1 (edited by The Omen 2011-08-15 09:22:39)

Topic: Adding content for PVE

Is there or are you going to be adding new content (not just missions) for the PVE alpha dwellers?

We know you are working hard on improving PVP constantly but what are you currently in the process of doing for PVE? A lot of people simply do not want PVP and if something in the near future doesn't make it worth while for us Alpha people you may start to lose members over it.

* Have some Super spawns appear every day or 2 on Alphas with L2/3/4 mechs (20+) in out of the way places so it gets a lot of players involved in killing them. Obviously have a warning system in place saying for example : Western section of Daoden about to be hit (countdown timer in place) so to warn people something is coming.

* Enable the Arena on Shinjalar for PVP. Make it at least 1000m across and as soon as you enter the arena you auto-flag for PVP (with a warning of course). Anyone can enter with whatever they wish.

* 1 in 100 chance of a small Epri field spawning under and Observer stash with about 1-2 million units of epri.

Can anyone else come up with some more ideas for PVE content. (Genuine ideas please)

We just need something more to keep us interested.

Thanks in advance Dev team if you can do something more.

Re: Adding content for PVE

The best PvE would be AI that act like players:

  • They act in rational (but not necessarily predictable) fashion. Escorted convoys travelling between destinations, miners and harvesters are actually gathering from actual sources, combat NPCs don't have set spawn points but react to player activity.

  • Combat AI are smarter and craftier. They press you and chase you until you're dead if they can catch you, they give up if they can't*. They run or call in reinforcements if they're losing. They stage ambushes on vulnerable-looking players.

No warnings for big spawns. No "safe" spots, especially in Alpha2. Drop the average difficulty of the NPCs near newbie spots if needed. Content of groups would vary wildly (singles to large swarms), adjusted for fun/balance. Every player should be at least a little bit afraid at all times.

*"Training" is avoided, because the NPCs will only chase a player that they can actually catch and kill. This is not based on the speed the player pretends to move (reduced throttle or whatever), or the firepower they pretend to have, but what their bot is actually capable of.

Re: Adding content for PVE

* Different faction NPCs are fighting each other smile

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Adding content for PVE

Reminds me of my old post http://forumsbetaarchive.perpetuum-onli … 60/#p19460. I still believe it's a cool idea, just not for Perpetuum.

The thing is, challenging PvE only works when death is cheap. Otherwise you get a lot of dissatisfied players quickly.

5 (edited by Grim Faust 2011-08-15 17:56:21)

Re: Adding content for PVE

I've been suggesting more content for a while now. The things outside of PvP to do are quite mundane. Mining and ratting are both very uneventful and missions are typically more hassle than they're worth. I've been poking at getting more revealed about this sort of stuff, but there's either nothing planned or it's quite far off. So until the time comes, you'll just have to make your own fun.

Take the long way around back to square one
Today we're just outlaws out on the run

Re: Adding content for PVE

The devs are actually doing a good job of balancing PVE and PVE improvements. Neither of them are happening fast enough for us in general, but they are doing both.

PVE got some luv, and now it's time for PVP with outpost changes.

As I mentioned, PVE industry will actually benefit from more and better PVP action that can be done by smaller corps. So the idea of a PVP enabled arena actually fits the bill of doing BOTH, so great idea there. I'm not sure how much it will get used, since it has to be player driven, you will not see a wow type of arena matching system in the game, simply because it's not balanced around 1v1 or even 5v5. And, that being the case, really the competitors can simply flag to PVP and there's no reason to make it a PVP enabled area; like it is now.

Tl;Dr - The game needs both PVE and PVP improvements, and the devs are doing both, we just need to keep giving them ideas and wait patiently smile

Re: Adding content for PVE

Mark Zima wrote:

The thing is, challenging PvE only works when death is cheap. Otherwise you get a lot of dissatisfied players quickly.

