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Nikk Narrel
Infinite Improbability Inc Mordus Angels
382
 |
Posted - 2012.07.10 15:06:00 -
[1] - Quote
Ok, maybe I missed it in ages past, but I have never seen it brought up. (That, and the keywords individually hit way too many unrelated posts)
Why should a separate fit exist for PvE and PvP?
A PvP fitting is intended to be a proper response to another PvP fit. It is the best possible balance of offense versus defense against another thinking and reasoning player opposing you.
So why do we have PvE scenarios that make completely separate fittings necessary, or even practical?
I am suggesting that PvE missions and encounters be balanced to reflect a common wisdom in ship fitting to PvP.
This means making the fights more like PvP as well.
This may also result in training current PvE pilots enough about PvP tactics to attempt PvP. This is of course totally dependent on the quality of the PvE emulating PvP. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

FireT
Royal Advanced Industries Imperial Hull Tankers
57
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Posted - 2012.07.10 15:18:00 -
[2] - Quote
I am curious, but how would you implement this? Do you mean omni tanks specifically or also the whole ECM style? Players can fit omni tanks on almost all ships. The only cost comes from dealing with ECM that is in PvP.
Is this what you are discussing? |

mxzf
Blackened Skies
1897
 |
Posted - 2012.07.10 15:19:00 -
[3] - Quote
You don't need a PvE fit to PvE, you can PvE in a PvP fit just fine most of the time. However, you typically know just about exactly what you're facing in PvE, therefore it's typically a good idea to optimize your fit against what you expect to be facing.
This actually carries over to PvP some too, if you know for a fact you're going to be facing an Oracle fleet, you're going to match your resists to that damage type. However, most of the time you aren't sure what you're going to be facing, which leads to people omni-tanking and such. It's just metagaming. |

Simi Kusoni
HelloKittyFanclub
1471
 |
Posted - 2012.07.10 15:23:00 -
[4] - Quote
mxzf wrote:You don't need a PvE fit to PvE, you can PvE in a PvP fit just fine most of the time. However, you typically know just about exactly what you're facing in PvE, therefore it's typically a good idea to optimize your fit against what you expect to be facing.
This actually carries over to PvP some too, if you know for a fact you're going to be facing an Oracle fleet, you're going to match your resists to that damage type. However, most of the time you aren't sure what you're going to be facing, which leads to people omni-tanking and such. It's just metagaming. Due to rock paper scissors game design it's also almost impossible to design balanced NPC encounters which accurately reflect PvP game play.
Not to mention the obvious issues with alts and whatnot.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-a-a-MXZF |

FloppieTheBanjoClown
The Skunkworks
1896
 |
Posted - 2012.07.10 15:32:00 -
[5] - Quote
The rats aren't going to run away, so you don't need a point. Other than that, you can fly a PVP fitted ship for PVE. Just bring logi, because if you want to compare PVE content to PVP, you're fighting a fleet with low but sustained DPS and regular reinforcements. Your buffer tank WILL fold. It's time to put an end to CCP's war on piracy. Fight your own battles and stop asking CCP to do it for you. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
382
 |
Posted - 2012.07.10 15:38:00 -
[6] - Quote
Simi Kusoni wrote:mxzf wrote:You don't need a PvE fit to PvE, you can PvE in a PvP fit just fine most of the time. However, you typically know just about exactly what you're facing in PvE, therefore it's typically a good idea to optimize your fit against what you expect to be facing.
This actually carries over to PvP some too, if you know for a fact you're going to be facing an Oracle fleet, you're going to match your resists to that damage type. However, most of the time you aren't sure what you're going to be facing, which leads to people omni-tanking and such. It's just metagaming. Due to rock paper scissors game design it's also almost impossible to design balanced NPC encounters which accurately reflect PvP game play. Not to mention the obvious issues with alts and whatnot. That is what makes PvE a problem itself. Preparing for it is too predictable. It numbs the ability to plan for things like PvP which include elements of surprise.
