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Thread Statistics | Show CCP posts - 25 post(s) |
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CCP Lebowski
C C P C C P Alliance
182

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Posted - 2014.08.21 11:38:00 -
[1] - Quote
Greetings pilots,
As CCP Fozzie discussed in this dev blog, Five 0 have some new missions for you in Hyperion.
As of right now these missions are on Singularity in a near complete form for you to try out. To make testing easier we will be doing two things:
- Temporarily removing all other missions from the appropriate mission pools, so that only the new missions will be offered. - Upgrading the movemebot to also provide standings when requested.
How to receive perfect standings - Join the channel moveme - Say 'standings' in channel - ???? - Profit! (Note: You may need to relog to see the standing in client)
Please report any bugs found in this thread, which I will update with any known bugs as time goes on.
If you have any questions regarding expected functionality they are also welcome, but for comments and opinions on the features, please use the appropriate thread for the feature (Found here), so that we have all the feedback in one place!
Many thanks and happy testing!
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 13:15:00 -
[2] - Quote
Mission isk and lp rewards use a system that autocalculates them based on a number of factors (including how quickly people complete the mission on average and how often they decline it). Unfortunately this means that the mission completion rewards will be a bit wonky on Sisi, and for the first couple days on TQ. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 13:37:00 -
[3] - Quote
Dave Stark wrote:CCP Fozzie wrote:Mission isk and lp rewards use a system that autocalculates them based on a number of factors (including how quickly people complete the mission on average and how often they decline it). Unfortunately this means that the mission completion rewards will be a bit wonky on Sisi, and for the first couple days on TQ. Is that unique to burner missions? Because from what i've experienced on TQ, that doesn't seem to be the case with standard level 4 missions.
It's the case with all standard missions. The reason you don't notice it for other missions is they are calculating from such a giant pool of runs that it changes extremely slowly. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 14:11:00 -
[4] - Quote
Vincent Athena wrote:I think every other mission restricted to "frigate type vessels" allow destroyers. These do not. I assume that is by design?
This is by design. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 15:03:00 -
[5] - Quote
Kalaratiri wrote:Ran two of these, the Succubus and the Worm.
A+ for PVP practice D (or low C if you get a faction drop) for being a useful way to make money.
I've spent most of my Eve pvp career in frig gangs and 1v1s, and these are an excellent way to simulate that. Genuinely tough solo fights. Slightly disappointed at the heavy use of the kiting meta, do none of them brawl?
If people are running them solo, you might want to consider extending the amount of time given for the bonus reward. I found these tough by myself and I have plenty of experience fighting in that kind of scenario. I can imagine that a player who spends the majority of their time running lvl4s in their battleship is going to have a really difficult time of these if they run them solo.
Also slightly disappointed about the near necessity of a pirate frig or assault frig to run these. Have you considered adding lower level Burner missions for lower sp players to practice pvp in t1 and navy frigates?
The pvp side of me loves these. The side of me that likes money is underwhelmed. The rewards (as well as the amount of time given before the bonus reward expires) are dynamic and what you're seeing on Sisi isn't really representative of what they'll be after enough people have run them (or declined them) on TQ to get a baseline going.
And don't worry, the Succubus and Worm are the two most kity ones, the rest come in closer. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 15:05:00 -
[6] - Quote
Castelo Selva wrote:Dear CCP Fozzie,
First, forgive my noobiness on that matter, but I have some questions witch I cannot find a solid answer.
1 GÇô Appears to me that new type of mission have a clear objective to approximate the pve part to the pvp part of the game, and which the conception I ask for a way to be possible for the play get a specific agent that only give burner missions. That way the player will have more ways to try to approximate the pvp part of the game, because he will have more missions to do. You already said that the reward part of the burner mission will be similar to ordinary level four missions, and giving that consideration I do not see any impediment of an exclusive burner mission agent, seems nobody will be rich doing only that kind of mission. Again, forgive me if you have another argument, please clarify that point.
2 GÇô Again, in the way to approximate the pve to pvp, I ask if will be necessary to fit the warp disruptor -¼-¼/ warp scramble modules. This is because in pvp that module seems to be a necessary one, because without it the enemy player will get away. However, the current npc AI do not warp way when in danger of being exploded. So, I ask for a new type of AI for the burner npc, which warp off if not scrambled / disrupted. I do not say warp off grid, but warp to 100km or some distance to be necessary for the play to again, tackle it. In advanced, thank you for your consideration.
Castelo
Thanks for the feedback.
The fact that we only have 5 burner missions is a big reason why we aren't attaching them to their own agents in this release. We might consider it later once there is a larger pool to choose from.
Having NPCs that require warp scrambling to defeat is indeed something we'd like to do, but we don't have the support for it in our current tools. In the future once we have that feature implemented, you can expect that the Burners will be among the first NPCs to get it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 15:51:00 -
[7] - Quote
Billius Zabub wrote:These are good!
I got the Worm one and I'm having a hard time coming up with a ship/fit to take it down.
I've made like 7 attempts in various ships.
Don't tell me, I can figure this out.
Fun.
I can confirm that I've found a way to beat that one using a T2 ship and all T2/meta modules, with no expensive implants.
It's pretty much always a tricky fight for me though. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11144