Expensive death only demands that you be a little more careful. I wouldn't suggest that it necessarily be super hard, just that it be unpredictable. Knowing exactly which spots are safe and which aren't, or being able to recite the exact tank/DPS stats and fitting for a given NPC: that gets boring fast, especially when all the data tables are put online and even the thrill of figuring it out is gone. Satisfaction comes from overcoming challenges.

NPCs in PO are less than lemmings atm. They don't appear to have any motivation at all. Why is there always an EWar detachment sitting in the bottom of that pit? Why aren't that group of arganos actually mining anything? Where to their replacements even come from?

NPCs should act both individually and collectively to react to both the individual and collective actions of players. E.g. is a group of NPCs constantly farmed? NPCs respond by relocating or reinforcing.

Re: Adding content for PVE

Dynamic PVE is not only difficult to produce, there are very few games out there that do it, it's also even more frustrating.

The PVE content with EWAR is very challenging, but it was too frustrating, so the challenge was less about living and more about not being able to kill anything; so ewar was reduced.

Devs are already adding in dynamically increasing difficulty on farmed spawns. The likely outcome is going to be complaints from solo players that farmed for a 1/2 hour until the elite spawned and then they had to wait around 20 mins for it to despawn. And complaints from the farming groups, that the elite doens't spawn often enough, and its not challenging.

Unless the Devs are going to put a wooden sign out in front of each spawn "You must be this high to ride this ride" to differentiate between solo'able content and group content, both groups are going to assume that whatever spawn they are fighting is meant for thier style of game play. And more often then not the group is going to be the one taking on the easier spawn complaining it's not hard enough, but not taking on the group spawn because it's too hard.

tl;dr - Devs can't balance the same PVE content for both solo and group play, they just have to present it in the proper areas and let the players complain. Or just water down the content and the reward to the easiest level and again let the players complain.

9 (edited by Grim Faust 2011-08-15 23:10:30)

Re: Adding content for PVE

A split of both solo and group content is fine. I think it's just the matter of how they present it. If the depth of flavor is just by adding more mobs to a crowd or tougher mobs, well that really isn't much to do with depth so much as it's just throwing in more bodies to emulate difficulty. Which to a degree it does add difficulty, but it's not very tactful nor fun. I'm sure they could make random spawn camps of unique mobs, perhaps npc outposts or forward bases. I mean after all, we've been on this alien planet for a while now, you'd thing they'd establish a spearhead. What about the aliens OP's and their homelands? We're basically running around in open plains and mountains with next to no points of interest, aside again, varying sizes in spawns.

I would hope that with their new story writers they also implement something that makes this game more defined as I've pointed out this game needing about a billion times now. As it is, we're just a bunch of people running around on an alien planet blowing up the aliens only so that we can get better tech to kill each other more proficiently. It's as if the aliens are a side quotient, as opposed to the focus. This in itself is why the game feels so lacking. There's no real structure defining the NPC factions, they're basically just there for us to harvest.

Take the long way around back to square one
Today we're just outlaws out on the run

Re: Adding content for PVE

RP wise, the Syndicate is 'holding back the hordes' by setting up teleport blocks. So this is basically our spearhead and the Syndicate is using sneakeeze to gain a foot hold instead of all out military force.

The PVP part is supposed to be about us. The three factions are cooperating on the surface, but underneath they are all vieying for ultimate power. And if they can get us 'freelancers' to do all the mining and heavy lifting, while they reap the rewards back on earth once the energy is flowing, that's a win for them.

Technically, they don't have any need or desire for NIC or bots or land, its about the energy, and getting that energy to earth so they can by fast cars and loose women, only the pioneers really care about building something on Nia.

But yes, we've been promised a new improved website, which come to think of it will probably coincide with the marketing push later on, and it should raise awareness and answer some questions about the world. The newest level 3 assignment has all the things you talked about Grim, but it didn't stick. So just putting all those items that you want isn't the answer, this is something that's going to have to build up over time, no single patch or PVE/PVP update is going to be an "ah ha" moment.

