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Clan MacGregor
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Posted - 2004.07.23 15:15:00 -
[61]
We would want to frighten any of the carebears now would we...
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Clan MacGregor
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Posted - 2004.07.23 15:15:00 -
[62]
We would want to frighten any of the carebears now would we...
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Clan MacGregor
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Posted - 2004.07.23 15:20:00 -
[63]
Edited by: Clan MacGregor on 23/07/2004 15:21:45
Originally by: Sparta Moving it 250km from the gate sounds like a good idea. Other players would have to go out of there way to get involved; yet it gives a nice "light show to people."
CAREBEAR ALERT!!! How is that a Blockade then and not just a glorified kill mission. It like blockading the Panamma Canal by parking a battlegroup in the English Channel...
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Clan MacGregor
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Posted - 2004.07.23 15:20:00 -
[64]
Edited by: Clan MacGregor on 23/07/2004 15:21:45
Originally by: Sparta Moving it 250km from the gate sounds like a good idea. Other players would have to go out of there way to get involved; yet it gives a nice "light show to people."
CAREBEAR ALERT!!! How is that a Blockade then and not just a glorified kill mission. It like blockading the Panamma Canal by parking a battlegroup in the English Channel...
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Todaviho
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Posted - 2004.07.23 15:44:00 -
[65]
Originally by: Clan MacGregor Edited by: Clan MacGregor on 23/07/2004 15:21:45
Originally by: Sparta Moving it 250km from the gate sounds like a good idea. Other players would have to go out of there way to get involved; yet it gives a nice "light show to people."
CAREBEAR ALERT!!! How is that a Blockade then and not just a glorified kill mission. It like blockading the Panamma Canal by parking a battlegroup in the English Channel...
Well the rats have to get to the gate now dont they? So instead off breaking the blockade mission, it would be prevent the blockade mission. Aka stop the pirates from getting to the gate. Simple.
/Todaviho
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Todaviho
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Posted - 2004.07.23 15:44:00 -
[66]
Originally by: Clan MacGregor Edited by: Clan MacGregor on 23/07/2004 15:21:45
Originally by: Sparta Moving it 250km from the gate sounds like a good idea. Other players would have to go out of there way to get involved; yet it gives a nice "light show to people."
CAREBEAR ALERT!!! How is that a Blockade then and not just a glorified kill mission. It like blockading the Panamma Canal by parking a battlegroup in the English Channel...
Well the rats have to get to the gate now dont they? So instead off breaking the blockade mission, it would be prevent the blockade mission. Aka stop the pirates from getting to the gate. Simple.
/Todaviho
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Bhaal
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Posted - 2004.07.23 16:00:00 -
[67]
"I agree that missions like this are great for the immersion."
Hmm, yeah... Unless you are the one in the indy getting his ass immersed in a pod losing all his cargo in the process...
I've done about 6 of these missions so far, it just invites people to steal your loot, at least that is what I've experienced so far... Not the kind of "immersion" I'm looking for... ------------------------------------------------ "for piece sakes!" |
Bhaal
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Posted - 2004.07.23 16:00:00 -
[68]
"I agree that missions like this are great for the immersion."
Hmm, yeah... Unless you are the one in the indy getting his ass immersed in a pod losing all his cargo in the process...
I've done about 6 of these missions so far, it just invites people to steal your loot, at least that is what I've experienced so far... Not the kind of "immersion" I'm looking for... ------------------------------------------------ "for piece sakes!" |
Jonkai
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Posted - 2004.07.23 16:18:00 -
[69]
I had this one late last night, didn't read the mission correctly and thought 1 lot was going to jump in... after killing the first wave I though... bah easy... then another group jumped in, killed them... ok cap getting low (was in a Kessie)... eek another one, had 4 or 5 different spawns come in.
Managed to come out with about 20% structure :)
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Jonkai
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Posted - 2004.07.23 16:18:00 -
[70]
I had this one late last night, didn't read the mission correctly and thought 1 lot was going to jump in... after killing the first wave I though... bah easy... then another group jumped in, killed them... ok cap getting low (was in a Kessie)... eek another one, had 4 or 5 different spawns come in.
Managed to come out with about 20% structure :)
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Anatolius
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Posted - 2004.07.23 17:09:00 -
[71]
Originally by: Will McBlack Zrakor, I think there is a small contradiction here. Pirats that dont attack 'innocent' bystanders? These must be the first pirats with a moral I have ever seen! I'll ask mOo to let me pass unharmed next time I encounter them: Hey I am only an innocent bystander you know!
