
Creat Posudol
True Knights Templar
2
|
Posted - 2011.10.18 17:10:00 -
[1] - Quote
For the most part I do industrial stuff. Manufacturing, occasionally invention and market activities in general.
Surprisingly the single most annoying thing for me is the mechanism for checking orders. It's a tiny tiny thing that really annoys me to hell and back: I have to go through my orders list and do "Right-Click --> View Market Details" for EVERY SINGLE ONE. Every line contains a "info"-button at the end, yet a double-click also shows the info window. Can we PLEASE have the double click remapped to "view market details"? Who uses that show info anyway?
Also the science slots on high-sec-stations should be taken a look at. They were scaled for a totally different amount of players, and this shows. I don't know what kind of queue-times are deemed "OK" but some types of slots (copy & me research) are just booked for months in advance...
Now, for he question on how the game is accessible to the occasional gamer. I would really like to have some at least remotely challenging combat activity for players older than 2-3 months. At that point L4s are starting to be quite easy to do. Logging in for 1-2 hours just to do L4s is just boring, a mindless grind against enemies with the intelligence of a moth. We now have the Sleeper/Incursion AI, please use it! There is so much that could be done with that... Currently the only combat/encounter-content are missions, and the only one paying well are L4s. I'm not counting unknown-exploration sites as they can be done in a (badly fitted) frigate (and are fine content for newer players), just like high-sec belt-rats. Also both basically don't pay anything. Where are the missions where I have to fight just a hand full of NPCs but where the ships are similar in strength to a player ship? Instead I get a mindless blob of NPCs where I can tank 15 BS plus 15 BC with some frigs cruisers mixed in in a single player BS. The best tactic is usually to just sit there, wait until everything is dead, maybe crawl towards a gate 50km away... Give us stuff that is closer to the way PVP works, smaller exiting engagements with strong enemies acting with more intelligence than just "fly towards player, orbit and shoot". Give us missions where we don't know if the enemy will be long- or short-range fit, and where that actually makes a difference. Where are missions designed for ships other than BS/HAC/BC? There could be a stranded sip that desperately needs an engine part (given by agent) and need to be dropped off by me (ship acts as a container, dropping the part completes the mission). I can either go in with a cloaky frigate, but have to maneuver around debris form the fight/explosion/whatever to not be decloaked, or go with an interceptor and outmaneuver them or go in with an assault/faction frig and take them out. But 5-10 incursion AI based NPCs (T1 player frig equivalents) are nothing trivial to fight. Nothing bigger than a frigate can enter! This would be challenging and fun, allow for a variety of solutions and so on. How about missions that have a bunch of remote-repairing frigates and/or cruisers where you have to get them to break up the group to lower their tank or bring a (risky) gank fit. One way would be to have a structure nearby, shooting it would cause some to stop attacking you and start repairing the structure. Be far enough away and you can take out the remaining group. Or just have small fleets (frig/cruisers) with true support (logistics) which also warp out when you come to close (or aggress them) and warp back in after a while giving you a window to bring down one other ship. Or you use the time to maneuver close to their warp-in-spot, allowing you to tackle them and stop them from warping out. Or have a friend with an interceptor help tackle them (smal group activity! much smaller than incursion group requirements!)
Yes, there are the smallest incursion sites (scout), but those are clearly meant for newer players and pay next to nothing. Also I personally can't do incursions that often (even though I like it) since I generally have to fly 20 jumps or so and then I'm outside of my regular region and can't adjust market orders. Also getting an armor fleet together is just a pain - and I fly only armor, taking 2+ hours to form a fleet isn't a rare occurrence and might even be unsuccessful after that amount of time... It's clearly not an option for someone who just wants to play for an hour or two, some comparable solo content (maybe paying similar to L4s, so significantly below group-incursion-payouts) would be really nice and much appreciated!
What is annoying me? Too much can be done with bots (mining in particular), just remove belts completely and move all mining content either to exploration or at least in a way similar to anomalies (this could be done everywhere of course, might be less important in low-sec though). This can and should include ice! Highsec war mechanics need to be fixed, but it will probably still end in station games anyway. Mostly with 5+ neutrals repping and redocking whenever they want due to remote repping not causing an agression timer. This is a problem but it's all well documented and I don't think I need to go into details on it :) Make bounties useful, the link in one of the post before mine doesn't work but there has to be SOME suggestion on how to do this. I personally would at least allow for the option to make non-public bounties. Like for corp/alliance only, which pay out on the destruction of the ship, not pod. Or have bounties include a way to make engaging in high-sec possible, but be careful with something like that. A way would be contract-like bounties, allowing whoever accepts the contract to engage the target everywhere, including pod, but again: hard to balance and be made exploit-safe... |