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Scipio Artelius
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Posted - 2015.03.29 23:08:04 -
[1] - Quote
Iteration on the sov changes is underway.
The first outline won't be what the final implementation looks like.
If the 4 hours comes about then yeah it will not be what most players want, but we still don't know the final sov updates.
In relation to the NPE comments, I can't disagree with you. Solo play for a new player sucks. There's been a few related threads in recent times.
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Scipio Artelius
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Posted - 2015.03.31 00:59:50 -
[2] - Quote
Milla Goodpussy wrote:they wont show you cause it looks THAT bad, and with these changes its going to be even worse. Why does CCP need to show? You seem to know already. So just publish your data.
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Scipio Artelius
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Posted - 2015.03.31 01:27:14 -
[3] - Quote
Throne of Games wrote:Sisohiv wrote:...Ignore the years and players it took to build it. Pretty much this. Eve is a cesspool of the worst of humanity. I think this is why I have found it hard to log in over the last few years and have just been playing skillqueue online. So the players involved in the building are from the cesspool of humanity also?
Or only the ones involved in stealing it?
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Scipio Artelius
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Posted - 2015.04.25 04:11:57 -
[4] - Quote
Sgt Ocker wrote:Aralyn Cormallen wrote:Sgt Ocker wrote: It could work in a similar way as the limit on assisting drones. So for example 10 people could lock one target (of the same size) and then everyone else is forced to select a new target. A quick popup "target lock reached" could indicate, "I need to lock someone else".
1)FC: Enemy fleet other side of the gate, everyone lock up the people below your name, and fill up each others lock "slots" so the enemy cant shoot you. Invulnerable link ships, logistics and FC's - who needs to fit a tank module when you can render it impossible for the enemy to target you. 1) Not a problem at all - I wonder what ECM and sensor dampeners are for. Best thing about your scenario, while they have each other locked, they can't lock the fleet that is using EWAR and killing them. My 1st targets in that situation, any command ship followed by logi. Maybe I'm misunderstanding what you originally wrote, but it seems that from your original suggestion, you subsequent post wouldn't be possible.
Aralyn gave an example of the mechanic being used as a defensive tactic to prevent anyone in the fleet from being targeted by an opponent and/or using it as a defensive tactic to prevent key ships (ewar and logistics) from being targeted.
It seems from your original suggestion that there should be a limit of 10 people that can lock a ship. Aralyn pointed out that defensively, each ship in a fleet could lock up other ships in the same fleet, so that there are no more opportunities to lock any ships in the fleet.
How does an opponents sensor damps and any other targeted weapon work at all under that situation? How would the other fleet be using ewar and killing them if they can't even lock them?
How would you even make an opponent command ship or logi your primary target in that situation?
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Scipio Artelius
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Posted - 2015.04.26 22:53:11 -
[5] - Quote
Sgt Ocker wrote:I don't see how having 12 ships locked at once would help you.. You can only engage the primary (1st one locked or selected target) all other locks don't count until the 1st one is dead or the lock broken in some other way. Then you select your next target, in a large fleet pre-locking 12 targets would in many situations hurt, not help you . It would help under the changes you suggested. It would make your fleet immune to an opponent.
Aside from that, there are several reasons to lock multiple targets and a lot more variety in pvp than shoot the primary.
For example:
- Sending drones against support that is at range (eg. ewar or logi) while focusing turret/launcher fire on a different ship.
- Locking up multiple targets at the start of a fight and splitting fire across all of their fleet to confuse/overwhelm their logistics.
- Locking multiple targets so they don't know who is the next primary.
- Locking multiple targets so that DPS can be reassigned if logistics reps hold, to try to punch through reps before they are reassigned.
- Locking multiple targets so that DPS can be shifted as threats emerge in a fight (eg. tackle support gets close to your fleet and you want to avoid being tackled, killing a support ship that has one of your ships tackled, etc.)
That only focuses really on DPS reasons, without considering logistics or ewar reasons. There are many more examples where having multiple targets locked is a good thing in a fight.
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Scipio Artelius
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Posted - 2015.05.07 02:55:53 -
[6] - Quote
Sgt Ocker wrote:Wouldn't know if feedback has been taken on board or not, nothing has been said.
Certain groups may be privy to what feedback has or hasn't achieved but i'm not in one of those groups and only have 2 month old info to base my thoughts and feeling about the coming change on. Everyone can see what has been said following feedback. No special group needed.
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Scipio Artelius
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Posted - 2015.05.07 04:19:26 -
[7] - Quote
Maybe you clicked the wrong link.
