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Diamond Valen
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Posted - 2007.02.13 07:50:00 -
[1]
It can always happen that the player (his char) fails a mission, make a misstake wich makes it impossible to complete a mission but i find i kinda hard that you than have no other way out than go to the one who gave you the mission and tell him he can stick himself that mission where ever he/she wants. I mean i cant choose the answer that i tried it with my life to complete it but...the transport could escape, there were to much fighters...no matter how hard i try it, when i fail i have to look like someone who gives a sh++ of that mission. Wich of cause pulls my reputation down.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.02.13 08:00:00 -
[2]
From a roleplay point of view, agents are interested only in results.
You can either do the mission he's given you or you can't.
If you can do the mission, great! He gets recognition from his bosses and he passes some money/rewards to you and owes you a favour (loyalty points) in return for you helping to further his career. He'll also pass around word that you're the person to see for getting things done (rise in standing).
You can't do the mission, he gets strung up as being incompetent by management, or he has to do a last minute rush trying to find another pilot who can do the mission for him, so he doesn't get strung up.
Obviously he won't like you for doing this to him and spreads rumours either directly or indirectly that you're useless (drop in standings).
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Billy Sastard
Amarr Zephyr Enterprises Inc. Astral Wolves
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Posted - 2007.02.13 14:40:00 -
[3]
TO be honest, the roleplay in this game is rather thin (which I have no problem with). The PvE (missions in this case) is a means to the end, the end being ISK to buy PvP ships, and modules to fit said ships. Alot of people will play the game and never ever PvP, but that is not what the game is designed and balanced around, so expect to find some shortcomings in the PvE aspects of the game. -=^=-
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Letouk Mernel
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Posted - 2007.02.13 14:45:00 -
[4]
You can also wait for the mission to expire, which takes a long time but allows you to avoid that particular conversation.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.02.13 15:03:00 -
[5]
Originally by: Letouk Mernel You can also wait for the mission to expire, which takes a long time but allows you to avoid that particular conversation.
Unfortunately, you'll still lose standing for letting missions expire.
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Simon Jax
Gallente Freedom Guard
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Posted - 2007.02.13 17:16:00 -
[6]
Edited by: Simon Jax on 13/02/2007 17:13:08 True, roleplaying the PvE in this game can be fairly challenging. There are only so many missions to choose from, and youÆll end up getting the same mission over and over again and your agent will exhibit a complete lack of pattern recognition as to why Sangrel Minn manages to steal documents over and over again forcing them to send for an Independent Pilot to take care of it (I have my own 'roleplay' story on that one). It just takes a lot more imagination to fit roleplaying into the PvE aspect of the game. ThatÆs okay, in my opinion, as when you start interacting more and more with players and rely less and less on your Agents to supply you with storyline youÆll find that the roleplaying in EVE is as open as you want it to be.
However, to do so you must first and foremost be very familiar with the Chronicles and the Short Stories which form the base of the æprime fictionÆ of EVE. In your case, what you must realize is that Pilots have no need to apologize to Agents. Even if you count even the easiest 1.0 Guristas rat in the game as a ôpod pilotö (remembering that even they would be recycled via cloning) you are still looking at a miniscule fraction of the overall EVE population as being capable of piloting a spaceship in a Pod. Among the hundreds of thousands of rats, police patrols, trading vessels, and concord pilots that exist in EVE you have decided not to follow along and to break out on your own. Provided only the most basic of vessels once leaving the academy you are off to make your way in the universe without anyone to fall back on. The faction that you start with, the academy that trained you, they will allow you to fly under their banner, but will do absolutely nothing to help you and provide you with nothing but what you earn through the agents that look pay independent pilots for tasks since the risk to company resources is minimal.
You are one of the fraction of a percent that is simply too good to be roped into service to a megacorporation, you may support your factions interests to any extent you wish, but they cannot ever order you to do something that you donÆt wish to. You are among the elite, there are only 30,000 or so other pilots out there that know they would be wasting their talents running patrols for the Navy or protecting miners in far-off belts. Apologize for failing the mission? You donÆt owe them an apology, no matter how nice of a person you are the simple fact of the matter is that this is a contact, not a friend nor a boss.
--Wherever you go, there you are. |

Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.02.13 17:24:00 -
[7]
I tend to ignore missions in my RP, its erratic.
But as for the people that said RP in this game is thin? Heh, you've been going to the wrong places .
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Ranita Drell
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Posted - 2007.02.13 18:37:00 -
[8]
I don't like the way you are forced to give to these "emotionally shaded" responses to agents whenever you have interaction with them. I am fine with the agent's reaction to my inability (or unwillingness) to complete a mission, just as I am fine with their having a positive reaction when I do manage to get things done. An emotional shaded response coming from the NPC is fine and is to be encouraged. Player characters are a different story.
Your dialog "options" shouldn't be "Sure, you can count on me!" or "You can take this mission and shove it!" or "I'm busy tonight, sorry" or "The mission is done, now pay up."
Your options should be:
Accept mission. Decline mission. See details. Report success. Report failure (or "forfeit mission").
That's it. The way these things are worded at present, I am sure is designed to give the game some character and improve immersion, but it ends up having the opposite effect when you force words specific words out of a player character's mouth -- even if no other players ever see them.
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Asymptotic
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Posted - 2007.02.13 18:42:00 -
[9]
Speaking of emotionally shaded:
"My hands are CLEAN! DO YOU HEAR ME? CLEAN!" 
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.02.13 19:03:00 -
[10]
Originally by: Ranita Drell I don't like the way you are forced to give to these "emotionally shaded" responses to agents whenever you have interaction with them. I am fine with the agent's reaction to my inability (or unwillingness) to complete a mission, just as I am fine with their having a positive reaction when I do manage to get things done. An emotional shaded response coming from the NPC is fine and is to be encouraged. Player characters are a different story.
Your dialog "options" shouldn't be "Sure, you can count on me!" or "You can take this mission and shove it!" or "I'm busy tonight, sorry" or "The mission is done, now pay up."
Your options should be:
Accept mission. Decline mission. See details. Report success. Report failure (or "forfeit mission").
That's it. The way these things are worded at present, I am sure is designed to give the game some character and improve immersion, but it ends up having the opposite effect when you force words specific words out of a player character's mouth -- even if no other players ever see them.
Oh lighten up .
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Mikron Zerii
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Posted - 2007.02.13 19:05:00 -
[11]
Edited by: Mikron Zerii on 13/02/2007 19:01:37 I failed my first mission last night, I'm afraid to go back to my agent in failure.. :(
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Ranita Drell
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Posted - 2007.02.13 19:16:00 -
[12]
Oh, I'm light. :) Just expressing my opinion. Even small-time MUD developers recognize that in a role-playing game, forcing words of a certain character/tone into a PC's mouth is bad for immersion. It breaks the spell and takes you out of the game, unless the words happen to luckily coincide with how you envision your character as behaving. It's not a huge deal, but it is poor design and it's something that I imagine could be very easily fixed.
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Damionte
Minmatar Titan Enterprises
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Posted - 2007.02.14 02:10:00 -
[13]
Originally by: Ranita Drell Oh, I'm light. :) Just expressing my opinion. Even small-time MUD developers recognize that in a role-playing game, forcing words of a certain character/tone into a PC's mouth is bad for immersion. It breaks the spell and takes you out of the game, unless the words happen to luckily coincide with how you envision your character as behaving. It's not a huge deal, but it is poor design and it's something that I imagine could be very easily fixed.
I agree, and felt a bit uncomfortable with the text as well. - Damionte |

Kaylee Kaitlen
Gallente Federal Navy Academy
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Posted - 2007.02.14 17:02:00 -
[14]
Originally by: Ranita Drell Oh, I'm light. :) Just expressing my opinion. Even small-time MUD developers recognize that in a role-playing game, forcing words of a certain character/tone into a PC's mouth is bad for immersion. It breaks the spell and takes you out of the game, unless the words happen to luckily coincide with how you envision your character as behaving. It's not a huge deal, but it is poor design and it's something that I imagine could be very easily fixed.
By the same token, it seems strange that one second my agent is saying "Wow, great work! I really appreciate you taking care of this for me" and then the next second greeting me with "Spit it out, stooge!"
Again, I understand it doesn't effect game play, but how is a new player to know this? When I rejected my first loyalty offer (missles or something that I didn't need) and they replied with a terse, "It's your loss," I got worried that I'd ****ed them off and lost standing or something. After that, I just let all them expire rather than risk making them angry (until someone clued me in that it doesn't matter). It's very confusing since some things (such as killing the "wrong" NPCs while you're doing a mission or rejecting a mission) actually *do* have consequences.
Damage is king, Speed kills, Style is everything Burn with passion, Kill with rage, Live with hope, Die with honor |

Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2007.02.14 17:20:00 -
[15]
The agents greetings are strange until you get to over 9.5 and your agent begins worshipping you and telling you how great you are everytime you start conversation... Changing mood too much, thanks messages are always like "wonderful!!!" and the next time, they tell you to be fast and don't want to eat cold...
The fact is some messages are only linked to success/failure or accpet/refuse, and others are linked to actual standing like the greeting messages, then you have a mission success, they treat you as a god and next time they're telling you they hate you!
You only have to get used to that. Remember that refusing is just the same as the offer/mission expiring. and you can't refuse too often (like 6 hours) without standing loss. -- Pocket drone carriers (tm) enthousiast ! Flying Vexor and Ishkur, Myrmidon was too slow, got ganked by 3 BC and a Megathron...
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