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Posted - 2014.08.21 16:13:00 -
[8] - Quote
One hint that may help with the Guristas Burner: this NPC is the closest approximation to a MWDing player ship that we've ever made. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11145

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Posted - 2014.08.21 17:13:00 -
[9] - Quote
Lady Grantham wrote:This blood raiders burner is the bane of my existence. The Blood Raider one is probably the hardest right now. I think we're going to tone its active tank down a bit before release.
TrouserDeagle wrote:do any of them even have real scrams? no other rats in the game have real scrams afaik. The Burners that fight at closer range (Angel, Blood, Serpentis, Sansha) do indeed use real scams. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11147

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Posted - 2014.08.21 19:35:00 -
[10] - Quote
To be clear, these missions are definitely not intended to teach players how to PVP (although I can completely understand why people might hope that they would be).
Even attempting that would require a completely new AI. Optional missions that teach PVP skills are a good long-term goal, but these are designed to be challenging changes of pace from the traditional level 4 mission experience. They do expose players to thinking about fittings and tactics in ways that other missions don't encourage, and hopefully by either solving these puzzles themselves or by reading about how others have solved them they will improve their understandings of EVE mechanics and how module fittings can be used creatively to reach specific goals. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11148

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Posted - 2014.08.21 19:38:00 -
[11] - Quote
Spc One wrote:This missions are super waste of time. We killed 15 burners, guess what, EMPTY WRECKSAll of the burners are WAY overpowered, can't be soloed, they can't be killed even with 2 players in group, you need at least 3 players. Rewards are NONE, nothing drops. I'll be skiping those missions, even level 1 missions are better to do and have better rewards. 
I've beaten all of them solo without expensive faction modules, expensive implants or gang links. They're tough but they're definitely not impossible.
Also remember that the mission rewards are dynamically calculated so they will take a few days to correct themselves once the missions hit TQ. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11148

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Posted - 2014.08.21 19:39:00 -
[12] - Quote
Agrippa Arkaral wrote:The Guristas Burner ingores my scram on him once he switches to my drones.
I'll see if I can reproduce that, thanks for the report. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11149

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Posted - 2014.08.21 22:39:00 -
[13] - Quote
We've reproduced the Guristas speedup when he switches targets. Still working on a solution.
Dangeresque Too wrote: Also one question I had, the Blood rat, he nuets, are those nuets overpowered/oversized for what would be possible to fit on a frig (eh-hem *cough* sansha incursion frigs) or are they infact small sized nuets?
It has the drain over time amount of a Cruor using two small deadspace NOS and a talisman implant set. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11152