Here is an example of PvE logic: (This is from a few years ago, but is mostly still valid) Damage types *** Guristas - Kinetic / Thermal Serpentis - Thermal / Kinetic Blood Raider - Thermal / EM Sansha's Nation - EM / Thermal Angel Cartel - Kinetic / Explosive / Thermal Minmatar Fleet - Thermal / Explosive Amarr Navy - EM / Thermal
Hardeners to use
Angel - All Amarr Navy - EM/Thermal Gurista, Mordus, Gallente - Kinetic/Thermal Blood - EM/Thermal Sansha - EM/Thermal Serpentis - Kinetic/Thermal Mercenary - EM/Thermal/ (Kinetik (missiles) Caldary navy - Kinetic/Thermal Khanid - EM/Thermal Zazzmatazz - all types of dmg Mordus - Kinetic/thermal Rogue Pirate - EM/Explosive/Kinetic Odamian - Kin/therm
Damage types to use
Angel - EM(shields) Explosive(Armor), or thermal all round Amarr Navy - EM (shield) Explosive(Armor) Mordus - EM (shield) Explosive(Armor) Gurista - EM(shields) Explosive(Armor), Thermal/Kinetic all round Blood - Thermal Sansha - Thermal Serpentis - Thermal Mercenary - Explosives Caldary Navy - Explosives (Kine/Therm) Khanid - EM(shields) Explosive(Armor) Zazzmatazz - EM(shield)/Explosive(Armor) Rogue Pirate- EM(shield)/Explosive(Armor) Odamian - EM(shield)/Explosive(Armor)
Planning for PvE means anticipating what you need. So it get's balanced out by having more quantity of opponents.
This results in PvE being some kind of predictable endurance test, rather than reflecting the realities present in most PvP encounters. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Simi Kusoni
HelloKittyFanclub
1473
 |
Posted - 2012.07.10 15:45:00 -
[7] - Quote
Nikk Narrel wrote:Planning for PvE means anticipating what you need. So it get's balanced out by having more quantity of opponents.
This results in PvE being some kind of predictable endurance test, rather than reflecting the realities present in most PvP encounters. That's nice, but it's not exactly a plan for introducing balanced, non-exploitable PvP-style PvE.
Get back to us when you have an actual proposal, instead of a wish list.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-a-a-MXZF |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
388
 |
Posted - 2012.07.10 16:04:00 -
[8] - Quote
Simi Kusoni wrote:Nikk Narrel wrote:Planning for PvE means anticipating what you need. So it get's balanced out by having more quantity of opponents.
This results in PvE being some kind of predictable endurance test, rather than reflecting the realities present in most PvP encounters. That's nice, but it's not exactly a plan for introducing balanced, non-exploitable PvP-style PvE. Get back to us when you have an actual proposal, instead of a wish list. My bad. I saw the solution as somewhat obvious here.
Introduce random elements to the loadouts of the enemy NPCs, and how they set up their own defenses.
Four damage types, four possible DPS loadouts in most cases. Same with defense weaknesses.
By raising the quality level in this manner, we can reduce the actual numbers involved.
PvE can become brief, violent, and thrilling. Sure, the ships in a given encounter may be sharing a common logic for their defense and DPS type, but until you reach them you won't know which variation.
The same mission twice would have the forces possibly using different ammo along with different defense weaknesses.
At best, you may be able to get hints from the mission giver as to what they usually use. Same as knowing how certain alliances PvP fit so you can best fight them.
You could be surprised in both situations, so don't put too much faith in those plans. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Simi Kusoni
HelloKittyFanclub
1474
 |
Posted - 2012.07.10 16:10:00 -
[9] - Quote
Nikk Narrel wrote:My bad. I saw the solution as somewhat obvious here.
Introduce random elements to the loadouts of the enemy NPCs, and how they set up their own defenses.
Four damage types, four possible DPS loadouts in most cases. Same with defense weaknesses.
By raising the quality level in this manner, we can reduce the actual numbers involved.
PvE can become brief, violent, and thrilling. Sure, the ships in a given encounter may be sharing a common logic for their defense and DPS type, but until you reach them you won't know which variation.
The same mission twice would have the forces possibly using different ammo along with different defense weaknesses. All you have done is promote omni-tanking, and omni-damage as well since unless you associate specific damage types with identifiable ships there is no realistic way to identify the optimum damage type pre-combat.
Nikk Narrel wrote:At best, you may be able to get hints from the mission giver as to what they usually use. Same as knowing how certain alliances PvP fit so you can best fight them.
You could be surprised in both situations, so don't put too much faith in those plans. This is not a complete proposal, all you have done is eliminate resist/damage profiles for NPC factions. It is not even remotely akin to PvP in this form.
