| Pages: 1 2 [3] :: one page |
| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Alavaria Fera
GoonWaffe Goonswarm Federation
1794
|
Posted - 2012.11.24 06:11:00 -
[61] - Quote
Snow Axe wrote:Shamus O'Reilly wrote:Guess im lucky that 9/10 of my alliance will respond to a CTA because they want to... hey well then my points are moot
Edit: That and i believe you misunderstood me a tad. but its no issue It's my fault - I've always heard CTA's referred to as the mandatory variety (generally mocking them), instead of realizing you might have just been referring to getting information out about a coming op. If your corp/alliance ops are non-mandatory, then it's all good, you're one of the good ones. Any group with mandatory anything is what should be giving pause, especially to anyone looking to join new groups. Yeah, we do mock the occasional supercapital broadcast that somehow goes to all-all.
Like this one time, everyone received a broadcast telling all supercarriers to log in... followed by a broadcast by Boat to go shoot structures. Yeah... the drakes weren't actually there to kill the structure, you think? Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

SmilingVagrant
GoonWaffe Goonswarm Federation
937
|
Posted - 2012.11.24 06:13:00 -
[62] - Quote
Marlona Sky wrote:I blame the current way missions are done. From the very start they force you into a terrible PVE fit and it jest becomes more and more amplified till the player is soley focused all their skill points, ships, tactics and everything... into a situation that does not stand a remote chance in PVP.
What we need is a total and complete revamp for NPC A.I. and missions. Every mission should be dynamically built with infinite variables so new players can never perfectly predict what to expect. Missions so amazing that new players are like, "Holy ****! This is crazy amazing!!! Bro get in a ship and let's bust some teeth in." Missions that encourage teamwork and tactics.
All of that and more starting at the very first level one mission.
Once again I have found a post of yours I agree with. Up is down black is white. |

Marlona Sky
D00M. Northern Coalition.
1999
|
Posted - 2012.11.24 06:44:00 -
[63] - Quote
SmilingVagrant wrote:Marlona Sky wrote:I blame the current way missions are done. From the very start they force you into a terrible PVE fit and it jest becomes more and more amplified till the player is soley focused all their skill points, ships, tactics and everything... into a situation that does not stand a remote chance in PVP.
What we need is a total and complete revamp for NPC A.I. and missions. Every mission should be dynamically built with infinite variables so new players can never perfectly predict what to expect. Missions so amazing that new players are like, "Holy ****! This is crazy amazing!!! Bro get in a ship and let's bust some teeth in." Missions that encourage teamwork and tactics.
All of that and more starting at the very first level one mission. Once again I have found a post of yours I agree with. Up is down black is white. A broken clock is right twice a day.... WHAT AM I SAYING?! 
Remove local, structure mails and revamp the directional scanner! |

Vaerah Vahrokha
Vahrokh Consulting
2011
|
Posted - 2012.11.24 07:33:00 -
[64] - Quote
Marlona Sky wrote:I blame the current way missions are done. From the very start they force you into a terrible PVE fit and it jest becomes more and more amplified till the player is soley focused all their skill points, ships, tactics and everything... into a situation that does not stand a remote chance in PVP.
What we need is a total and complete revamp for NPC A.I. and missions. Every mission should be dynamically built with infinite variables so new players can never perfectly predict what to expect. Missions so amazing that new players are like, "Holy ****! This is crazy amazing!!! Bro get in a ship and let's bust some teeth in." Missions that encourage teamwork and tactics.
All of that and more starting at the very first level one mission.
I wholly agree with your statements.
I have played other PvP MMOs that either have NPC "trainers" or the regular NPC AI is just nasty (DFO) and those certainly prepare the new players a lot better than EvE's static red crosses of boredom. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Hestia Mar
Calmaretto
61
|
Posted - 2012.11.24 14:49:00 -
[65] - Quote
Marlona Sky wrote:I blame the current way missions are done. From the very start they force you into a terrible PVE fit and it jest becomes more and more amplified till the player is soley focused all their skill points, ships, tactics and everything... into a situation that does not stand a remote chance in PVP.
What we need is a total and complete revamp for NPC A.I. and missions. Every mission should be dynamically built with infinite variables so new players can never perfectly predict what to expect. Missions so amazing that new players are like, "Holy ****! This is crazy amazing!!! Bro get in a ship and let's bust some teeth in." Missions that encourage teamwork and tactics.
All of that and more starting at the very first level one mission.
What - like NPC's using drones against mission runners? Good grief, what will we do? At least with totally random mission EVE-Survival won't be of any use so missions will always be something of a lottery, which is how it should be.
I completely agree with you, but I would go further. When a mission is accepted you go to the accel gate to enter the mission which sends you to any system in the game; you run the mission in the knowledge that someone in the system might be trying to scan you down...but there is an accel gate back out of the mission, back to the agent's system.
In addition, if missions required a pvp fit instead of max tank & gank pve fit, the mission runner would have to fight the mission not afk it, and the pvp'rs would have something to think about if they scan down a mission runner in a pvp fitted ship
Risk v Reward!
|