Why should NPC pirates be consistently stupid? The definition of pirate does not include 'person who shoots anything that moves'.
Why in the hell should NPC pirates open up on an industrial carrying 20k of veldspar? So they can miss a cruiser carrying 20k of megacyte? So that they light up the system like a glowing beer sign that says, "Yarr! Pirates are here!"? So that the former industrial captain can whine and cry over channels until a sizeable force either takes pity on him or wants him to shut up, so goes over and pushes the pirates out of the system?
Shooting anything coming through a gate, no matter what it is, is something you do only if you're m0o or want to hasten your thirty jump trip back to the middle of nowhere.
Originally by: Fto Cruise NPC combat is totally different to PvP combat. As long as players aren't getting scrambled, jammed or webbed, I don't see a problem with it. It could actually help to explain the security ratings of systems more. Even industrial pilots must want some excitement. This might even make them fit more than expanders and afterburners.
Why shouldn't players be getting scrambled, jammed *and* webbed? Without those tactics, NPC pirates at gates are simply low-risk annoyances that increase the true boredom of EVE. Making a fifteen jump journey, in high security space? Make sure you're glued to the screen, watching every agonizing moment, because while it's hard to get blown up in 1.0, you will need to warp away from the NPC that will shoot cruise missiles at you.
Originally by: Bhaal I've done about 6 of these missions so far, it just invites people to steal your loot, at least that is what I've experienced so far... Not the kind of "immersion" I'm looking for...
Once, I helped a man complete a mission. He had been trying to find someone to help him for nearly a day, he had about an hour and a half left before he would have had to fail the mission - and it was an implant mission, too. It was in a heavily trafficked area, and yet no one would help the poor guy.
There are a good many people on EVE, maybe the majority, who just don't give a damn.
Maybe these NPC pirates should stupidly shoot at anything that moves in lower security systems. But .7? .8? The only thing that is going to happen is that newbies will be slaughtered by the cartload. Oh, brave players will band together and remove the horrible pirate menace from the gate? Please - just like they showed up to deal with that one mission where dangerous cruiser rats spawned right outside stations. If people show up, you can bet that they're just there to MWD to the loot containers and then run like hell, as you've experienced.
Forcing player interaction doesn't work. It's like shoving a dog and a cat in a crate and insisting that they're going to do the nasty and produce some sort of abominable catdog. The cat will scratch the dog, the dog will eat the cat, and everyone nearby will be infested with fleas.
In short, just say no to stupid NPCs (CCP to force NPCs to install intelligence implants!), and expect newbies to quit in disgust when their dinky little level 2 frigate is blown to Kingdom Come by a nasty cruiser NPC in a .9 system, and no one will help them. --- Having recently acquired a lab slot (thank you, rental bug), I wholeheartily concur, there's absolutely no problem with lab slots! |
Anatolius
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Posted - 2004.07.23 17:09:00 -
[72]
Originally by: Will McBlack Zrakor, I think there is a small contradiction here. Pirats that dont attack 'innocent' bystanders? These must be the first pirats with a moral I have ever seen! I'll ask mOo to let me pass unharmed next time I encounter them: Hey I am only an innocent bystander you know!
Why should NPC pirates be consistently stupid? The definition of pirate does not include 'person who shoots anything that moves'.
Why in the hell should NPC pirates open up on an industrial carrying 20k of veldspar? So they can miss a cruiser carrying 20k of megacyte? So that they light up the system like a glowing beer sign that says, "Yarr! Pirates are here!"? So that the former industrial captain can whine and cry over channels until a sizeable force either takes pity on him or wants him to shut up, so goes over and pushes the pirates out of the system?
Shooting anything coming through a gate, no matter what it is, is something you do only if you're m0o or want to hasten your thirty jump trip back to the middle of nowhere.
Originally by: Fto Cruise NPC combat is totally different to PvP combat. As long as players aren't getting scrambled, jammed or webbed, I don't see a problem with it. It could actually help to explain the security ratings of systems more. Even industrial pilots must want some excitement. This might even make them fit more than expanders and afterburners.