As for hints, either they are hints that will become predictable or they are hints that do not work. Either way, the result would not be desirable.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-a-a-MXZF |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
388
 |
Posted - 2012.07.10 16:24:00 -
[10] - Quote
Simi Kusoni wrote:This is not a complete proposal, all you have done is eliminate resist/damage profiles for NPC factions. It is not even remotely akin to PvP in this form.
As for hints, either they are hints that will become predictable or they are hints that do not work. Either way, the result would not be desirable. You are kidding perhaps?
Along with the obvious elements Such as DPS and resistance types, there is also group composition.
Do they have two fighting ships and a logi, or are they relying on fast initial damage by using four DPS ships with a high alpha?
The mission agent can have you met at the site of conflict with either a shield or armor logi NPC, (you would choose at the mission giver), or a high offense or high defense support ship, (again you would choose at the mission giver).
You could be given an alternate support mission, (choose at mission giver), in that a logi pilot could be tasked with keeping alive friendly ships while they exchanged DPS with hostiles.
Survival mission option, you need to cross between two points simulating the need to hold out until your reinforcements arrive and shift the balance of power in your favor. (They actually don't need to reach the second point, just be exposed to enemy firing range until a timer expires)
Many things can be done to enhance missions beyond what we have currently. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
|

Simi Kusoni
HelloKittyFanclub
1475
 |
Posted - 2012.07.10 16:39:00 -
[11] - Quote
Nikk Narrel wrote:You are kidding perhaps?
Along with the obvious elements Such as DPS and resistance types, there is also group composition. Ok, this was not included in your OP.
I'd just like to point out that in something this complex, your proposal should really be much more thorough. Not something bashed out in under a minute.
This is a new type of PvE you are proposing, one that would have the potential to be either ridiculously exploitable or a massive waste of developer time. If you want anyone to take it seriously you are going to have to be detailed and thorough in presenting it, you are also going to have to identify possible flaws and try to come up with solutions that negate or nullify them.
Presuming it will work is not a wise idea, and it does not make a good proposal.
Nikk Narrel wrote:Do they have two fighting ships and a logi, or are they relying on fast initial damage by using four DPS ships with a high alpha?
The mission agent can have you met at the site of conflict with either a shield or armor logi NPC, (you would choose at the mission giver), or a high offense or high defense support ship, (again you would choose at the mission giver).
You could be given an alternate support mission, (choose at mission giver), in that a logi pilot could be tasked with keeping alive friendly ships while they exchanged DPS with hostiles. Ok, so we're assuming now that they use PvP fleet comps.
What is to stop me going along in a rookie ship and checking out what they have? And why would I run these missions at all if what they have is chance based?
And what is the purpose of the NPC support? Are these NPCs too difficult to solo, if so, why? And on what basis would you choose the NPC type, hints in the mission briefing? What is to stop people creating a list of the missions and the correct choices, fits and counters?
How long will the fight last? If it is akin to PvP what is to stop me bringing my alt along and blitzing them? PvP fights are much shorter than PvE encounters and bringing two characters (or more) would give me a distinct advantage.
Nikk Narrel wrote:Survival mission option, you need to cross between two points simulating the need to hold out until your reinforcements arrive and shift the balance of power in your favor. (They actually don't need to reach the second point, just be exposed to enemy firing range until a timer expires)
Many things can be done to enhance missions beyond what we have currently. I don't know how much you read developer blogs and interviews, but incursions were actually designed at the start to be more like PvP. IMHO it is about as close to PvP as the developers are likely to get. Do you have an opinion on why they avoided random PvP-style sansha fleet compositions?
They also stated they would never bring sleeper or incursion AI to standard missions, for the sake of the poor hamsters.
Do you have any way to negate the server load issue? Simple AI with different set ups may make the different NPC fits useless, or at best predictable and easy to trick.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-a-a-MXZF |

Shish Tukay
Blue Republic RvB - BLUE Republic
14
 |
Posted - 2012.07.10 16:56:00 -
[12] - Quote
Knowing that a PvE'er in caldari lowsec will be kinetic-only tanked and do kinetic-only damage makes them much nicer to hunt \o/ |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
388
 |
Posted - 2012.07.10 17:17:00 -
[13] - Quote
Simi, you make such a good devil's advocate I think you are hiding horns on top of that pretty avatar you use.
My whole point is that it is possible to emulate PvP a lot better than they have been. The specifics for this are huge, and can even be quality matched to current events using a limited field of random tables.
