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Elfman
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Posted - 2003.12.20 09:25:00 -
[1]
Edited by: Elfman on 20/12/2003 11:09:50 Would it be a good idea to move these missions away from gates.
A corp member of mine lost his frigate yeasterday and was almost podded when jumping into a system.
Someone doing a agent mission was trying to kill the rats and launched torps and he was caught in the blast from several torps.
I ended up myself taking a lot of damage to my cruiser from the same sort of thing.
Wouldnt it be sensible to have these missions in open space and not near gates in noob land.
Edit - Yep by open space I meant a planet or other warp to object my bad. 
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CT BadIronTree
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Posted - 2003.12.20 09:54:00 -
[2]
Edited by: CT BadIronTree on 20/12/2003 09:55:34 yes lol i did a kill mission and it was in 0.9 space!!! next to stargate.
2 cruisers and 1 friget to kill people passing by frik out other help me a lite (not that they stop or enything)
but are cool leave them as they are ============================================ Colossus Technologies The first and oldest corp in eve! BadIronTree Head of Production
CSM Chat Log September 25, 2003: Fuhry> Some things we simply cannot test, and therefore we just put it on Tranq. cross our fingers and then get into panic mode. --------------------------------------- playing (or beta testing)since Sat, 2 Nov 2002 16:06 (beta 5) ---------------------------------------
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Symeonis Porphory
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Posted - 2003.12.20 09:56:00 -
[3]
That might be a very good idea... I have often seen people take the brunt of a missile attack of one of my mission targets. If those people were flying smaller ships, they could have been killed.
Of course, the fun part of these missions is that you have to search for them instead of getting a bookmark. On the other hand, searching in open space might be a bit too much of a hussle.
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Baldour Ngarr
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Posted - 2003.12.20 10:56:00 -
[4]
Quote: That might be a very good idea... I have often seen people take the brunt of a missile attack of one of my mission targets. If those people were flying smaller ships, they could have been killed.
Of course, the fun part of these missions is that you have to search for them instead of getting a bookmark. On the other hand, searching in open space might be a bit too much of a hussle.
Perhaps "one of the moons orbiting Ardallabier XI" would be better than "one of the stargates in the Ardallabier system"?
Of course, there'd be some work involved to make sure you don't get some people requested to search a planet with 20 moons, and others, a planet with one - or even none but it would drastically reduce the risk of other players getting caught in crossfire.
We did mention this subject in passing in another thread, but it really does deserve a thread of its own.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Drutort
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Posted - 2003.12.20 11:10:00 -
[5]
yes this is a bad idea... and what about someone trying to take the loot and the data file or whatever some times is needed for the mission?
does that mean you get screwed and have to fail the mission?
i dont think this a good idea in empire space  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Bigfoot Hunter
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Posted - 2003.12.20 11:40:00 -
[6]
All the kill missons ive had at the gates didnt require u to bring any loot back so u dont really have to worry about theifs.
I wonder though if u really do splash damage people for these missons wouldn't concord be on your ass like bees to honey?
To tell ya the truth i like these kill missons better than the bookmark ones but i always worry someone will kill the the npcs before i can so maybe they should as Baldour Ngarr put them at a random moon around a planet the npc specifies. --------------------------------------
Fortis cadere, cedere non potest |

Ebedar
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Posted - 2003.12.20 11:52:00 -
[7]
I had to go to a gate in a 0.1 to take on The Thief and his 2 henchmen (35k rats!) last night. Unfortunately soom noob in a Minmatar frigate got too close and they started lobbing missiles at him - he didn't last long.
I managed to kill the rats and convo'd the noob to make sure he was ok. At the end of it, I had 4 containers - 3 from the rats and the player's stuff - but not one contained the data sheet needed to complete the mission. Petitioned that and waiting to hear back.
So yeah it can get pretty dangerous for passers-by. As for the bit about taking loot, I was quite happily dealing with a couple of Kestrel rats in my Executioner when a passing Vexor decided to help out. Once they were dead, I said thanks in local. He didn't reply - just grabbed a loot can and warped out of there. Luckily I got the other one (which seemed to have better loot in it, though I can't for the life of me think why Kestrel rats carry medium drones...)