As the game develops, all of a sudden we'll be looking at it and think, "yeah, this works".

11 (edited by Grim Faust 2011-08-16 08:05:05)

Re: Adding content for PVE

What I suggested wasn't my answer to 'the problem', they were just simple suggestions of what could be expanded to no end other than someone's creativity. And to be honest, what I've heard about lvl 3's dont encompass much of anything to do with what I suggested either, but that's not really a point for discussions as it's quite moot. The issue at hand is the way the content is presented right now, well, it's lacking. Sure, maybe they have an ingenious plan they're working on ( slowly as everyone likes to put it ) but we don't really know that. Which is why people constantly bring the current lackluster content to the table to discuss. It doesn't matter what ideas I bring up, or you or anyone. It's a matter of what AC devises and concocts for us. Whether they're listening on this apsect, we don't know. Like I said, they could have a plan and are just ignoring us or maybe they don't quite know what to do yet. The purpose though, to lay forward these discussions is to keep on them if it's important. Which it seems it is. So, we can just carry on saying the game needs whatever until they say something or do something about it.

Take the long way around back to square one
Today we're just outlaws out on the run

Re: Adding content for PVE

you can't get much better PVE without instancing it. you'd need specific scenarios created for missions and such and those only work when the environment if custom made for each specific mission.

if alpha outpost would be more populated, I could imagine NPC raids on them. but with the current population it would not make much sense. basicaly NPC raids depending on the usage of the outpost (simulating an actual war with the Niani).

Re: Adding content for PVE

When they released the "new" alphas and betas there was an event that saw the teleporters camped by 5th stars and what not.... lets bring back that, but as said make it a announced event that 'syndicate protection in X area is failing', and let some uber spawns roam the area and camp a TP or 2 have it as an announcement up there where the clock counts down for restarts/downtime.

Anonymous: lobo is the only hero left in this god foresaken game / :also, Lobo is god among men
http://killboard.sequer.nl/?a=agent-his … mp;month=7 Best month 104 to 1 k/d

Re: Adding content for PVE

Rifts...

Re: Adding content for PVE

I think a few hand crafted terrain areas specifically designed to look spooky and intimidating, with lots of group content inside, would be a good idea.


Something else I'd like would be a few beta islands with high level spawns (good kernels and neato loot) and no docking stations or internal tps. Combine that with a new can that stays around as long as you provide it with titan based fuel once a week and it'd be a really interesting spot to camp out and do your own thing with a few other people.

Plus roaming it would be hilariously fun, as you'd have to dodge npcs and scout heavily to actually find people -- no outpost means no obvious target locations, so people hanging out there would be relatively safe.

It'd be a great area for corps to start the transition from alpha to beta, as they'd have a place to get used to living on a pvp island without the threat of a resident corp running them down.


Hugh Ruka wrote:

you can't get much better PVE without instancing it. you'd need specific scenarios created for missions and such and those only work when the environment if custom made for each specific mission.

if alpha outpost would be more populated, I could imagine NPC raids on them. but with the current population it would not make much sense. basicaly NPC raids depending on the usage of the outpost (simulating an actual war with the Niani).

I like this idea. Syndicate protection failing should also result in internal TPs being disabled. I'd recommend a2 or beta only, not a1 since that's all newbie zones.

Re: Adding content for PVE

I could easily do without complex, dynamic AI if the NPCs at least appeared slightly rational. Where they are and how they're fit makes zero sense in the current setup, though. The bot lore makes these guys sound like they're part of a shockingly advanced society, but the reality is they just gather in small groups and walk in circles. They aren't dumb wild boars, though. If there are mining bots, they should be where mining can actually happen and actually mining. If there are haulers, they should be travelling between places to haul from and to. If there are combat bots, they should be guarding plant/mineral patches, escorting non-combats, or generally roaming. These can be just as static as existing spawns, they're just in far more rational places.

