Psihius
Caldari Anarchist Dawn U N K N O W N
|
Posted - 2011.08.05 15:14:00 -
[1]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 05/08/2011 11:10:25
Originally by: Teirna re: scaling PVE encounters
>> No, no, no! >> Please not. This is a horrible, ugly idea. Completely artificial and immersion breaking.
>Can you explain your reasoning here further? This isn't a reaction I was expecting.
It smacks of a WOW style solution. One of the great things about games like EQ for pvp minded players was that some content required power. Some goals should only be achievable by those with the power to achieve them (numbers and gear wise).
If implemented badly this would allow an 'all content for all!' type deal which would break the feel of the game. 20 high sp characters in t3 ships should be able to achieve more than 10 low sp characters in t1 battleships, both in PVP and PVE.
There should be plenty for the smaller group to do, but it should be bridge content to the 'better' stuff.
OFC, a potential compromise is that the 'good' stuff is in nullsec requiring sov. This by definition requires a capable force to control the region to start with (which may be where you are heading anyway).
Would you be more comfortable if we had low-difficulty/reward content (anoms etc) scaling up to mid-difficulty/reward, but we kept the high-difficulty/reward stuff as it is now where there's a minimum threshold?
Sorry to high-jack the discussion, but I want to add to this my own opinion/suggestion.
I always dreamed of PvE that is not static in numbers, but is changing on the go. Something that reacts on player actions, like if a high SP player warps in in high-damage ships, some pirates just burn their engines away and warp off in fear (a reason to use MWD and warp distruptor/warp scrambler in PvE?), or they escalate in numbers to shred the player to peaces and it becomes a group PvE content. And of course it should not be just increase in numbers focusing the tank - the AI should be changes to allow NPC's to focus multiple players, change targets and so on. The margin for change should be really wide - from 50-60% warping off (if they have the time - player should be able to identify the running away's to kill them first) to escalating the power 10-20x (tops) to become the group content witch just can't be done by "master octopus". It should escalate in quality more than in numbers - the params should vary. One day you get a 10x escalation in numbers of dumb battleships, the other day your friend gets blown up by a sudden arrival of a 5-6 high-grade ships that just shred him to peaces because he didn't react at the threat or didn't call friends to deal with them. Escalation should be dynamic, you should never know if it will be at warp in or then you are half done. Warping in with friends? Well, the chance for the escalation should be higher, but there should be group PvE content added to be available from the start.
Essentially it should look more close to PvP.
Just imagine - a character is running an anomaly with his friend. There is no escalation (or some). Then come some PvP enemies and they warp in for an easy kill. KBOOM. Escalation spawn - PvP'ers panic, trying to warp out, many die. Probably runners die too or they are lucky and get away.
Huh, my imagination just made a cyno jump, I should stop before I warp out of the system grid :) --------------------------------------------------
Originally by: Blacksquirrel This is EVE. PVE can happen anywhere at anytime. Be prepared.
|