It links to the Features & Ideas discussion on Entosis Link Part 2.
Thought that was totally on topic, but whatever, you seem determined to see things only a certain way, so I'm sure the new mechanics will turn out exactly as you expect because you seem to have already drawn all your conclusions about them anyway.
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Scipio Artelius
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Posted - 2015.05.07 23:39:18 -
[8] - Quote
Sgt Ocker wrote:Except that isn't the thread that was originally linked. It originally linked to the thread for the proposed new icons. No, I never changed the link, nor posted off topic.
Maybe you had a different tab open or something, but the link was not edited. You even quoted it, so click the one in your quote.
Otherwise, feel free to submit a support ticket and ask because the link wasn't edited at all.
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Scipio Artelius
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Posted - 2015.05.08 04:22:04 -
[9] - Quote
Sgt Ocker wrote:LOL, if you read my reply.. I DID respond to the link you posted, it starts out - As for the new icons. Maybe is was a misdirected URL but that is the thread the link took me to. I would not have commented on the icons otherwise, I had not at the time seen the thread about them. I have never even looked at the icons thread.
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Scipio Artelius
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Posted - 2015.05.08 06:59:10 -
[10] - Quote
Ishtanchuk Fazmarai wrote:Not to mention that any small group trying to set up a foothold will be forced to do it in the useless space left outside of the big groups' territory. That has been the core of a lot of feedback though, that unless the space is worth having, why go take it?
CCP seem to at least be listening to that. I agree with them that no region should be independent of others as resource shortages help fuel conflict, but there definitely needs to be more than an epeen reason to take sov for a small group.
They need to be able to survive and thrive in their space too. That will only encourage them to defend it better.
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Scipio Artelius
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Posted - 2015.05.09 07:23:40 -
[11] - Quote
Ishtanchuk Fazmarai wrote:Just one funny fact. The price and traded amount of white glaze and Caldari fuel blocks in Jita are going down, and have been for months. Less demand for ore + less demand for fuel = less towers consuming it + less industry?  Could be people mining and consuming more of their own locally. Could just as easily be a sign of increased industry activity.
It could also be a sign of increased industry activity in stations following the changes to blueprint requirements with POS use.
It's not really conclusive one way or the other.
Only CCP's metrics could say conclusively.
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Scipio Artelius
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Posted - 2015.05.13 02:09:46 -
[12] - Quote
Ares Desideratus wrote:And contrary to your assertion I did learn my lesson. As far as I can tell I can be as big of a meanie as I want, just as long as I conform to proper language etiquette. I can **** you up the ass as much as I want, just as long as I refer to it as "having some fun". Let's have some fun! Don't be rude! We're just having fun! Don't you wanna have fun?
There is no lesson to be learned when people **** with your freedom of speech. CCP also have legal responsibilities to follow.
The PEGI12 rating on the game requires certain limits:
PEGI 12 Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives.
So if it's reported to CCP, then they kind of have to act. They also have their stricter layer on top of their legal requirements, outlined in the EULA/TOS:
You may not use any abusive, defamatory, ethnically or racially offensive, harassing, harmful, hateful, obscene, offensive, sexually explicit, threatening or vulgar language. (Alternate spelling or partial masking of such words will be reprimanded in the same manner as the actual use of such words.)
So I don't think CCP are into limiting freedom of speech (in game at least. The forum is a different matter perhaps). They, like any business just also take into consideration the responsibilities that come with those rights.
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Scipio Artelius
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Posted - 2015.05.16 20:28:01 -
[13] - Quote
Ishtanchuk Fazmarai wrote:CCP haves some news for you.Professionals: 30% Entrepreneurs: 25% Agressors: 8% Social: 12% Traditional: 25% People who do little to no PvP: 25% Entrepreneurs + 25% Traditional + 12% Social = 62% Yes, a "theoretical and imaginary" majority of just 62% of the actual players (not ACCOUNTS, not CHARACTERS, but PEOPLE).  even by that graph:
- socials: doing as much pvp as they are industry and pve - traditionals: doing slightly more industry and pve compared to pvp, but not by a large margin - entrepreneurs: doing about as much pvp as they are pve (missions and mining)
I don't think it's really reasonable to break players up into regular pvp v not regular pvp and declaring pvp players as a minority.
I can't find the statement at the moment but will go look for it, but CCP have said that approximately 50% of players are regularly involved in pvp, so the issue of minority/majority isn't as black and white as a simple reading of that graph indicates. It's more complicated than a 2 group classification.