Arga wrote:

Devs can't balance the same PVE content for both solo and group play, they just have to present it in the proper areas and let the players complain. Or just water down the content and the reward to the easiest level and again let the players complain.

This is the main problem with the themepark approach. At some point, the devs will just have to draw a line in the sand for "traditional" MMOGamers and say, "Whatever you think an MMOG should be, this is what PO is. Now stuff your cliched quest and loot table paradigms and let us build our game."

17 (edited by Grim Faust 2011-08-16 23:12:01)

Re: Adding content for PVE

Arilou wrote:

This is the main problem with the themepark approach. At some point, the devs will just have to draw a line in the sand for "traditional" MMOGamers and say, "Whatever you think an MMOG should be, this is what PO is. Now stuff your cliched quest and loot table paradigms and let us build our game."

Considering how much they have built off 'another' mmo, it's not really likely they could say that with much composure. ( So far anyway, I'll be happy when they can prove that wrong finally) Most of the things we've seen developed are largely fragmants of systems seen elsewhere. Those of which have then been tweaked and balanced a pile thanks to the communities ramblings and what have you. PO needs something in it's mechanics to define itself, to offer a unique system that would draw players in and keep them. Really right now we just have basic systems that have been well developed elsewhere. I'm sure in time we'll see something, but what that is, who knows. When is also a good question.

Take the long way around back to square one
Today we're just outlaws out on the run

Re: Adding content for PVE

Nobody has suggested a twist to PVE.  How about a rebellion set twist to A2 islands.
Perhaps at a certain skill set, a pilot or group of pilots can enter an area and run rebellion missions against the Syndicate.

Perhaps the assignment is layered so solo pilots can complete the outer 2 areas but groups could enter the inner areas and complete deeper levels of the combat area. btw, teleports from the agent giving the assignment to the combat area would be nice.

One great twist to this potential "dark side" assignment is that if one faction ported you to the combat zone, and another faction ported a different pilot to the same combat zone but for their side, perhaps entry PVP from PVE could be born.

I could see these assignment being things like sabotaging power generators, knocking out coms, destroying manufacturing equipment, and the drops could be CT's or other rare items depending on the risk/reward scale.

I would see these assignments being ported to "dead space" areas where only those involved in the assignment could participate (ie, inside mountains nearby, under water structures, or at least lead the lore that way).

When the assignment must have a group of lets say 3 pilots, perhaps you sit in a Que, and when the other agent gets his 3 pilots, all 6 are dumped into the combat zone, for PVE and when they meet up representing opposite sides, near the final objective, they PVP or RUN!.

Re: Adding content for PVE

Now there's an idea... I'd like to see more expansion on the idea of PvP missions. Though there are no friendly NPCs in the game at this point, so I bet the framework for it has not been laid out yet.

20 (edited by Arilou 2011-08-18 16:15:35)

Re: Adding content for PVE

Takeo Prime wrote:

Proposal

Could be fun. And would probably make a decent XBox Live game. Not so much for persistent MMOGs, I don't think:
- Would feel very artificial since it has well-defined, static stages and predictable progression.
- No real effect on the game world, calling into question any claims made by the game that you're "rebelling" or something.
- Is anti-MMO due to instancing. By disconnecting from the game world, you severely limit the possibilities for dynamic interaction and emergent behaviour. It's a theme park move.

The PvE/PvP mix is fantastic, though.

In an MMOG system, you want something where the rules are simple but vague, and the goal open to interpretation. This lets players approach challenges in surprising and creative ways, and interfere with each other in equally surprising and creative ways. Two mandatory components of that (IMO) are (1) no separation of PvE and PvP, (2) and no arenas.

Re: Adding content for PVE

Ideas asked for 3 years ago are still being asked for today.. A shocker.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Adding content for PVE

Lol, awesome necro.