:00 -
[33] - Quote
PvE will always be different from PvP because NPCs don't have a brain. They cannot change to new and never before seen tactics (without Dev time and effort each time a change is wanted).
They are dumb. Even sleepers are predictable.
However, I'm all for reducing NPC counts in missions (and buffing both difficulty and reward per NPC). Its silly that I can handle 20-30 ships in an Assault Frigate.
I would also support some more missions that are closer to random like the Dread Pirate one. That is the only mission (for Amarr) that I regularly check EVE survival (as much good as that does...).
|

Jett0
Surface Warfare Tribal Band
213
|
Posted - 2012.07.29 23:46:00 -
[34] - Quote
Missions and AI definitely need some love.
I always thought a good end-state would be to incorporate more dynamic stories. Instead of missions designed around "Room 1: This many NPCs - Room 2: A few more NPCs - Room 3: One really difficult NPC" they would be designed first by creating interesting scenarios and situations, and developing tools to make those situations happen.
For a simple example, how about a mission where you're trying to defend three outposts, and you have to watch the local chatter to figure out where the next wave will hit? And maybe the AI would change its mind on occasion.
Speaking of AI, it'd be really cool if the different factions' tactics reflected their culture and personalities. Sleepers are a perfect example of doing this right. They're tough, but methodical. I'd love to hear people talk about how Faction X will pick a single target and melt it in scary unison (Sansha?), while Faction Y has random fits and no organization whatsoever (Guristas?). Occasionally plays sober |

DarthNefarius
Minmatar Heavy Industries
262
|
Posted - 2012.07.29 23:50:00 -
[35] - Quote
Tor Gungnir wrote:Show me any game where the NPC victims have similar capabilities as the PC characters.
Chess Nostalgie ist die Faehigkeit, darueber zu trauern, dass es nicht mehr soist, wie es frueher nicht gewesen ist. -- Manfred Rommel-á |

l0rd carlos
Friends Of Harassment
44
|
Posted - 2012.07.30 00:41:00 -
[36] - Quote
Isn't FW plexing what OP wants? You make PvE in a PvP fitt and then there is the risk that some other playsers show up and you need to kill them \o/ You get money + pvp. |

Sobaan Tali
Caldari Quick Reaction Force
68
|
Posted - 2012.07.30 00:49:00 -
[37] - Quote
My only two real issue with missions and other forms of combat related PVE are that they a) are too predictable and b) use an A.I. with the intelligence of a toddler. Missions like Dead Pirate Scarlet are somewhat a step in the right direction as far as predictability are concerned, but still falls short considering the "random spawns" are merely selected from a list of spawns that are a bit more varied than other missions have. Normal rat A.I. still falls well short expecially when compared to sleepers or incursion rats (not just in damage and tank, but also in that normal rats DO NOT support each other cooperatively at all). One could argue that missions are supposed to be ment for income and income alone, but I still feel as though alowing rats to rep each other once and a while or jumbling up spawn lists a bit couldn't hurt, even if only a few missions for starters. |

Rain King
Deep Core Mining Inc. Caldari State
25
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Posted - 2012.07.30 00:58:00 -
[38] - Quote
Mystic Lore Arcanium wrote:Tor Gungnir wrote:Show me any game where the NPC victims have similar capabilities as the PC characters. Show me another game like EvE Online... Why should EvE be "just another game..."?
Because it is. |

Xin Veaux DuBois
University of Caille Gallente Federation
0
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Posted - 2012.07.30 01:04:00 -
[39] - Quote
I think Carlos has it right. Also i think that the OP wants the game to seem a little more intelligent. After all, in a lvl 4 mission, when you are fighting lots of enemies, they never warp out, and don't ever deviate from approach+orbit+fire weapons. There are some minimal attempts in PVE where the enemy uses mods (in one i can think of they actually dampen you pretty heavily, and it can lead to nasty situations), but rarely do the mods really effectively do more than annoy, and most players are intelligent enough to use google to know its coming anyways.
There is always the smoke and mirror solutions that could make things more interesting. Take your average lvl 4, now add about 40 starships to the backdrop. When the mission is run, it acts just like always, only the 40 ships warp out. That would at least give the feeling that they could leave, but are hell bent on taking you out.
NPC ships could be added to the missions, and have escorts. There are already asteroids in the missions, add some miners. They would warp out also, but not so fast that they couldnt be stopped. Minerals loot. Doesnt have to be huge.
why not? because it would take work, and the Devs dont care. There are other things they would rather improve than missions which already function as intended, as isk generators which take time making subscription purposeful.
i guess you could also look at it from the RP standpoint of space is mostly empty, and clones make space travel and warfare alot like video games. The unpleasantness of clone download is far less than the punishment your CEO might meet out if you abandoned your post guarding this or that thing in a lvl 4.
Each time a new player enters EVE, its actually a fed up corporate stooge, who has decided to forsake the cookie cutter corporate build and set off into the frontier on his own.
etc etc.
It would be interesting to have tougher opponents, but more fun? prolly not, as has been said, just different fits and more mods to apply to your particular mission fit. Ultimately it could lead to a far greater variety of ships being used, as people would maybe fit for different bonuses and such.
A novel idea.
Of course there is the school of thought that the PVP tutorial is joining a pvp corp from hi sec and learning about the variety of PVP in EVE. That will always be far greater than running a mission with an NPC that you must web/scram to kill.
Furthermore, the tears of gallente would flow like rivers if NPCs in missions used smart bombs, or targetted drones to lower PCs dps. |