Randomizing NPC group compositions is not unreasonable. There is a limited range of possibilities for each encounter, and the AI doesn't need to be complex. It can be as simple as picking a flight strategy and a target for a weapon or effect. For logi, both for and against the player, that's cake. For DPS ships they either target an NPC or the player first, and then proceed in sequence until a stop hits.
These ships don't need to react to anything beyond the player's arrival. At most they can have a dynamic hate list, where another target can take over as the most hated target, inspiring a change in where they place their DPS.
Fighting more than one player in a mission? Dynamic scaling can be used for this. Support ships that use ECM or logi boats backing the NPC side can more than balance a limited player increase.
Also, considering player increases, allocating server resources to balance additional player interest and activity is always justified. If Bob feels he needs 10 pilots from his corp to beat something, the devs should take it as flattery that they created a mission which inspired such interest and teamwork. The server would otherwise be handling 10 separate mission instances, instead of one big one. Not a bad trade off at all. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Simi Kusoni
HelloKittyFanclub
1476
 |
Posted - 2012.07.10 17:38:00 -
[14] - Quote
Nikk Narrel wrote:Simi, you make such a good devil's advocate I think you are hiding horns on top of that pretty avatar you use.
My whole point is that it is possible to emulate PvP a lot better than they have been. The specifics for this are huge, and can even be quality matched to current events using a limited field of random tables. Hehe, I'll take that as a compliment.
And for what it's worth, I would actually like to see NPC combat become more like PvP combat, although personally I'm not sure it's feasible.
It would save me having to swap ships all the time anyway.
Nikk Narrel wrote:Randomizing NPC group compositions is not unreasonable. There is a limited range of possibilities for each encounter, and the AI doesn't need to be complex. It can be as simple as picking a flight strategy and a target for a weapon or effect. For logi, both for and against the player, that's cake. For DPS ships they either target an NPC or the player first, and then proceed in sequence until a stop hits. So enemy logistics just reps the target that's taking damage, what's to stop me firing a shot at one target then just swapping targets? That isn't going to work against human players, but it would probably work against NPCs.
And how do you make your NPC buddy shoot the same target as you? Drones are bad enough as it is, but at least you can control them. Some NPC buddy is going to be annoying as hell. It wouldn't surprise me if the logi NPC became the only viable choice.
Nikk Narrel wrote:These ships don't need to react to anything beyond the player's arrival. At most they can have a dynamic hate list, where another target can take over as the most hated target, inspiring a change in where they place their DPS. So this includes a rework to the NPC aggression system? IIRC that is the most server-intensive aspect of sleeper and sansha AI, and it is the main thing that makes them less terrible as opponents.
I presume aggression would be based on some formula that takes into account amount of damage done, amount repped how much damage is being applied/how good your tank is etc.?
Nikk Narrel wrote:Fighting more than one player in a mission? Dynamic scaling can be used for this. Support ships that use ECM or logi boats backing the NPC side can more than balance a limited player increase. So what happens when a ship that isn't with you lands on grid?
So I'm running a PvP-NPC mission, and some douche warps in in his vindicator. Loads more NPCs spawn, and he warps off.
Nikk Narrel wrote:Also, considering player increases, allocating server resources to balance additional player interest and activity is always justified. If Bob feels he needs 10 pilots from his corp to beat something, the devs should take it as flattery that they created a mission which inspired such interest and teamwork. The server would otherwise be handling 10 separate mission instances, instead of one big one. Not a bad trade off at all. If these PvP style missions are 10 man affairs, what differentiates them from incursions? Bearing in mind that incursions were already an attempt to bring PvP elements to PvE, and that they are probably as close as the devs could manage to get the last time round.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"-a-a-MXZF |

Corina Jarr
Spazzoid Enterprises Purpose Built
1007
 |
Posted - 2012.07.10 18:04:00 -
[15] - Quote
PvP is over in seconds-minutes.
PvE is over in minutes to hours.
This is the difference.
Buffer is usually better in PvP (with some exceptions) where as buffer in PvE is usually inefficient. Cap stability is almost useless in PvP (usually means a gimped fit) whereas in PvE being close to cap stable (with the mods you will be running all the time) is slightly more important.
Changing these fundamental differences in PvE woudl require several years of work, and may end up unbalanced and worthless. |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
269
 |
Posted - 2012.07.10 18:07:00 -
[16] - Quote
Nikk Narrel wrote:Ok, maybe I missed it in ages past, but I have never seen it brought up. (That, and the keywords individually hit way too many unrelated posts)
Why should a separate fit exist for PvE and PvP?
