
Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.09.09 07:08:00 -
[1]
finaly not a troll post from you :-) I was just thinkg omg anoher troll by murder one when I saw the thread, but then I read the OP and actualy found out you make sense :-)
I am trying to be constructive here, if I do offend you or you disagree, state the point and we can continue on improving PvE :-) Ignore the usual CB trolls ...
couple of points from my perspective.
1. PvE is there to work your way in a role play environment without need to rely on other players. Basicaly you take on a role in the NPC world and try to stick with it. PvP interaction (any kind) breaks this.
2. PvE is readily available content that you can do anytime. No waiting on corpmates to be online, no alarm clock ops, no waiting on the enemy.
3. Enjoyment is preferable to ISK income. This is from MY point of view, some people may disagree. However there has to be some reward that shows your acomplishment.
Now for the PvP part. No matter how much PvP-like you make the missions work, the mission runner is at a disadvantage always. He has to deal with the NPCs already and fight also any other player that happens to interfere. However the PvPer does not have to face the NPCs himself. There comes your first issue:
Missions have to be either limited to a few people entering (sized for a gang, basicaly instanced in a way) or they have to treat each player the same, means either spawning a new group of reinforcements or split aggro on all players entering. This has an associated problem. Either you limit the mission, which means no reinforcements for either player can warp in when full, or you can spawn as many rats as you want by simply warping in more people or you can tank the mission easily by splitting all the aggro. Abuse and issues everywhere.
Continuing on the PvP like mission scenario, this actualy reduces content as there will be fewer ships in the mission (less chance for loot) and features about the same variety of player ship setups as the current PvE. PvP is dominated by a few ship setups and roles:
brawlers - blaster boats and such, generaly buffer tanks snipers nano ships support - tackle, ewar, intel
This would shift the focus of missions from mostly solo setups to group setups in many cases. Again this goes against the readily available content PvE.
One last problem is the casual mission loot stealing issue. Imagine you get a mission where you have to hunt down an NPC and get some item from his wreck. You have to scan him down in a system, he warps away a few times etc ... Now how do you guarantee that the mission loot is actualy looted by the player that took the mission? If the NPC happens to warp on another player, he can kill it, loot the wreck and the mission runner has another problem. I know you'd welcome this as a spice adding feature, but this is not entertaining from the mission runner perspective.
The last problem is that of ISK (all boils down to this :-))) PvP is a isk sink generaly. It features only destruction so does not create isk other than from insurance. This means any prolonged PvP activities need to be funded from an isk source other than PvP. If missions become similar to PvP, they too will need to be funded by some other isk income. And there are not many isk generating activities left (actualy none except NPC goods trading and belt ratting). --- SIG --- CSM: your support is needed ! |