
Letouk Mernel
Blue Shell Corporation
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Posted - 2008.03.29 02:49:00 -
[1]
Edited by: Letouk Mernel on 29/03/2008 02:49:33
Everything here proposes increasing PVE rewards (controlled by the computer AI) in a PVP zone. It's not going to work, as the "risk" is controlled by players, and currently AI can't keep up with what players do.
I'd propose a re-vamp of the PVE combat so that it requires the same tactics, fittings, and ships as PVP combat. Then just populate low-sec belts and low-sec missions with Nano-HACs, Ceptors, Recons, HIC's, and whatever else the FOTM is, and these ships should act in concert to warp jam, webify, focus fire, etc. us much like a roaming gang or gate camp does.
Then up the rewards accordingly (in terms of what modules drop, T2, etc, as well as if it takes 5 ships to win a mission, then reward all 5 ships properly).
Basically, improve what the carebears want: PVE, and they'll go there for it.
The other MMOG's out there have groups, loot rules, and 5-man, 10-man, 20-man content that is rewarded appropriately and has decent AI, don't see why EVE shouldn't as well. PVE obviously attracts the masses, CCP should put resources into it. They're no longer small, it's time to get off their asses and stop lazying about by "concentrating on PVP" (which means just adding a couple ships here and there and letting us create our own content). They can still add ships and improve the PVP and sovereignty and all that, but if they want the carebears to spread out, PVE-improvements are the way to do it.
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Letouk Mernel
Blue Shell Corporation
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Posted - 2008.03.29 04:36:00 -
[2]
Originally by: Neutrino Sunset I do however agree with you that it would be much better if rats behaved like actual ships with regard to AI and especially EWAR. A lot of problems are caused by the fact that the current game mechanics encourage a completely different setup for PvE than for PvP, plus it's very unrealistic and immersion breaking.
However I believe your solution is too radical to be implemented in the short or medium term.
Apologies for the generalizations, you are right.
A good starting point would be to re-tune the missions to take PVP into consideration. It's funny how even the devs keep saying that this is a PVP game, yet a lot of missions are designed with the assumption that you're alone in there figthing the NPCs with no interruptions. Not just reward mechanics (and the fact that mission-critical loot drops in cans lootable by anyone), but they're so hard that if even a T1 frigate PVPer enters and interferes, you're dead.
I don't know...
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