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Posted - 2014.08.22 09:44:00 -
[14] - Quote
Destoya wrote:I really dislike the idea of messing with the difficulty (except perhaps the rep power on the blood one as previously stated). Myself and others in the thread have proven that they are consistently beatable with t2 fit ships, without fancy implants or links.
If CCP does add more in the future, there's opportunity to add lower difficulty ones or missions tailored around larger ships, the current ones are in a good place where they are right now. Only thing I don't like is that I basically wont be able to do these missions since I have absolutely no interest running l4 missions and they are not available in any other avenue. However, I do understand that it would not make sense to add a new agent type when there are only 5 missions available. Maybe make the structure inside the mission deadspace scannable with combat probes to allow organized players to blitz the missions if they prepare (lowsec/nullsec only)?
Also another point of feedback, I assume the racial structure inside the mission does not drop any loot? They have a massive amount of HP and I wasted quite a bit of time killing a couple to see if they dropped anything. Should probably significantly reduce the HP or just make them invulnerable to avoid player confusion and frustration.
Other than the Blood Burner (which won't actually be decreasing in overall power much in this change since I'm giving it some more ehp to make up for the rep decrease) we're quite happy with the power level of these guys.
There are a few changes in the pipe already with tweaks that should make them a bit more fun to fight (for instance we are increasing their inertia a bit so you can do things like slingshotting the Guristas one) and to adjust the rewards a bit but none of those should change the basic nature of the fights.
You're correct that the structures don't drop any loot, good point on the hp. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11153

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Posted - 2014.08.22 16:24:00 -
[15] - Quote
Hey guys. We've got a set of tweaks that should hit SISI tomorrow, that include a reduction in the active tank of the Blood Burner and a fix for the issue that caused the Guristas Burner to reactivate his MWD while scrammed if he switches targets.
This package also includes a number of other changes, such as an increase in the bounty of the Burners and a rebalance of the loot drops, additional mass and inertia for all of them so that they fly a bit more naturally and some tweaks to their target switching behavior.
We've been running these guys quite a bit internally with the new stats and we're quite happy with them. It's likely that the version that hits SISI tomorrow will be the version that reaches TQ and we'll continue to tweak from there.
I can re-confirm that all of these guys are very doable solo. I've been able to come up with reliable strategies to kill them all solo using at least two different ship types and T2/meta modules, no expensive implants and no gang boosts.
Thanks for the feedback everyone, and hopefully you enjoy the tweaks that will be hitting SISI tomorrow. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11153

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Posted - 2014.08.22 16:52:00 -
[16] - Quote
Eke Patang wrote:CCP Fozzie wrote:Hey guys. We've got a set of tweaks that should hit SISI tomorrow, that include a reduction in the active tank of the Blood Burner and a fix for the issue that caused the Guristas Burner to reactivate his MWD while scrammed if he switches targets.
This package also includes a number of other changes, such as an increase in the bounty of the Burners and a rebalance of the loot drops, additional mass and inertia for all of them so that they fly a bit more naturally and some tweaks to their target switching behavior.
We've been running these guys quite a bit internally with the new stats and we're quite happy with them. It's likely that the version that hits SISI tomorrow will be the version that reaches TQ and we'll continue to tweak from there.
I can re-confirm that all of these guys are very doable solo. I've been able to come up with reliable strategies to kill them all solo using at least two different ship types and T2/meta modules, no expensive implants and no gang boosts.
Thanks for the feedback everyone, and hopefully you enjoy the tweaks that will be hitting SISI tomorrow. Were any of those successful ships Minmatar?
Yup. I think a lot of people are underestimating how helpful T2 resists can be. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11153

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Posted - 2014.08.22 17:21:00 -
[17] - Quote
Lil' Brudder Too wrote:CCP Fozzie wrote:This NPC is an extremely powerful frigate with stats based on those of a player flying a pirate frigate with officer/deadspace gear, pirate implants, and command links. Please confirm that this is the case. Because last i looked, there was no deadspace fit for most of these frigates that will do the kind of dps that we are seeing them do, all while having a ridiculous tank. And how many different full implant sets are each of these guys sporting...or are you doing each particular stat individually..."well if he had max armor fit, his tank would be this...plus if he had max dps fit, his dmg would be this...plus if he was max nano-fit, his speed and orbit would be this.." ? The fits these guys are based on only have one pirate implant set each and each NPC is based on just one fit. There are of course some stats that don't match the baseline fits (for instance we gave the Burners more tracking than players would have since NPCs are only capable of orbiting at full speed and can't manage transversal) but the basics are mostly pretty close to the fits I created as guidelines at the start of the design. Some stats were tweaked down (for instance the Blood Burner now has a significantly lower active tank than the player fit I based it on) and some were tweaked up (like the tracking speeds).
I never said these guys would be easy, but they are definitely doable and once the EVE hivemind has had a bit of time to mull them over I'm sure you guys will consider them to be trivial within a few weeks. 
Lil' Brudder Too wrote: As to the 'atleast two different ships'....does it happen to be the same two ships for all the missions? And most players consider T2 rigs as not-cheap to fit, and don't regularly fit them to throw-away ships.
There's quite a variety of ships I've been able to beat these guys with so far. Some ships appear on the list of viable options a lot (most people have realized that Worms can run a lot of these, although they are often far from the best option) and others appear for just a few. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11161

