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Thread Statistics | Show CCP posts - 3 post(s) |
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kieron

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Posted - 2006.03.08 16:36:00 -
[1]
TomB has proposed some changes to NPCs in missions and complexes in his new Dev Blog. He is asking for assistance in testing, balancing and general feedback on these changes while they are on Singularity. Give the blog a read, play around with the changes and leave your comments here.
kieron Community Manager, EVE Online |
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Princess Ghost
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Posted - 2006.03.08 16:49:00 -
[2]
Interesting looks good.
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HippoKing
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Posted - 2006.03.08 16:59:00 -
[3]
2nd 
i shoulda got it this time 
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Aliza Snow
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Posted - 2006.03.08 17:26:00 -
[4]
Are you adjusting loot tables as well?
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Lucas Garin
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Posted - 2006.03.08 17:26:00 -
[5]
Cool! I think, in general, that missions and complexes are too easy. A buddy and myself went through a level 4 Sanshas mission last night that was considerably more challenging than it was 4-5 months ago. I think it may have got an upgrade in RMR? The enemies were nastier and didn't wait for us to shoot first like they used to. They aggroed us when we came through the gate before we could even lock them. We warped out and went back through 4 times before we finished it. It was great fun.
I look forward to testing these new changes on Singularity.
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ParMizaN
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Posted - 2006.03.08 17:30:00 -
[6]
Hmm, less npcs in missions/ complexes but harder ones would be better imo; lag and all that
Phenomena of ironies, cast the litany aside How intelligible, blessed be the forgetful
I Luv Teh Parm!!1 - Imaran |

Mnengli Noiliffe
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Posted - 2006.03.08 17:31:00 -
[7]
Edited by: Mnengli Noiliffe on 08/03/2006 17:35:54 When will those changes show up on Singularity? Or they already are?
Also the blog is a bit vague about where should one seek for new npcs. In introduction level4 missions and complexes are mentioned, but after that it only says about complexes above level 4, as I understood this means 4/10 and up.. But what about missions? Does it all apply to lvl4 missions as well?
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solidshot
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Posted - 2006.03.08 18:27:00 -
[8]
none of the pirate complexes seem to have a full set i.e 1/10-10/10 will this be corrected? and will some of the faction mods that are missing be added to the loot tables?
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Cmdr Sy
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Posted - 2006.03.08 18:28:00 -
[9]
Sounds good, I hope L3s are going to see some of the love. Killing destroyers and elite frigs will be cool.
By the way, it would be nice if NPCs used elite hulls with greater consistency. At the moment, the Hawk and Vengeance hulls are used by Mercenaries and Amarr Navy respectively, and they are as paper-thin as a T1 frig without a plate or rep. Makes a mockery of AF hull designs, if you ask me. Amarr Navy and Mercenary soldier/fighter frigs should be in Punishers and Merlins, if they are keeping their current pitiful performance.
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Zoon
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Posted - 2006.03.08 18:52:00 -
[10]
Can we get some / some more Angel 2/10, 3/10, 4/10 complexes in Minmatar space? There doesn't seem to be any, anywhere!
I've been all over, and all I can find are the 5/10 complexes in Molden Heath.
If someone is able to prove me wrong, I'd love to know where any are!! __________________________________ Are you a mission runner? Have you tried our Agent Tool and Mission Guides? You should! |

Max Tesla
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Posted - 2006.03.08 19:00:00 -
[11]
List of complexes so you dont need to travel
http://asgard.aniwiki.net/
Works in in-game browser but is super slow better use a normal browser.
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MysticNZ
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Posted - 2006.03.08 19:09:00 -
[12]
Change NPC's in 00. They are worse than before RMR, it's really crap. -
                        You got pwnd by us too :P - Wrangler lol - Imaran |