MinefieldS
1 Sick Duck Standss on something
102
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Posted - 2012.07.30 02:46:00 -
[40] - Quote
Vaerah Vahrokha wrote:Tor Gungnir wrote:Show me any game where the NPC victims have similar capabilities as the PC characters. There are no MMOs with NPCs *as good as* players but certainly they have them hugely better than EvE AI. 2003: Istaria MMO: maybe one of the first MMOs where NPCs would "message" each other, form a group with healer, tank, crowd controller and DPS (multiple of them if available) and gang against 1 player. Of course the healers were quite though and would also resurrect the dead NPCs. Their attacks were very straightforward though. This phenomenon was expecially tangible in the so called Sathyr Islands. Darkfall Online MMO: has pretty sick NPCs. They not only gang up but (I admit I only had experience as a newbie there) also would hit quite hard and in that game whoever you are (even newbie) you drop all your loot, all your gear *and* all your money. Some of them would do some basic kiting, would run back to their spawn and call reinforcements, some of them would climb on scenery and be harder to target. Their attacks were less straightforward than the above. Guild Wars2: the training PvP area (The Mists) sports duel NPCs. While they are far from being good, they can still quickly and easily kill the players. They know how to dodge attacks, how to get in line of sight when you try hide, they use abundant crowd control and some of them self healing. Some of them summon and use pets.
In Guild Wars 1 the henchmen sort of use the same abilities as the players. Even though the henchman are quite ********, they are better than most of the players. One time me and my friend grabbed 6 henches and went to GvG b/c nobody else was online and my frined w/ henches raped those 8 noobs while I was soloing their guild lord lol. |
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Ivy Romanova
All Your Machariel Belong to Ham Industrial Technonauts
53
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Posted - 2012.07.30 03:21:00 -
[41] - Quote
Mystic Lore Arcanium wrote:(It's a simple thing to get your head around really, although I can hear the Tsunami of NO approaching.)
Why is PvE and PvP so different in a game like this?
Wouldn't it be far better to just rebalance the Missions, Belt Ratz, and such to having the same comparable offensive and defensive capacities that the Players have?
I say let the only difference be NPC AI vs Players, just rebalance the missions to a small handful of NPC's, do away with the Mission Blobs of NPC RED. If you want to Solo, then you can probably handle L1-2, but once you start into L3's you should be needing a few friends to fly with. It would also be to encourage PvP style ship fittings and tactics. That would balance the game quite nicely, and it would better prepare folks for PvP Combat since there would be no substantial difference other than AI vs Player unpredictability.
Now.... Unleash the Trolls.... my Tear Bucket is at the ready.
how about a cycling array of npc . some that will randomly warp out once their main tanks go low , and a new patch of randomly generated , NOS and webbing enemies comes in |

the plague
Anthraxus Defense Laboratories
20
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Posted - 2012.07.30 03:28:00 -
[42] - Quote
Bootleg Jack wrote: First, you improve PvP to draw from the millions of PvPers world wide.
1. Ignore the carebears, they make lousy PvPers, have to be either bribed and/or protected...
Your vision of the game is so narrow and blind there's hardly any point discussing the issue further because you're already convinced you know what makes other gamers tick. I've been working in the games industry for going on 12+ years and I don't even make that claim.
The one thing I do know is that gamers are resourceful and never fail to surprise with their innovation and passion for the games they love. Give them good, quality content and they'll do all sorts of interesting stuff with it. The problem with EVE's current PvE is that is so unnecessarily limited that it doesn't really fit into CCP's overall design paradigm. Sure, it's served its purpose, at least up to a point. But I fully expect that sooner or later CCP will get around to overhauling the entire PvE component of EVE Online. And when they do, making it more dynamic, more challenging, and more closely related to the PvP portion of the game ought to be the roadmap.
In short, PvP and PvE need not be entirely separate, but rather different sides of the same coin. And the CCP devs have the talent and the tools to make that a reality. Hell, there have been plenty of interesting ideas submitted by the players over the years that would go a long way toward making EVE's PvE vastly more entertaining and challenging than it currently is.
I'm confident that at some point in the future CCP will take steps to incorporate at least some of those ideas. They have a long track record of doing things other people say can't be done. |
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