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Posted - 2014.08.25 12:43:00 -
[18] - Quote
The resist profiles of these NPCs match player ships, not the usual NPC resists. :) Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11169

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Posted - 2014.08.25 15:40:00 -
[19] - Quote
Torgeir Hekard wrote:Was blood burner changed after the downtime?
It seems to have gained max range on its guns.
Also it seems to be passive tanked now.
Yup some of the tweaks we made to the Blood Burner late last week hit SISI today. It still reps but the tank has been shifted to be a bit more passive and a bit less active. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
11174

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Posted - 2014.08.26 11:35:00 -
[20] - Quote
We have not adjusted the NOS/Neut range on the Blood Burner at all since they were first deployed onto SISI.
We did add some falloff to its weapons (the older version incorrectly had the falloff set to 4m). Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Lebowski
C C P C C P Alliance
188

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Posted - 2014.08.26 13:58:00 -
[21] - Quote
Spc One wrote:Not worth it really. Check rewards that you get from this mission. Please bear in mind that, as the missions rewards system is dynamic, it will take a few days before they stabilize at the correct level. Expect them to be lower for those first few days.
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski |
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CCP Lebowski
C C P C C P Alliance
188

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Posted - 2014.08.26 15:44:00 -
[22] - Quote
Commander Maxter wrote:These missions need to pay similar to Dread Pirate Scarlette since they require a lot of talent to complete. People will lose ships, so when they do complete them, the reward should be good. Also they are probably going to have a very low offer rate. My ideal income is 10,000 LP, 3 mill mission and bonus reward, and the rat should have a 10-20 mill bounty. And that's even well below the pay of Scarlette of roughly 50-60 million. I see your point for sure, but it fails to take into account how quickly these missions can be completed once you have a ship to beat them.
You should find that once the rewards settle it will definitely be a better isk per hour than a normal level 4
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski |
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CCP Lebowski
C C P C C P Alliance
188

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Posted - 2014.08.26 18:58:00 -
[23] - Quote
Per Ole wrote:I gotta say, the pay for these missions are absolute crap... 600k isk (including time reward that is incredibly short) and around 1400 lp for the sansha one? This is in 0.0 btw.
Went in with a friend, me in an Astero and friend in an Ishkur, both active tanked to survive EM/thermal (npc was shooting lasers). He survived at 2% structure, npc was going 600m/s even with 3 webs on him, could track drones extremly easy and 2-shot them (astero drones....) and just all around rediculeous... And yet, the rewards are so ****, even when you risk a ship this expensive...
So we just agreed that from now on, we're just skipping these missions. EVE is supposed to be about risk/reward, and in this case it seems that the devs extremly misjudged the amount of risk involved, and the fact that this is a lvl 4 mission.
At least make it pay like a normal lvl 4, you only get them at random intervals so even if you "crack the code" you can't farm them. Don't despair! The missions rewards will get better! You can quote me on it :)
CCP Lebowski wrote:You should find that once the rewards settle it will definitely be a better isk per hour than a normal level CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski |
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CCP Fozzie
C C P C C P Alliance
11180

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Posted - 2014.08.28 13:06:00 -
[24] - Quote
Per Ole wrote:So... A Guristas agent just gave me a mission to kill a Guristas burner. Can you at least fix this, please? :P
This is intended. The Burners have broken off from their parent factions and their actions are not sanctioned by their former employers. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Lebowski
C C P C C P Alliance
279

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Posted - 2014.10.27 11:32:06 -
[25] - Quote
Malcaz wrote:Are the normal missions still removed from the mission pool on sisi? No, all missions are currently available on Singularity.
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski
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