Ernest Graefenberg
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Posted - 2006.03.08 21:02:00 -
[13]
What about the interactability between other players and mission runners? Mainly that high-security space should probably stop giving out level 3/4 missions (together with any scanprobe changes that might happen, but thats obvious).
Also, what about a wider variety of storylines or other specialized missions? Or team missions that provide an extra reward but indicate that they're of a difficulty that will require more than one pilot (possibly even with splittable rewards).
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j0sephine
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Posted - 2006.03.08 21:10:00 -
[14]
"* Much of the Frigate opponents in higher level complexes, level 4 and above, have been replaced with Destroyers, but will also be noticed in lower level complexes when going deeper into the complexes.
* The same goes for Cruisers which will be replaced by Battlecruisers in higher level complexes in a large scale, level 7 and above, but might also be seen in level 4-6 when you are deep inside.
(..)
These changes will be making complexes generally a bit more difficult."
The thing is, current implementation of NPC destroyers and battlecruisers makes them easier targets than frigates and cruisers -- their much larger signature radius means they are easily hit by cruiser and battleship-sized weapons, and their tanking ability are pitiful. (as is their loot tables, while at it)
So, putting these things in complexes isn't making these places harder, but to the contrary -- it removes any need to mix the weapon types so one is able to effectively take out different kinds of targets etc, and allows to plow through the rats faster. o.O;
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Darkrydar
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Posted - 2006.03.08 22:20:00 -
[15]
Edited by: Darkrydar on 08/03/2006 22:19:53 Can you please fix it so you can't solo a 10-10 with a scorp and tempest?
That is teh ***.
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Vishnej
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Posted - 2006.03.08 23:23:00 -
[16]
I'm only familiar with guristas belt rats, so bear with me.
The dire guristas cruiser spawns are too hard. There's no point to killing them, with better than HAC resists, MWD, and the ability to jam every few seconds. Even with shortrange weapons + webs, you could easily go through multiple BS spawns in the time it takes to kill three or four dire guristas cruisers. Give ECM-capable ones less damage and much less resistances, and give ones that can't do ECM better damage. While you're at it, bring them closer to normal HACs: stop the nonsensical shield resists you're giving them - a caldari HAC should be attacked using EM, not using kinetic.
On the other hand, the destroyer and battlecruiser spawns are a bit too easy. Sig radius and speed makes all the difference here. Increase their firepower, range, and
Meanwhile, re-introduce a few frigs that scramble OR web, as low-occurence parts of bigger spawns. Overdoing this would kill a big part of the fun that 0.0 has been since RMR, but putting in a few, say 10 ships total every 100 spawns, would force people to think about their setup a bit more.
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Balthar Minir
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Posted - 2006.03.08 23:41:00 -
[17]
Edited by: Balthar Minir on 08/03/2006 23:44:08 Edited by: Balthar Minir on 08/03/2006 23:43:12 as I read it your asking for missions and complexes, so ...
Caldari Navy - Command agent lv4, Salia
Mission typecoment
The scoreKillNothing new. Pirate Slaughter KillNothing new. Unauthorise Military presence KillNothing new.
TEST MISSIONDeadspaceunknown- garbage text and 5 GATEWAY gates. none working
Stop the TheifKillNothing new....
got bored at this point..
I gues the changes only apply to deadspace mission, but I cannot do anything about he agent not offering any...
The test mission was funny though.(not)
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Angelic Resolution
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Posted - 2006.03.09 02:13:00 -
[18]
Originally by: Aliza Snow Are you adjusting loot tables as well?
**** I hope so.
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Draaken
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Posted - 2006.03.09 04:48:00 -
[19]
Originally by: Darkrydar Can you please fix it so you can't solo a 10-10 with a scorp and tempest?
How is it solo with 2 ships involved? Other than that, it sounds pretty much  ____________________ first!!1!! -Capsicum |

Bozse
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Posted - 2006.03.09 05:20:00 -
[20]
I don't know if u changed the 6/10 blood but going by what was said that the overseer might get harder with support ships.
With RMR u allready made stelth changes to that plex by boosting the lvl 3 and lvl 5 overseer and at the same time remove the bhaalgorn bpc drop from that plex without giving us a 10/10 that drops that bpc, so is this going to be even harder now ?
And btw, according to database figures the lvl 3 (of 5) blood overseer tanks just as much as the 10/10 serp stronghold (final overseer)
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News
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Posted - 2006.03.09 07:14:00 -
[21]
If these changes are going to make missions/complexes harder in the same way that RMR made 0.0 ratting harder, I foresee a great drop in the price of complex loot.
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baby doll
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Posted - 2006.03.09 08:52:00 -
[22]
Originally by: Bozse I don't know if u changed the 6/10 blood but going by what was said that the overseer might get harder with support ships.
With RMR u allready made stelth changes to that plex by boosting the lvl 3 and lvl 5 overseer and at the same time remove the bhaalgorn bpc drop from that plex without giving us a 10/10 that drops that bpc, so is this going to be even harder now ?
And btw, according to database figures the lvl 3 (of 5) blood overseer tanks just as much as the 10/10 serp stronghold (final overseer)
I will second this notion. Before RMR 6/10s drop the bhaalgorn and made running these complexes infinately more worthwhile. When devs decided to remove the ship they needed to introduce a new complex able to drop the loot. Last week I ran 50 6/10 complexes, 1/10 recieved really nice loot 6/10 dropped nothing, atm the tables seem fubar and once you make these plexes harder (requiring more people to run them) you may as well not even have them in game, you can make more simply NPCing and there is no incentive to control space. Please not I run only 6/10s in empire.
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Garia666
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Posted - 2006.03.09 14:54:00 -
[23]
this is the first time that i have no constructive critisim on a devblog
weldone ADGA Website |