Jame Jarl Retief
Murientor Tribe Defiant Legacy
398
|
Posted - 2012.11.24 15:57:00 -
[66] - Quote
As much as I hate to say it, I agree as well - if the AI and mission playstyle was brought much closer in feel and mechanics to PvP, I expect we would see more people willing to go outside of hi-sec. Though still not many. It's a conscious choice, for the most part. Same reason why most MMOs that offer PvE and PvP servers always end up with more PvE than PvP servers.
Another possibility, and this is something PotBS did, is to allow instanced "duels" with fake ships. That is, the game creates a copy of your existing active ship, and you use it to duel a buddy or a complete stranger. And it's all "fake", a training match. It would allow beginners to hone their skills, try new fits against each other. Etc., all in a safe box in virtual reality within the station. It actually did work in PotBS, although the game was a bit dead by the time this was added and nobody noticed. |

Christopher Caldaris
Tuviks Mining corp.
2
|
Posted - 2012.11.24 18:48:00 -
[67] - Quote
Not going to Low/Null sec ever. My character background and profile don't allow for that.
Don't change anything, leave it as it is. |

MatrixSkye Mk2
Republic University Minmatar Republic
450
|
Posted - 2012.11.24 19:43:00 -
[68] - Quote
The problem, as I see it, is that null space isn't really designed to cater to playstyles outside of "pew pew". In other words, industrialists need to play bigger role in null sec. There should be ways, vital options, in which industrialists can help win wars other than by swapping mining lasers for pew pew lasers.
Even in times of war, the game should still be fun to those who prefer other play styles. During war, there should be "Call to Arms" AND "Calls to Mine".
As long as combat (ship-to-ship) PVP is the ONLY way to win wars, industrialists and carebears will always be second-class citizens in null sec space. Industry needs to have a role during war time.
|

Marlona Sky
D00M. Northern Coalition.
2004
|
Posted - 2012.11.24 23:42:00 -
[69] - Quote
Hestia Mar wrote:I completely agree with you, but I would go further. When a mission is accepted you go to the accel gate to enter the mission which sends you to any system in the game; you run the mission in the knowledge that someone in the system might be trying to scan you down...but there is an accel gate back out of the mission, back to the agent's system.
Pretty sure this doesn't happen when I PvP so I say no. Idea is to introduce and condition players from the time they start the game to PvP scenarios that they actually would encounter. Hell even an NPC opening a fake cyno and more NPC's bridging in during the mission would be welcome.
Remove local, structure mails and revamp the directional scanner! |

SmilingVagrant
GoonWaffe Goonswarm Federation
943
|
Posted - 2012.11.25 00:01:00 -
[70] - Quote
Marlona Sky wrote:Hestia Mar wrote:I completely agree with you, but I would go further. When a mission is accepted you go to the accel gate to enter the mission which sends you to any system in the game; you run the mission in the knowledge that someone in the system might be trying to scan you down...but there is an accel gate back out of the mission, back to the agent's system. Pretty sure this doesn't happen when I PvP so I say no. Idea is to introduce and condition players from the time they start the game to PvP scenarios that they actually would encounter. Hell even an NPC opening a fake cyno and more NPC's bridging in during the mission would be welcome.
I won't disagree with this, but also I want to get away from the NPC ai problem entirely. Who says PVE ships have to behave in the same function as PVP ships anyways. Boost their powergrid beyond that of what a player can fly. Make them dangerous, or if at least not dangerous: engaging.
In most other games I have to use a myriad number of skills to beat the NPC's, in Eve all I need is DPS and Tank. Why not have a mission where my job is to tackle someone and stay alive until a support fleet shows up and blows him to hell. I'm sure others can expand on various other roles as well. |
| |
|
| Pages: 1 2 [3] :: one page |
| First page | Previous page | Next page | Last page |