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Sidrat Flush
Caldari
Eve Industrial Corp
Posted - 2011.02.04 11:26:00 - [1]
 

Features forum discussion thread

Would it not be a good idea if there was some way to allow the creative community to expand the mission content in some way?

The thread above is the discussion that was started yesterday and I'm not posting here in order to gain a wider viewpoint, as well as the likely CCP outcome via the CSM would be.

Is such a programme possible? Would it not only be widely used but generate good quality missions for inclusion in to the game without squandering CCP's time and efforts in creating pve missions?

Any and all feedback welcome.

Venkul Mul
Gallente
Posted - 2011.02.04 12:04:00 - [2]
 

it would be used to create the mission with the "best" hidden tricks for a fast completion or to get high level reward it you "kill that building that has nothing to do with the mission but drop faction modules".

Not a good idea.




Sidrat Flush
Caldari
Eve Industrial Corp
Posted - 2011.02.05 03:52:00 - [3]
 

Originally by: Venkul Mul
it would be used to create the mission with the "best" hidden tricks for a fast completion or to get high level reward it you "kill that building that has nothing to do with the mission but drop faction modules".

Not a good idea.



Yes people would create missions with their own loot table and rewards. Nothing to do with the fact that the "story writer" would have any control over the total bounty or the loot table.

The important aspect is getting an interesting story with the most applicable rats available. Both faction wise and AI level.

Should level 1 missions be 'harder' - i.e could a new character understand a shield transfer npc and in order to complete the mission to take out the logi ship before the 'bigger' ship?

Wouldn't you like more of a range of missions?

PTang
Posted - 2011.02.05 07:28:00 - [4]
 

This was at a fanfest one year about walking in stations.

player made in-space missions you could create yourself.


They went on to say you could create NPCs in stations that would have dialog trees that lead to the missions you made. this would make player made missions somethign you had to get out and walk around to find. but I think that was a cool idea, since it would make player made missions special, without replacing or forcing normal agents into a feature some players might not ever use..

Mara Rinn
Posted - 2011.02.07 11:36:00 - [5]
 

Player-built missions sound like a nice idea in theory. In practice, you'll get lots of Monty Haul missions and one or two missions that really push the envelope of the mission creator and leave both the players and the devs begging for more.

The Monty Hauls could be weeded out by an Apple App Store style vetting process - the automated tools will be able to check that the rewards match the mission level and intended security level. No officer NPCs in hisec level 1 missions, no 5% implants hidden in level 4 mission structures, no endless stream of under-tanked over-bountied battleships, no shanty town pockets filled with hundreds of structures that have some tiny percentage chance of dropping something really nice. Other processes could monitor the missions once they're available on Singularity and Tranquility, to ensure that bounty payouts and loot drops never exceed certain values.

The two or three really good missions will make it worth wading through all the dross, while simultaneously encouraging the devs to ensure that mission-handling code is thoroughly cleaned up.

There are some nice missions in the new bunch that CCP added to the game - it would be interesting to see what players could do given the same toolset. I'm particularly amused with "pick your poison", since it's a level 4 mission that can be completed (or more to the point is best completed) in a frigate (similar to Recon (1 of 3)).



 

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