Even if you try to classify players into 2 groups, there have been a lot of claims of shrinking numbers in the game over the last couple of years. How many of those have been pvp oriented players leaving for lack of focus on pvp?
We don't know. If you are in the Eve is dying camp, then it could just as easily be because of a lack of focus on pvp development as much as pve development.
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Scipio Artelius
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Posted - 2015.05.22 09:41:54 -
[14] - Quote
Sgt Ocker wrote:So lets see, oh yeah, pretty much none to useless consequences. Consequences for choices sit the same for everyone, ganker and untanked, AFK miner and auto-piloter alike (and anyone else that doesn't take care of their own safety in this game).
Harsh is surely harsh for everyone, yet the consequences of choices to be harsher are only supposed to be for the gankers, who for the most part provide the consequences for the people who don't look after their stuff even though they know the risks in advance.
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Scipio Artelius
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Posted - 2015.05.22 10:08:23 -
[15] - Quote
Sgt Ocker wrote:Sorry but they don't. Gankers in particular manipulate valid game mechanics to get kills and due to other ineffective mechanics, they get free reign.
I'd like to hear your perception of "don't look after their stuff".
Concord cannot be avoided without using an exploit.
Every ganker loses their ship 100% of the time, whether they get a kill or not. That's part of the consequences under the game mechanics.
If a 100% guarantee loss of ship is not a consequence, then what is?
On the "don't look after their stuff" = if you lose it, you are 100% responsible for that loss. So if someone loses a ship to gankers, then they didn't take enough care to look after their stuff. That counts for me just the same. Not creating a separate group. It's true for 100% of the ships in space and those lost through scams.
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Scipio Artelius
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Posted - 2015.06.09 05:06:25 -
[16] - Quote
Sgt Ocker wrote:HeXxploiT wrote:Why do people keep repeating low numbers? Almost 37k users on at this moment. Every weekend it looks the same to me. Think you guys look at times when timbuktu is the prime timezone.  37K online - For an hour or so - Once a week. http://youtu.be/h-jfvjMoe9Y (3:56 - 4:12 min).
It's 2014 data do might be slightly outdated by changes this year.
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Scipio Artelius
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Posted - 2015.06.14 07:11:06 -
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Aza Ebanu wrote:GankYou wrote:Aza Ebanu wrote:GankYou wrote:Aza Ebanu wrote:Ahem... LVL 4's are a form of low sec buff  Last time I checked they were still in Hisec? I remember doing them in 2008 with close to 75-90 mil ISK per hour income, but possibly higher. The LP exchange rate has been devalued since then, though - courtesy of the FW brethren.  Yeah but LP boost and mission bonus are higher the lower you go. So high sec missions aren't really superior to null sec PVE at all. What is the difference? Probably not a lot. In null due to the fact of bubbles and dictors alone, I'd use something like a 3x reward multiplier. With Lowsecks it's a bit different - their Tier system floods the market with LP, thereby devaluing it in the medium term, i.e. getting 1,300 ISK / LP at Tier 3 is the same as receiving 2,275 ISK / LP at Tier 2 due to 75% more LP being generated - not sure whther this bonus applies to every single LP source. According to new data, Null NPC space is very active for null areas. Must be something to it. The high activity in NPC null at the moment isn't because of missioning and LP rewards unfortunately.
It's skewed by a half dozen Serpentis owned systems in Fountain, surrounded by sov space in the rest of Fountain. Since Brave moved into Fountain, activity has been high across the whole region, particularly fighting between Brave and Black Legion. As with anywhere BNI move to, pvp follows and since the NPC systems provide docking rights for everyone, they've been a centre of activity. ZY-LQL usually has a hundred odd pilots in it constantly and fleets are regularly moving in and around the NPC owned area.
It would be great if lots of people were running missions across NPC Null. Unfortunately the reason for recent activity has a totally different explanation.
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Scipio Artelius
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Posted - 2015.06.16 02:07:52 -
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Milla Goodpussy wrote:OMG.. im amazed.. Sony just showed Eve Valkerie as the Morpheus presentation is beginning
CCP you too silent bro.. It was also part of the Sony demo of Morpheus at E3 last year:
http://youtu.be/MAF1aG5sQ20
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Scipio Artelius
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Posted - 2015.06.24 04:39:19 -
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Market McSelling Alt wrote:Surely you can see the irony in the null sec groups complaining that FozzieSov caters to the griefer and punishes the established when all we ever hear on these forums is how much high-sec needs to be griefed more and ccp made it too hard for griefers. Nullsec groups aren't really saying that though. Individuals are and each is entitled to their opinion. There are also individuals excited by the coming changes.