Point is, had I needed an item from the other can, I wouldn't have been able to complete the mission. Perhaps making them near stargates could help - say 80-100km away. Might also allow you to get into optimal range.
My life in pictures:
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Hellek
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Posted - 2003.12.20 12:01:00 -
[8]
All missions I had at gates did not include returning of loot, they were just about destroying the pirates. I think they should make all missions of that type this way cause if you have to get loot from them that really sucks, too many griefers around.
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lash
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Posted - 2003.12.20 12:11:00 -
[9]
yea its a little on the un-nerving side to be taking on several large rats at a gate and have a random guy in a apoc warp in and come to a dead hualt, in the middle of the missions. (happened last night in 0.0 empire space)
He sat there, flew around for a bit and watched me take on and kill off the larger rats before he finally went about his business. Nothing happened, but i was well outside of the sentry gun range at the time. And was in a very easy situation to be ganked.
On the other hand its quite funny when people will warp up to the gate, and suddenly see several huge rats there waiting for anyone to get close to them.
I had some guy just tonight warp in while i was in the middle of a fight (yet again) at a gate got a "holy crap!" posted on the local along with him warping off in a panic. That brightened my night quite a bit.
-------------- "You ever hear of the Seattle Seven? That was me. And, um, six other guys." |

JimmySav
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Posted - 2003.12.20 13:08:00 -
[10]
I like the fact they are by gates..
When i jumped in I was surprised, but it added tension to the whole thing, and made mission feel part of the EVE universe.... Jim'll Fix it For You. ( and you and you!)
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voogru
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Posted - 2003.12.20 13:13:00 -
[11]
Edited by: voogru on 20/12/2003 13:15:24 I personally dont like them showing up at gates, becuase what happens if someone else takes them out? Would you fail the mission?
If so, they should only show up when you go to one of the gates, and on top of that they are "your" property (marked somehow so know they are "yours"), so if someone else shoots them, well, you can guess what would happen.
------- Your 425mm Prototype I Gauss Gun perfectly strikes Guardian Enforcer, wrecking for 827.3 damage. |

Papa Smurf
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Posted - 2003.12.20 13:51:00 -
[12]
Zrakor's dealing with it as we speak. Will be available on TQ tomorrow or the day after.
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Baldour Ngarr
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Posted - 2003.12.20 13:54:00 -
[13]
Quote: I like the fact they are by gates..
When i jumped in I was surprised, but it added tension to the whole thing, and made mission feel part of the EVE universe....
Valid points, but too many downsides. Someone can hang around in a frigate, wait for you to start lobbing missiles at a rat, deliberately get in the way of the missiles and WHAMMO, Concord gank you into oblivion for trying to do a mission.
Not to mention the ones detailed above .. it did really need changing, and evidently PapaSmurf agrees. Nice to know they react so quickly to a problem; I've played games where it would be months before anyone even noticed.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Drutort
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Posted - 2003.12.20 21:12:00 -
[14]
yes all these points are good and something should be done... i really like the moon/planet idea that really makes it so that you will only get the npc's and nobody else will and nobody else will get hurt or try to exploit this like some of you have pointed out. support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Zrakor
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Posted - 2003.12.21 17:06:00 -
[15]
Edited by: Zrakor on 21/12/2003 17:07:05 A few points here:
1) The pirates should not be spawning at gates in systems with a reasonably high security rating, i.e. the pirate levels should make sense compared to the system they are in. In some missions this was not the case, and has been fixed on Chaos and is awaiting implementation on TQ.
2) It should not matter WHO kills the pirates for you to complete it. I'm going to have to look at this with Papa tomorrow, to see if this is actually the case. This is probably the biggest issue, and is something that I wasn't aware of (if true) when this was implemented.
3) There seems to be a bug out there that causes the pirates to not spawn if 2 people get the same mission in the same system. But this is still *maybe* happening, I haven't been able to confirm it yet.