Why shouldn't players be getting scrambled, jammed *and* webbed? Without those tactics, NPC pirates at gates are simply low-risk annoyances that increase the true boredom of EVE. Making a fifteen jump journey, in high security space? Make sure you're glued to the screen, watching every agonizing moment, because while it's hard to get blown up in 1.0, you will need to warp away from the NPC that will shoot cruise missiles at you.
Originally by: Bhaal I've done about 6 of these missions so far, it just invites people to steal your loot, at least that is what I've experienced so far... Not the kind of "immersion" I'm looking for...
Once, I helped a man complete a mission. He had been trying to find someone to help him for nearly a day, he had about an hour and a half left before he would have had to fail the mission - and it was an implant mission, too. It was in a heavily trafficked area, and yet no one would help the poor guy.
There are a good many people on EVE, maybe the majority, who just don't give a damn.
Maybe these NPC pirates should stupidly shoot at anything that moves in lower security systems. But .7? .8? The only thing that is going to happen is that newbies will be slaughtered by the cartload. Oh, brave players will band together and remove the horrible pirate menace from the gate? Please - just like they showed up to deal with that one mission where dangerous cruiser rats spawned right outside stations. If people show up, you can bet that they're just there to MWD to the loot containers and then run like hell, as you've experienced.
Forcing player interaction doesn't work. It's like shoving a dog and a cat in a crate and insisting that they're going to do the nasty and produce some sort of abominable catdog. The cat will scratch the dog, the dog will eat the cat, and everyone nearby will be infested with fleas.
In short, just say no to stupid NPCs (CCP to force NPCs to install intelligence implants!), and expect newbies to quit in disgust when their dinky little level 2 frigate is blown to Kingdom Come by a nasty cruiser NPC in a .9 system, and no one will help them. --- Having recently acquired a lab slot (thank you, rental bug), I wholeheartily concur, there's absolutely no problem with lab slots! |
Kretin Arnon
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Posted - 2004.07.23 17:17:00 -
[73]
Before a couple of patches ago I had plenty of kill mission very close to star gates (0-100 km). Then they all got moved right outside of "visual" range from the gates. Rather boring. It's nice to see one of the old ones comming back. And if the spawn location is moved to 250 km away I'll bet that next week topic will be complaining about being killed by other players when doing this mission outside of sentry gun range in low sec systems.
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Kretin Arnon
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Posted - 2004.07.23 17:17:00 -
[74]
Before a couple of patches ago I had plenty of kill mission very close to star gates (0-100 km). Then they all got moved right outside of "visual" range from the gates. Rather boring. It's nice to see one of the old ones comming back. And if the spawn location is moved to 250 km away I'll bet that next week topic will be complaining about being killed by other players when doing this mission outside of sentry gun range in low sec systems.
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Exarch
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Posted - 2004.07.23 18:18:00 -
[75]
So.. the mission rats will not target anyone else.. A guy in a noob frigate can come up sit next to the spawn and collect the loot as i kill the spawns. Rats will never kill him, you can't kill him.
In popular systems like nonni at some gates there is almost a constant battle from people doing the mission. You could sit there for hours collecting named equipment.
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Exarch
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Posted - 2004.07.23 18:18:00 -
[76]
So.. the mission rats will not target anyone else.. A guy in a noob frigate can come up sit next to the spawn and collect the loot as i kill the spawns. Rats will never kill him, you can't kill him.
In popular systems like nonni at some gates there is almost a constant battle from people doing the mission. You could sit there for hours collecting named equipment.
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Aitrus
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Posted - 2004.07.23 18:31:00 -
[77]
Originally by: Zrakor By design the pirates are only supposed to target the mission doer, but they will fight in self defense should any other player attack them of course.
Now, I know we need to worry about game balance and all that lot, but if the pirates let veryone through the gate, they really aren't blockading are they?
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Aitrus
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Posted - 2004.07.23 18:31:00 -
[78]
Originally by: Zrakor By design the pirates are only supposed to target the mission doer, but they will fight in self defense should any other player attack them of course.
Now, I know we need to worry about game balance and all that lot, but if the pirates let veryone through the gate, they really aren't blockading are they?
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Kretin Arnon
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Posted - 2004.07.23 20:23:00 -
[79]
I just had this mission from a Blood Raider agent where the so called "pirates" were the Amarr Navy. They seemed very keen on targetting and attacking me. I wonder if they would do that too on others passing by!
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Kretin Arnon
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Posted - 2004.07.23 20:23:00 -
[80]
I just had this mission from a Blood Raider agent where the so called "pirates" were the Amarr Navy. They seemed very keen on targetting and attacking me. I wonder if they would do that too on others passing by!