Mostly the groups have gained what limited experience they can from Duality and see some of the issues both with the mechanics and the way the test was setup (may have been perfect for what CCP wanted to test, but not ideal for the players in terms of max indexes/indices).
Mostly as groups, not many conclusions have been drawn yet. We should see in a few weeks though.
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Scipio Artelius
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Posted - 2015.06.24 04:59:49 -
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Market McSelling Alt wrote:How about those of us who think people should play the game however they see fit within the rules and parameters of the server... you know, Sandbox style. From what I see, that's pretty much the middle opinion amongst players. More would agree with that than disagree with it.
Market McSellingAlt wrote:I make fun of hypocritical nullbears ... Of course you do. Just like many people do, from different sides of discussions and with different targets. Nothing wrong with it. Just have to expect it when it's the culture that everyone is part of. Crying about it in response is kind of silly. Not saying you are crying, just in general terms within the community.
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Scipio Artelius
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Posted - 2015.06.27 08:21:04 -
[21] - Quote
Market McSelling Alt wrote:That is because CCP has been using our subscription money to fund their failed projects. Next on the list is the expansion of DUST (failed) and Valkyrie (will fail)
Perhaps if they didn't treat us like their personal crowd-sourcing finance group they would pay more attention to what is happening in the only viable game they own. This from a financial auditor?
What rubbish. Youy pay for a product from CCP, just like you pay for products from other companies. After you give them your money, it's no longer yours, it's theirs.
So if you don't want to feel like you are a source of crowd funding (which you aren't), then quit the game. Simple. Don't buy CCP's products.
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Scipio Artelius
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Posted - 2015.06.27 09:14:56 -
[22] - Quote
Sgt Ocker wrote:Maybe a translation problem in play here but what he wrote says to me - If CCP invested more time and money on Eve (their money making game) and didn't squander Eve time and resources (including money) on little side projects - Eve would be much better. Doesn't matter what CCP do, there will always be complainers, always be fanboys and a large group of people that see things multiple ways.
It's why the best thing they can do is to make their decisions on the basis of what they want to achieve and not be constantly driven by us. They'll never keep us all happy no matter what they do.
Your interpretation is quite reasonable and much better constructed.
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Scipio Artelius
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Posted - 2015.06.30 09:22:42 -
[23] - Quote
Sgt Ocker wrote:Cyborg Girl86 wrote: If you're so unhappy with the game quit already Really so those of us who have been around for years should just leave - Because your happy with a few changes that a far greater number dislike. No, don't leave because she is happy. Leave if you are unhappy (that's what she originally suggested).
Why continue to play a game that you appear to hate so much and see no redemption in it? Doesn't on the face of it seem to be a great way to be entertained.
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Scipio Artelius
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Posted - 2015.07.07 22:52:12 -
[24] - Quote
Ishtanchuk Fazmarai wrote:Dirk MacGirk makes some interesting points about Trollsov: https://www.themittani.com/features/7-days-and-counting-stop-clock
Priceless bit: Quote:(...)
Attackers may be at a relative disadvantage in terms of the on-field mechanics, specifically as it relates to entosis timers. However, they have the absolute advantage when it comes to flexibility in how and when they play the game. Today? Sure. Tomorrow? Sure. The next day? Nah, itGÇÖs a work day, but just let them think weGÇÖre coming again. Keep them busy chasing shadows. Nullsec residents have one choice during their vulnerability windows: always be ready to scramble the alert fighters or be prepared to go to whack-a-mole across the constellation. Every single day, be prepared. Yeah, being a resident defender sounds great compared to the flexibility given to attackers. I sure hope youGÇÖre with a big, active alliance.
(...) Sounds like fun, yes. I don't see a problem with that at all.
The defenders also have significant advantages:
1. They determine the vulnerability window: both through settings and activity 2. Duality testing showed a smaller defensive force could beat a larger attacking fleet (bubbling and camping a station undock being a more useful tactic for attackers to counter that)
So it isn't a case of total flexibility for attackers, since they can only attack when the defenders say it's possible, which should be in the prime time for the defending alliance and if the defenders are smart they won't be pooling all their alts in station, but keeping some logged off in space to login when needed.
