Topic: Missions
Any chance we can go back to selecting the exact missions again?
Liked the missions complimenting what im doing rather than dictating what I do ect.
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Any chance we can go back to selecting the exact missions again?
Liked the missions complimenting what im doing rather than dictating what I do ect.
I think the reason they changed it to the current system was because that is precisely what they are trying to avoid. It was too easy to abuse the mission system the way it was before. Basically, if they went back to the old system, it would be tokengate all over again.
Plus there is supposed to be a large expansion to the mission system/PVE system coming after steam launch. The system we have now, is mainly the skeleton of a larger system yet to come.
Optimistic Ah Martha?
the front end was changed,
now they have to change the backend of missions - and somehow find a way to NOT to turn the main game from "eve with robots" into "korean grind f2p mmo with tit-less robots".
the front end was changed,
now they have to change the backend of missions - and somehow find a way to NOT to turn the main game from "eve with robots" into "korean grind f2p mmo with tit-less robots".
You do realize this could be solved by simply adding tits.
To robots.
Personally I would not mind the random selection if the industrial/transport missions were more explicit on whether they will involve being shot at.
Speaking of tits, have you seen the kain yet?
Despite the abuse, selecting your mission was not the root cause of the abuse. I really liked selecting missions though.
The randomization just made it worse than it was, as it's just half done, and I know. You are forced to spin the roulette and hope you have the right items fittings at your disposal on hands, and do some of that long walking time little reward missions we all despise.
I don't like it at all, the way it has been left for Steam release.
i have not much experience with the new mission system yet, but the one transport mission i took on attalica, made me almost lose my sequer MK2 with medium shields...
how much impact would such a mission have on a relative new player?
everytime you interact with one of the mission nodes, a group of demobbing npcs spawns, full aggro and and not slow either...
random? you mean there is more than one assignment that is repeated? wow RNG really don't work in this game!
random? you mean there is more than one assignment that is repeated? wow RNG really don't work in this game!
RNG doesn't work in places where only one of that mission type exists. AFAIK the mission change didn't add anything new, just changed the selection process.
And as far as i remember, some places had only a very limited number of missions availiable.
Mission implemention means alot of DEV time in themepark style. You have to write a mission text, create mission objectives. Place the NPC spawner on terrain and make sure that the effort/reward ratio is in line with the same mission on the other two islands that have to have the same mission. (i know, they failed with the last part in the past)
it sounds easy on paper, but when i look at that 80 man DEV team at Red5 and how slow they are at that kind of task, and compare it with the 1 DEV they have for mission here, that is also CM, GM, Support, Forum Moderator, etc. ...
https://www.youtube.com/watch?v=7Vf2sDgeu7k
i have not much experience with the new mission system yet, but the one transport mission i took on attalica, made me almost lose my sequer MK2 with medium shields...
how much impact would such a mission have on a relative new player?
everytime you interact with one of the mission nodes, a group of demobbing npcs spawns, full aggro and and not slow either...
The spawned ambushes are much harder than a static spawn with same NPCs would be. Because of the way aggro (at least for oranges) works.
As a result, industry/transport missions can be as dangerous as same level combat missions. This really shouldn't be the case, I think.
Some of those missions have no combat and there are no reliable indicators whether an industry/transport mission will have combat other than writing down the mission names. Which makes it hard to use the right bot/equipment.
The concept of roaming mobs is ok, it has its place...however...
there needs to be good locations to drop a can and farm, available for every type of robot and skill level.
Also, hunting roaming mobs is walking intensive...as youll soon hear from the steamlings...this will be a major issue given that one of the games biggest issues is the amount of down time walking.
My point of this topic however, is that in a sandbox like this, I feel having an arbitrary system dictating what to farm via missions is lame.
Im not saying they shouldn't exist perhaps, but right now combat PVE is lacking, and I do miss the predictable mission locations, where I can drop a can go farm them and make some tokens on the side
I honestly feel that perhaps the alpha islands need more beefing up of PVE combat stuff...farming...not run around activating items and going on a goose chase....anything that will minimize the loathing players will have in knowing that they are about to walk for 20min before doing something fun.
Oh and I think mobs roaming a giant circle is meh...id like to see static robot factories with defenses and static mobs, then NPC resource supply depots, also guarded, and caravans going too and from...
any bets on how many Steamlings will be complaining about how long it takes to get around this game ?
DEVs fix the Tp & HWY networks. Stop trying to do band aid fixes with mobile TP's
New players wont have those mobile teleporters, they start with 20k NIC, that will be used for extensions and ammo, and after that, they have to get NIC through assignments first.
And nobody will threw out 50k for some teleporter, when the first assignments only give back something like 20-40k, and even if you are lucky with reactor plasma drops, you will still have to pay for repairs and new ammo...
Besides the costs for these teleporter, 2u for one teleporter is pretty huge for new players and the robot they can use.
Why even put enemies into those industrial/transport missions?
Just let them have a little bit longer way to cover with some stations to check. Since you dont get anything to shoot (and loot...), and you have a longer journey, this should keep the balance between the industrial/transport and combat missions.
And change the locations of the missions according to their level, meaning, 0 should be right around the corner of the Alpha 1 Terminals somewhere, 1 a little bit farer away, and 2 even a bit more farer away.
Same with 3 and 4 on the Alpha 2 Terminals, 3 is more or less nearer by, to give you an easy start on that island and 4 will be farer away again.
Mentioned it before in another thread, just see the main terminals as center of the island, and all roads and teleports should go from there to the edges/teleports to other islands.
Put along these roads the new locations for missions, and put in some more missions for every island too.
+1 on the idea on giving agressive robots a real purpose, instead of just having them running around and banging anything that comes onto their path.
An npc controlled outpost or factory could add some spice to the rather stale PvE too, gather some friends and see how an attack on those buggers will work out for you, and may be even get some sweet loot... or your *** kicked hard.
what is the concept behind "search for artifact and deliver it" in battle missions and "destroy some bots" in delivery missions?
http://savepic.net/5434475.htm
/del
+1 for selecting missions.
Selecting missions is too easy to abuse, keep it out.
I miss my golden triangle for rep grinding ;/
I still haven't got over losing all my standings... 1 month of counselling from Jita and I still cry everytime I login
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