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Bobby Wilson
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Posted - 2004.07.23 20:30:00 -
[81]
Is there going to be any fix or consideration about the cans? As someone pointed out, if it's near the gate in a busy system then someone will start collecting loot at the gate full-time, especially if they're not targetted by the npcs :/ Prolly more profitable than stealing loot from asteroid belts (which lots of noobs seem to do).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Bobby Wilson
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Posted - 2004.07.23 20:30:00 -
[82]
Is there going to be any fix or consideration about the cans? As someone pointed out, if it's near the gate in a busy system then someone will start collecting loot at the gate full-time, especially if they're not targetted by the npcs :/ Prolly more profitable than stealing loot from asteroid belts (which lots of noobs seem to do).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Kretin Arnon
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Posted - 2004.07.23 20:38:00 -
[83]
I forgot to mention there was a basic perception implant in one of the loot canisters. Pretty good for a non-important mission.
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Kretin Arnon
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Posted - 2004.07.23 20:38:00 -
[84]
I forgot to mention there was a basic perception implant in one of the loot canisters. Pretty good for a non-important mission.
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loladoll
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Posted - 2004.07.23 20:41:00 -
[85]
Edited by: loladoll on 23/07/2004 20:42:22 please keep it! And keep it in 0,5 - 1.0 space!
- It's cool to look at when traveling (which can be mind numbing after a while) - it's my only shot at killing big rats (going to 0,0 space is something i won't survive i'm afraid)
so please keep it! don't remove the good missions (like you did with zor) ______________________________________ live is tough and then you get a clone |
loladoll
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Posted - 2004.07.23 20:41:00 -
[86]
Edited by: loladoll on 23/07/2004 20:42:22 please keep it! And keep it in 0,5 - 1.0 space!
- It's cool to look at when traveling (which can be mind numbing after a while) - it's my only shot at killing big rats (going to 0,0 space is something i won't survive i'm afraid)
so please keep it! don't remove the good missions (like you did with zor) ______________________________________ live is tough and then you get a clone |
Fuse
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Posted - 2004.07.23 20:52:00 -
[87]
Originally by: Zrakor It will be temporarily moved to 0.3 space and below during todays downtime, until a fix has been implemented for the bug that's causing the pirates in this mission to attack innocent bystanders. By design the pirates are only supposed to target the mission doer, but they will fight in self defense should any other player attack them of course.
I can't believe you guys gave in on this one. If you are in range then you should be a target. It brings an unpredictable factor to the game. 0.o It's not you... no wait it is you. |
Fuse
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Posted - 2004.07.23 20:52:00 -
[88]
Originally by: Zrakor It will be temporarily moved to 0.3 space and below during todays downtime, until a fix has been implemented for the bug that's causing the pirates in this mission to attack innocent bystanders. By design the pirates are only supposed to target the mission doer, but they will fight in self defense should any other player attack them of course.
I can't believe you guys gave in on this one. If you are in range then you should be a target. It brings an unpredictable factor to the game. 0.o It's not you... no wait it is you. |
Alexander Kiernov
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Posted - 2004.07.23 21:59:00 -
[89]
Please, whatever you do CCP, keep this mission! Finally there's some real excitement in this game... Sure some things isn't 100% logical and so on, so what this mission is some tweaks, not removal. I also came to think of an old in-game newsflash, it told us about NPC pirate mining ops. And if I remember correctly also something hinting that NPC pirate territory would expand if nobody interrupted and eliminated those mining ops. Anyone know what I'm talking about, or can find this news somewhere? All I can say is that I think this is one step in the right direction, now bring us dynamic security status on systems! Doesn't have to be any big diffs, just not completely static...
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Alexander Kiernov
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Posted - 2004.07.23 21:59:00 -
[90]
Please, whatever you do CCP, keep this mission! Finally there's some real excitement in this game... Sure some things isn't 100% logical and so on, so what this mission is some tweaks, not removal. I also came to think of an old in-game newsflash, it told us about NPC pirate mining ops. And if I remember correctly also something hinting that NPC pirate territory would expand if nobody interrupted and eliminated those mining ops. Anyone know what I'm talking about, or can find this news somewhere? All I can say is that I think this is one step in the right direction, now bring us dynamic security status on systems! Doesn't have to be any big diffs, just not completely static...
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