That's only a couple of things that favour defenders. There are others that exist and are used already - scouts and Intel channels to obtain early intelligence on an attacking fleet, what space they hold so they can develop plans for defence ahead of time, the ability to easily reship in station or POS and be back in the fight quickly, the use of diplomacy to have allies available to assist if needed, activity outside the vulnerability window to build up system indices, etc.
Ultimately, if defenders can't defend in their own prime time, then they don't deserve their sov. Fight for it, or lose it.
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Scipio Artelius
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Posted - 2015.07.08 11:13:08 -
[25] - Quote
Ishtanchuk Fazmarai wrote:I think that you're missing the point.
It doesn't takes Sov to attack Sov holders until their gameplay becomes "the vulnerabilty window job".
Monday -defend Thursday -defend Wednesday -defend Tuesday -defend again Friday -huh, not defend Saturday -whack a mole day Sunday -defend
Rinse and repeat until you're having fun.
Specially if (when) the guys attacking you don't hold a Sov of their own and there's no way you can turn the tables on them. Ah, of course: the other 2,500 members of your Alliance can share the burden and defend your Sov while you, huh, PLAY the game for a change. But othwerwise, if you're a new guy and just hold one system (with Capital System bonuses, woo-hoo!!) then only takes a little bunch to make your game all about defending that Sov you're not using because you're too busy defending it. No, I didn't miss the point.
I just didn't see any problem with it. Yes, it will require Alliances that want sov to be active. I don't see that being bad.
Will that benefit larger groups? Most likely. Alternatively, smaller Alliances (like my own) will need to look for other ways to ensure safety.
Mechanics aren't the only thing. It only take 1 defending entosis link to stop all the attacking ones. So good diplomacy, dependable friends and giving and much as receiving is going to be a way that small Alliances can overcome the limitations of a vulnerability window everyday.
On the flip side, all structures are currently vulnerable to attack at any time in order to be reinforced; and yet they aren't being constantly attacked.
Maybe because of the structure grind, or maybe because what's the point in taking someone else's sov anyway? There's lots of space not worth much, so why put yourself in the position of attacking and defending it if you need to go elsewhere to generate good income anyway\?
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Scipio Artelius
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Posted - 2015.07.09 02:05:29 -
[26] - Quote
http://community.eveonline.com/news/dev-blogs/summer-of-sov-nullsec-pve-and-upgrades/
Reddit is all abuzz over this and very positive as a general feeling s out the comments in the r/eve thread.
Some good changes and more good content to come down over the next few months.
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Scipio Artelius
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Posted - 2015.07.11 03:47:33 -
[27] - Quote
La Rynx wrote:"!=" means "equals not", "is not" in layman's terms. What does it mean in non-layman's terms?
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Scipio Artelius
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Posted - 2015.07.12 19:03:23 -
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Ishtanchuk Fazmarai wrote:Malcanis wrote:Ishtanchuk Fazmarai wrote:Malcanis wrote:So in short, you want to stay in hi-sec but be able to use your PvE-derived ISK/Standings/LP/whatever to have NPCs **** with other players rather than actually doing it yourself because in your own words, you've dug yourself into a pit of PVE expertise and you're scared to climb out of it. That's not what I said and it's not what I mean and it's not what I want. I don't want to mess with you. But if you choose to mess with me, I want to give you enough risk for your reward, even if we play the game in different ways. Also, it must be noted that "people who dug themselves into a pit of PVE expertise" are 50% of the game or more, and their retention rate is godawful. It's not a small issue whether those players will stand on equal footing to other players who pay exactly the same money, or will keep being treated as disposable stepchildren by CCP. It's what you conveyed. Can you give a specific example of a hypothetical mechanic that would do what you wanted? A specific example? OK, brace yourself for a ride. The first step is to contact a interactable NPC (I-NPC). They play the role of corrupt officials of the empires. Their abblities depend on their position and can be used after completing a successful task. So the first thing a I-NPC will ask, is to perform a series of missions for him. Those would be regular missions, which would improve the agent quality to a basical level in which they would be "loaded" and ready to discharge a effect on a player. In order to do that, a specific mission willl be set up, but that will no be a regular mission. That mission will affect another i-NPC owned by other player. Missions affecting i-NPCs will be set up authomatically. They will be randomized by consuming points from a pool (similar to how AT works) and once set up the mission will be released publicly to a specific kind of agents. Any player will be able to access the mission, but he will only be informed of the reward and potential difficulty of the mission, not the parties involved, so it will be effectively imposible to farm your own missions. Those missions will be difficult and there will be a potential to miss them (for an instance, using timed triggers). So here you are. You have an agent