A PvP fitting is intended to be a proper response to another PvP fit. It is the best possible balance of offense versus defense against another thinking and reasoning player opposing you.
So why do we have PvE scenarios that make completely separate fittings necessary, or even practical?
I am suggesting that PvE missions and encounters be balanced to reflect a common wisdom in ship fitting to PvP.
This means making the fights more like PvP as well.
This may also result in training current PvE pilots enough about PvP tactics to attempt PvP. This is of course totally dependent on the quality of the PvE emulating PvP.
you need a fit for pve because pvp fits frankly are min-maxed for fighting players.. they leave off things you might want or need in a pve situation.. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG] |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
389
 |
Posted - 2012.07.10 18:26:00 -
[17] - Quote
Simi Kusoni wrote:Hehe, I'll take that as a compliment.
And for what it's worth, I would actually like to see NPC combat become more like PvP combat, although personally I'm not sure it's feasible.
It would save me having to swap ships all the time anyway. Dynamic list control only needs to look at a couple of items to pass muster.
For enemy Logi boats: whichever friendly ship in range has the greatest percentage of armor / shield lost. These may not necessarily be dynamic, and might only be monitoring a limited number of ships or even just one important one.
For enemy DPS: Mindlessly plug away at whoever does either the most damage, or the most damage in a single hit. (pick one aspect at random perhaps)
For friendly logi: focus on player as primary. Ignore all other targets unless player is 100%
For friendly DPS: Pick the target player is firing on currently. If player is firing on multiple at once, randomly select from these.
Aggression calculation is based on percentage damage done to the NPC ship. This will default to the mission player if none. It also makes it very easy to take aggression from the player.
Should someone not in your fleet warp into your mission space during combat, they will get a separate batch of NPCs who target them exclusively. (The original bunch called in reinforcements) This fleet should scale to the amount of skillpoints of the guest. (5-10 million range, 10-20 million range, etc intended to be overwhelming) These reinforcements will only target the non fleeted ship, and will give no bounty or loot dropped in their wrecks. They are sent assuming someone is trying to unfairly assist the player. If they happen to drive off a ganker instead, noone truly cares except the ganker. If the player targets one of these by mistake... big oops.
As to the difference from incursions, these are not intended to be size specific, and are quite happy being solo player content. If a player brings friends, then it should scale with them by number of pilots.
Corina Jarr: PvE right now is not much more than a time sink. While this is ok for a game that wants pilots to spend time in it, it also limits and diminishes the quality of play between pilots.
Barbara Nichole: Short of balancing to encourage a time sink as a priority, it should be reasonably possible to make PvE a much better analogy towards PvP. The value of this would be to train pilots for this aspect as well as giving PvP pilots a more interesting game all around. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Wolodymyr
Breaking Ambitions Solid Foundation
175
 |
Posted - 2012.07.10 19:46:00 -
[18] - Quote
I think the solution is in AI and NPC ship fitting
OK think of the idea of faction spawns while belt ratting. You are lazily skipping through the belts blasting rats, then you notice an oddly named rat show up that is slightly more difficult than the other rats and drops some sweet loot when it dies.
By beefing up the AI and making these faction spawns actually obey in game fitting rules you can simulate running into a solo pvper while belt ratting,
Imagine someone in minmitar highsec lands on the belt, they run into a rat flying a rifter, or an armor rupture, or a nano-cane. The belt rat has a character sheet that effects their stats just like a player, and their ship is fit just like a player would (but with meta 4 modules because this is highsec after all).
Then with a bit of scripting the faction rat tries to fight in a similar manner as a player would. The rifter burns in, hits the player with a scram and web then tries to get under their guns. The rupture might hit them with a NOS and turn on an active repper when they get into low armor. And the nano cane would do it's usual kitey nano thing.
They'd pop drones, use ewar, be vulnerable to ewar, try to run away when they are losing, all of this could be handled by a few scripting triggers.
And of course the rats would scale up in more dangerous space. You might run into a fully faction fit cynabal or mach. or a small fleet with scimitar / huggin support. If we really wanted to go overboard a faction spawn while running a sanctum could spawn a little NPC blops drop. And just to be ironic if you are running an incursion every once in a while 6 machs, 3 basilisks, and a webbing loki spawn.
And of course since the NPC rats have to follow player rules for fitting and flying ships, they also drop their modules when they die just like a person would. You'd still have the same old ratting we know and love, but every once in a while something more challenging would show up. I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544 |
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