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Chepe Nolon
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Posted - 2003.12.21 17:46:00 -
[16]
This explains why two serpentis chief sentinels camped at the gate in Alentene yesterday. Traveling in an indy with only abs and no shield booster was a bit... scary.
I thought it was a connection with the recent red alerts.
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Liam Pelas
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Posted - 2003.12.21 19:25:00 -
[17]
i just had two of these missions in a row, and i was slightly worried about the second one as the gate the pirates were at had some traffic, and a moderate concord presence. Fortunately it all went fine.
The faction boosts were great though i just need to get a bunch of these from some of my agents with other corps...
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Long Reach
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Posted - 2003.12.21 20:03:00 -
[18]
there is also a high density of mission mixing goin on. For example: stop the thief, last night there were two sets of the thief and his escorts at the bookmarked location and it was near a gate. Saw another ship getting blasted by both sets when I warped in. I had to kill all of them to be sure to get correct data sheet. The other ship had to flee before I could even lock the cruisers.
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Chai N'Dorr
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Posted - 2003.12.21 20:18:00 -
[19]
Quote: |Zrakor:| 2) It should not matter WHO kills the pirates for you to complete it. I'm going to have to look at this with Papa tomorrow, to see if this is actually the case. This is probably the biggest issue, and is something that I wasn't aware of (if true) when this was implemented.
In case you're still not aware of this:
You will fail the missions if someone else kills the the spawn, unless you managed to get at least one shot at the spawn.
Had this mission in Pator, at the same time three, yes count them.... three, other players had the same mission.
I got lucky, managed to kill one of the spawn before it got whiped by one of the other players. The other two failed their mission.
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Amicus
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Posted - 2003.12.21 21:31:00 -
[20]
So far, I have not had a kill stolen at a gate, and I have done over a dozen combat missions. I had one occassion where it looked like another player distroyed my mission targets, but it turned out that he had two missions at that gate with two sets of targets (including one set with the same target names as my mission). I found my mission targets at another gate, after I returned to my agent to find the mission was not done. Perhaps the system is not broken after all, just open for mistakes like this.
I have had my loot taken, mostly by other players doing missions at the same gate. That is impolite, but not a huge loss based on the loot drops I have recovered. It would be nice if the system discouraged loot theft, or the missions concentrated at gates are likely to cause angry confrontations among players (similar to those over ore theft).
I don't like having to dance around turret guns and passersby. Positive security status is not easy to earn. Nonetheless, I have been able to keep my blasts away from guns and passersby up to now.
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Luther Pendragon
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Posted - 2003.12.21 22:26:00 -
[21]
I think its all just fine. Help and interference from other people are all part of the game. It brings agent missions to the forefront among players rather than something done secretly and quiet. ____________________________________ Taggart wants YOU. Join TTi! *waves his hand in your face in the jedi way* |

Tarash Awin
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Posted - 2003.12.22 13:50:00 -
[22]
It's great... last night I completed this mission in a vigil by asking in local for help. My aide ganged with me and got the loot and half the bounties; I got the big standings increase. Tarash Awin - Sackville [SACKE]
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Baldour Ngarr
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Posted - 2003.12.22 14:03:00 -
[23]
Quote: It's great... last night I completed this mission in a vigil by asking in local for help. My aide ganged with me and got the loot and half the bounties; I got the big standings increase.
I think we all agree that it's great, provided the major opportunities for abuse are not present: such as ppl killing your mission ships and therefore you can't complete the mission, or people deliberately getting into your line of fire to have you ganked by Concord, etc.
Zrakor has already said that if the system is working properly, it doesn't matter to your mission completion WHO kills the things - your agent only cares about them being dead. In theory, I think, you could complete this mission without even leaving the station, if someone else destroys them for you. I could be wrong in this; the system may require you to actually have fired at least one shot at one or other of them.
As to the Concord issue, it might just be that we have to get used to not using missiles or smartbombs on these missions. Rather unfair on those who have no other offensive capability, though.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |
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