willing to affect a player for you, if the mission required is succesfully performed by some anonymous player. Let's say that the mission succeeds. Then the agent is "loaded" and can be "discharged". In order to discharge the agent, the target player must meet one or more of several requisites: - have a negative security status (proportional to the effect, with the most powerful effects usable only on -10.0 chars) - you have a kill right on him (your own, or bought from another player) - he destroyed one of your I-NPCs - he wardecced you - he earned a criminal flag from messing with you stuff (this should work only for low level effects) - in short, either he's a being agressing lots of players, or has agressed you specifically. Effects would not be usable on neutral players, at least initially As for the effects, will say one I already mentioned: upon undocking, he will be "interrogated" (hold still and unable to move or use his modules) for 10 minutes. That will happen randomly and only once; say 10% chance per undock (different quality I-nPCs would have different chance per undock). For an extra cost (higher level I-NPCs, or more difficult missions, or a combo of successful missions) the target could earn a criminal flag for the duration of his "interrogation", becoming a legit target even if he wasn't. Of course, the "interrogation" event may happen in a lonely system so nobody can shoot the guy... Tough chance. But wait: As a player planning to undertake a criminal career, you need a lawyer! A friendly I-NPC who, in the event of being loaded, can discharge and negate the effect of another I-NPC effect. Say, a "release order" usable in the event of a "interrogation order". Then, the original player may look for an agent willing to murder the lawyer and thus deprive the offender from defense until he finds another one... and so and so. It would be more complicated and costly than just go and scramble the guy as he undocks and shoot his -10.0 face yourself, but also would be riskier as he can't tell when he's gonna be interrogated. And if he wants to avoid that hassle, he must play your way and do some PvE to keep his lawyer(s) loaded and ready to discharge. The details should be tested on Unity and fine tuned so the workload and risk/reward was sensible. Also the whole randon mission generator probably could be used for ordinary agent missions and not just the I-NPCs missions. On furher iterations, some I-NPCs could be "named" ones, NPC from the lore, extremely dificult and costly to load but with the potential to discharge effects on corporations and alliances, or do really nasty things to individuals (say, tampering with skillpoints upon clone resurrection). The whole point is, a player willing to put the effort and planning needed to control the appropiate I-NPCs should be rewarded with the abbility to PvP in that way, balanced by the fact that PvPrs could also PvE to defend themselves from that "PvE PvP". Last but not least, I-NPCs would be a highsec only feature. That seems a rather long and involved process.
Why not just - add private militia to the LP stores, which can then be hired by a player (eg. During a wardec)
The NPC militia would then set standings for your war targets or people you have a kill right for, to -10 and attack them anytime they enter systems where that NPC faction or Corp operates?
Run them with the new AI so they are more than just a navy or faction police.
That would seem to achieve what you want and fit in with existing systems.
PS. Sorry for the quote.
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Scipio Artelius
The Vendunari End of Life
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Posted - 2015.07.12 19:32:49 -
[29] - Quote
Ishtanchuk Fazmarai wrote:Scipio Artelius wrote: That seems a rather long and involved process.
Why not just - add private militia to the LP stores, which can then be hired by a player (eg. During a wardec)
The NPC militia would then set standings for your war targets or people you have a kill right for, to -10 and attack them anytime they enter systems where that NPC faction or Corp operates?
Run them with the new AI so they are more than just a navy or faction police.
That would seem to achieve what you want and fit in with existing systems.
PS. Sorry for the quote.
That would not: - add new PvE content - difficult minmaxing of new PvE content (random missions would be tied to data unknown to the player; FAI, NPCs could react to known fits of the player taking the mission... or not) - allow player generated PvE content (there would no mission without a player tryign to load a I-NPC, and the mission would be randomzied considering the player generating it, the player targetted and the player undertaking the mission... that's why thorugh testing would be necessary, but that's built in in every procedural/random game system)
So what you want is really just more of the same kinds of missions that already exist, which is then somehow new PvE?
Seems a rather bland approach to me, but that may be because I see all PvE as bland and uninteresting.
At the moment, from what I read from your post, it doesn't seem that the missions would be new at all, just more of essentially the same thing, only providing some different types of rewards; but which would also require a huge departure from existing systems.
On top of that, with the only difference being about the rewards for completing missions, those rewards are way OP. You are essentially wanting mechanics that prevent another player from playing the game at all for a set period of time, not through choice of theirs, but through mechanics. That is a pretty screwed up outcome. No one should be prevented from playing the game by the mechanics.
But that could just be the way I read it.
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