Ralitge boyter
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Posted - 2006.03.09 15:52:00 -
[24]
Am I drunk or did I see a new dev blog about NPC changes? 
It looks good, but for one thing the title speaks about changes to complexes and missions, the story though holds a little bit of information about them other then mentioning that they will have less freaking frigates... and maybe some BC's
But all in all for a mission runner this is somewhat disapointing, as this means nothing more than just a few new ships that after the 600th time slowly start gettin just as borring as the old once. No no I am not going to cry about it I still run misions everytime I log in and I due to the limited amout of time I currently have available I really do not care that much about it. Though should one of you devs have a wild and funky feeling you are kindly requested to put your energy into improving the current mision system.
------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Clavius XIV
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Posted - 2006.03.09 17:11:00 -
[25]
Originally by: News If these changes are going to make missions/complexes harder in the same way that RMR made 0.0 ratting harder, I foresee a great drop in the price of complex loot.
QFT. If you want to make missions/plex/npc better, add more ceptors that web + scramble, along with more EW opponents.
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Sadist
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Posted - 2006.03.09 22:25:00 -
[26]
This wont make complexes harder, just more profitable, while taking longer time to complete, while introducing features of the new NPC types. A welcome change and a win-win proposition tbh. Just dont overdo it to the point of complexes being completely crazy. --------------- VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Rod Blaine
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Posted - 2006.03.10 10:19:00 -
[27]
Some complexes aren't worth doing atm. They take far too much time, for rewards lower then you can get via the also safer way of belthunting.
Also, why the hell has npcing in 0.0 become so insanely easy ? Taking damage when eradicating a triple BS spawn in your BS has become the exception rather then the norm. WTF is up with that ?
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Rod Blaine
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Posted - 2006.03.10 10:25:00 -
[28]
Originally by: baby doll
Originally by: Bozse I don't know if u changed the 6/10 blood but going by what was said that the overseer might get harder with support ships.
With RMR u allready made stelth changes to that plex by boosting the lvl 3 and lvl 5 overseer and at the same time remove the bhaalgorn bpc drop from that plex without giving us a 10/10 that drops that bpc, so is this going to be even harder now ?
And btw, according to database figures the lvl 3 (of 5) blood overseer tanks just as much as the 10/10 serp stronghold (final overseer)
I will second this notion. Before RMR 6/10s drop the bhaalgorn and made running these complexes infinately more worthwhile. When devs decided to remove the ship they needed to introduce a new complex able to drop the loot. Last week I ran 50 6/10 complexes, 1/10 recieved really nice loot 6/10 dropped nothing, atm the tables seem fubar and once you make these plexes harder (requiring more people to run them) you may as well not even have them in game, you can make more simply NPCing.
Ah yes, In my above post I was mainly referring to these complexes.
They arent worth doing much atm. And that is using the trick that makes beating the lvl 3 overseer tank much easier. I don't care to think about doing it without that.
As said above, this complex takes only marginally less time then a 10/10 complex does, for a reward less then one level of a 10/10. There are no more non-agent sources of bhaalgorn bpc's ingame, and it is all so easy I want to cry.
Please, add one or two 10/10 complexes or 9/10's or whatever for the bloods. And make them bloody hard please, instead of the semi-afk walk in the park complexes are all over TQ atm. Hell, people still do 6/10's up to 8/10's SOLO ffs.
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Par'Gellen
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Posted - 2006.03.10 13:31:00 -
[29]
This is all well and good but I would really like to see something done about the huge difficulty gap between super easy level 3 kill missions ("Wow I almost had to turn on my armor repairer that time...") and super hard level 4's ("OMGWTFPWND!")
If you follow the logic of difficulty from level 1's to level 3's then level 4's SHOULD be solo-able in a battleship tanked with tech 2 mods. This is definitely not the case. In my opinion the current level 4's (requiring several participants and certain death) should be level 5's.
Will this ever be addressed?
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Keven
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Posted - 2006.03.10 22:36:00 -
[30]
Edited by: Keven on 10/03/2006 22:39:35 Don't you dare to increase the npc firepower AND still have those mission accel gate jump us right into the middle of a friggn swarm!
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