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Irsam Samri
24th Imperial Crusade Amarr Empire
8
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Posted - 2013.09.01 06:01:00 -
[211] - Quote
My idea is very good, don't bash it. Even though I used the term instancing, it's not an actual instance. it's just a deadspace complex with a prearranged scaffolding that gets players to fight over interesting scenarios. Anyone can still warp in and **** with them and interrupt the mission. |

Lady Areola Fappington
New Order Logistics CODE.
411
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Posted - 2013.09.01 06:15:00 -
[212] - Quote
The way I see it, the prime reason PVE sucks is that it's quite repeatable. Everything is mapped out with perfect optimal builds set up so you can run every mission/incursion/what have you with minimum fuss and maximum profit.
Part of making PVE content fun would be upping the risk involved in running the missions, and..honestly, we all know where that would go. Running an actual risk of ship/pod loss when flying the optimal build would cause so much ranting on the forums, it'd be funny.
Just take a look at the drone changes, or the agro "bug" that happened. People tossed a conniption because they couldn't use the mission guides. There was an actual risk of ship loss.
Me, I'd love to see things like random room triggers in missions, NPCs that go for pods, and damage type mixups. toss web/scrams on all sorts of different rats. Scale up the difficulty with beltrats. You know that faction you're pissing off, running missions? Yeah, they just located you, and it's hot-drop o'clock while you're trying to rescue the Damsel.
Sadly, I just don't think that can, or will happen. It's up to us, the players, to make PVE more interesting. Don't worry miners, I'm here to help!
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S Byerley
The Manhattan Engineer District
141
|
Posted - 2013.09.01 06:15:00 -
[213] - Quote
Irsam Samri wrote:My idea is very good, don't bash it. Even though I used the term instancing, it's not an actual instance. it's just a deadspace complex with a prearranged scaffolding that gets players to fight over interesting scenarios. Anyone can still warp in and **** with them and interrupt the mission.
Honestly, I lumped Alavaria's assumption regarding player caps into your proposal, apologies.
However, without that assumption it sounds like you're just describing faction warfare mechanics. More varied/better designed objectives for faction warfare would certainly be nice. |

S Byerley
The Manhattan Engineer District
141
|
Posted - 2013.09.01 06:36:00 -
[214] - Quote
Lady Areola Fappington wrote:Part of making PVE content fun would be upping the risk involved in running the missions, and..honestly, we all know where that would go. Running an actual risk of ship/pod loss when flying the optimal build would cause so much ranting on the forums, it'd be funny.
Losing a ship to PVE is easier than you seem to think. I've certainly lost more ships to PVE than non-consensual PVP. I would however agree that MJD's make a lot of PVE too ****-up proof.
Lady Areola Fappington wrote:Just take a look at the drone changes, or the agro "bug" that happened. People tossed a conniption because they couldn't use the mission guides. There was an actual risk of ship loss.
The problem is not that missioners need a crutch, the problem is that mission guides are necessary in the first place - it comes back to a lack of telegraphing. Warping someone into an insta-tackle or dropping a bunch of ships on them with no telegraph isn't the kind of difficulty that makes games fun - it's more of an artificially imposed chance of loss.
Quote:Me, I'd love to see things like random room triggers in missions, NPCs that go for pods, and damage type mixups. toss web/scrams on all sorts of different rats.
Me too.
Quote:Scale up the difficulty with beltrats. You know that faction you're pissing off, running missions? Yeah, they just located you, and it's hot-drop o'clock while you're trying to rescue the Damsel.
As long as it's telegraphed like pvp - have the cyno npc show up on dscan, for example. |

Vaerah Vahrokha
Vahrokh Consulting
4284
|
Posted - 2013.09.01 10:32:00 -
[215] - Quote
S Byerley wrote:Quote:Me, I'd love to see things like random room triggers in missions, NPCs that go for pods, and damage type mixups. toss web/scrams on all sorts of different rats. Me too.
Seeing EvE missions tend to be partitioned by gates and to follow repeating patterns (i.e. scramblers / disruptor in one group, small DPS ships in another, battleships in a third, scenery and roids in the middle or at the back...) I see a good opportunity to implement a "Diablo alike" kind of missions:
rooms are created from basic ship group blocks and gates teleport to a next randomly generated room.
It'd not revolutionize EvE PvE as we know it, but at least it'd bring in variety and a pinch of risk. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Mayhaw Morgan
State War Academy Caldari State
133
|
Posted - 2013.09.01 12:20:00 -
[216] - Quote
Much of the "PVE" in the game is really simulated PVP. NPCs are fake people. Engaging them is a sort of simulation of ship combat with real people. Things like mining, hauling, scanning, scouting, building/deploying/destroying infrastructure, these are the real PVE content in the game. Killing NPCs is just PVP against really bad players.
With actual PVE, there tend to be multiple solutions to a problem. Think about the problem of crossing a river: Do you swim? Do you build a bridge? Do you build a boat? Where do you cross? With NPCs, there's really only one choice, to kill them.
So, some resolution might come in answering the question: Do you want more and better simulated PVP or more actual PVE? |

Demica Diaz
The Scope Gallente Federation
60
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Posted - 2013.09.01 14:25:00 -
[217] - Quote
PvE is horrible in this game. Did like 20 SoE level 4 security when waiting skills. Never going to do them again, ever. I even sold my Battleship. Jumped into Exploration which turned out to be... like one guy pointed out on these forums (Sorry dont remember the name), "exploration is something like fat guy running on beach with metal detector". But I still do it since loot isnt really reward its the thrill of exploring in low and specially null sec.
You need to find your golden road in EVE to enjoy it. Just dont fall into "I must grind and grind and grind to earn ISK." hole. There are ways and I have found mine. I am sure you (OP) will find yours.  |

Damon Ryker Pane
State War Academy Caldari State
0
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Posted - 2013.09.01 15:07:00 -
[218] - Quote
Tzar Sinak wrote:Dynamic content.
There are six (I think) different rat "races" in game. Using the current mission framework, randomize the rat race, ship numbers and types. If recovering an object, randomize which object and room it is contained in.
Introduce sleeper incursions into k space. Randomize incursion ship types and numbers. Allow incursion rats to attack POSes in k space. Allow sleepers to attack POSes in w space.
Remove ore belts and ore anoms completely. They now must be scanned. Increase the variation of ore spawning in all systems.
Make moon goo a finite commodity that respawns after 2-3 weeks after running out. Randomize the spawn forcing more low and null sec dynamics.
Randomize belt rats making belt chaining near impossible.
Add 20-30 more exploration sites with a massively randomized loot spectrum. Randomize whether sites get rats and the composition.
Add more systems that must be discovered, gates built to, planets and moons scanned for resources.
Make newly built gates public or private. Either way, charge a toll to recoup construction costs.
For those concerned about lore, make something up. The game is as weak on story driven lore as all the rest of the PvE.
This.
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