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Thread Statistics | Show CCP posts - 6 post(s) |

Savira Terrant
Forsaken Identity Unchained.
56
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Posted - 2013.10.18 11:36:00 -
[1] - Quote
I disagree with the opinion to make PVE more akin to PVP.
My reason for that is simple: PVE and PVP need a very different set of a player's (real world) skills. This is a very good thing, since apart from diversity needed to do both and the different playstyles it serves, it ensures that a player has to actually spend time doing PVP to learn the ropes of it.
I guess there will be people to argue, that PVE needs no player skills at all, but this is not true. To exaggerate things: Being able to do something very boring prolonged and repeatedly is a skill - and maybe the only one to apply to both PVP and PVE.
This article may be an interesting read. It touches the subject of what qualifies as skill. . |

Savira Terrant
Forsaken Identity Unchained.
57
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Posted - 2013.10.18 12:12:00 -
[2] - Quote
But that is exactly what I argue: PVP skills should only be trainable while doing PVP. (Which is not even always the case e.g. scanning.) . |

Savira Terrant
Forsaken Identity Unchained.
57
|
Posted - 2013.10.18 12:38:00 -
[3] - Quote
Yes, I am all for damage output my tank does not laugh at to have more reward. But then again, if you really only tank what is needed and use the tankslots you spare because of it for damage application, you already have a bigger risk vs reward.
Adding a killmail-save environment to teach players PVP relevant skills cannot be the answear to more interesting PVE game-play. . |

Savira Terrant
Forsaken Identity Unchained.
60
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Posted - 2013.10.21 21:38:00 -
[4] - Quote
Lumirinne wrote:There are PVP and there are PVP. Though there are some typical trends in PVP fitting: Mods that optimise ship resource consumption, mods to counter e/war and typically passive omni buffer tank. Specialised roles like logistics and WL-ships. Tutorial missions to train for this could be fun. And if tutorial is possible, surely its possible to make something like LVL 2,3,4,5 ones too.
What a waste of forum space. . |

Savira Terrant
Forsaken Identity Unchained.
61
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Posted - 2013.10.22 11:02:00 -
[5] - Quote
Scorpionstrike wrote:When i think of mission changes, i am thinking of ideas such as,
Warping into a battle between Npc ships that way you get a feeling for fleet flights and in this type of scenario you could complete the mission in many roles, repair, bomber, tank-[Time based].
You could have a mission where you need to hack as many nodes before a super-weapon attacks a target or a structure blows up with Aoe damage if you do not stop it in time.
there needs to be a sense of urgency that is the real issue, keep missions fun, improve on them that way.
Apart from the PVP aspects, I like your idea. One question though: How would you solve the problem that would be possible to actually fail a mission? I think players would just skip those if this was the case. . |

Savira Terrant
Forsaken Identity Unchained.
62
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Posted - 2013.10.24 10:55:00 -
[6] - Quote
Ghost Phius wrote:Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks. I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice.
I know what FRED is, was doing fun stuff with it in the past. I may be the only one to actually understand what you want. That's why I was asking you to rephrase your post to a proposal, that can be taken seriously. It's said that you are not willing to think about the implications of your proposal, to adress issues that could come up. So it will just end up in this forums nirvana.
Your choice. . |

Savira Terrant
Forsaken Identity Unchained.
62
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Posted - 2013.10.24 16:15:00 -
[7] - Quote
Ghost Phius wrote:Savira Terrant wrote:Ghost Phius wrote:Savira Terrant wrote:Maybe a good idea. But phrased really poorly. Can you please change your ego-outlet to a properly formulated proposal? Maybe you can then add where the ressources will come from for those missions and how they will be properly balanced to not be 500 million ISK/hour riskless ISK-faucets. Thanks. I think you totally misunderstood the post. Maybe after taking a look at FRED you can reformulate your question or not, your choice. I know what FRED is, was doing fun stuff with it in the past. I may be the only one to actually understand what you want. That's why I was asking you to rephrase your post to a proposal, that can be taken seriously. It's said that you are not willing to think about the implications of your proposal, to adress issues that could come up. So it will just end up in this forums nirvana. Your choice. CCP go look at FRED mission builder in the space game FREESPACE and give us that or not your choice period end of discussion. I
Hell no. . |

Savira Terrant
Forsaken Identity Unchained.
63
|
Posted - 2013.10.26 01:39:00 -
[8] - Quote
Ghost Phius wrote:Savira Terrant wrote:
Hell no.
Yeah that makes a ton of sense. 
I won't elaborate, because you won't think about the implications of such a powerful mission editor in EVE. . |

Savira Terrant
Forsaken Identity Unchained.
63
|
Posted - 2013.10.30 10:26:00 -
[9] - Quote
Cpt Ares wrote:Personally, I think the current missions should be left alone. However, new missions could be added with some of the changes that a few people have suggested.
I think there should be level 4 missions that could only be ran with a dictor or below. Maybe a similar to a 1v1 and if you donGÇÖt get a scram on the mission objective before they warp out you fail the mission. Add some were there are only a couple of high bounty/DPS/tanked battleships that make you work for it.
I know the hi sec level 5s were a bug, but they were fun to run with corp-mates. Level 4 versions could be brought in were each member is paid out LP/Bounty similar to the way incursions are but at a lower rate.
Add more epic Arcs for the other pirate factions. NPC null would also be great for the level 4s that have to be ran in the smaller ships.
I know the system spawn was changed a few expansions back, but when I lived in hi sec I would just turn down any missions that spawned too far away or in low sec. Worst case I would just travel to another hi sec lvl4 agent and run missions with them until my 4 hour timer was up. In NPC null, I do the same thing by just turning down any mission that spawns in a GÇ£hostileGÇ¥ system, so IGÇÖm not sure how effective the change was.
Last, I think if I take a negative standings hit for shooting a ship for one entity, I should get a positive gain for the faction I am running the mission for. Not as high but at least some kind of gain.
I concur with you. If anything, missions and their payouts in EVE need to be refactored to not discourage group play.
Though I am still thinking that making them any closer to PVP is detrimental, because PVP should stay PVP and PVE should stay something else - whatever that may be.
Actually, I think the Incursions should just go away - as in moving the story on - and group missions should take their place. . |
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