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Thread Statistics | Show CCP posts - 13 post(s) |

Hattermad
Caldari
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Posted - 2007.04.30 18:03:00 -
[271]
Edited by: Hattermad on 30/04/2007 18:00:02
Originally by: CCP Greyscale
- Changing existing mining sites so they don't use deadspace effects (no warp/MWD limitations) is on my to-do list and will probably happen when I have some free time. No fixed ETA for this, but it's in the works
I know you'll be careful about this .
Whilst most miners will undoubtedly be happy to be able to warp closer to their roids in their lumbering barges, lower sec miners won't be happy if the removal of the deadspace effect suddenly means they're easier to find...
Hat.
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El'essar Viocragh
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Posted - 2007.04.30 18:16:00 -
[272]
Originally by: Hattermad Edited by: Hattermad on 30/04/2007 18:00:02
Originally by: CCP Greyscale
- Changing existing mining sites so they don't use deadspace effects (no warp/MWD limitations) is on my to-do list and will probably happen when I have some free time. No fixed ETA for this, but it's in the works
I know you'll be careful about this .
Whilst most miners will undoubtedly be happy to be able to warp closer to their roids in their lumbering barges, lower sec miners won't be happy if the removal of the deadspace effect suddenly means they're easier to find...
Hat.
In general, searching for a grav site with a ship probe will become much more viable, if someone already found it, that saves you a few hours of scanning.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2007.04.30 18:27:00 -
[273]
However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
I think the answer was alluded to earlier in the thread. Set up the exploration areas with an "environment" that you can't just warp out from.
For example your typical belt could be more like a deadspace pocket, with some modifications. You go in and once there the only way out is via an accelleration gate or someting similar.
The NPC/objects/roids are spread around a bit in it, and there is lots of stuff to interact with.
Further the pockets are designed so that it is not possible/desireable to sit on the exit point and shoot stuff from there.
Ctrl-Q inside a pocket gives you a 15 min pvp timer so you can be probed out.
NPC spawns work in wave style. So if the NPCer kills a wave off, it is very likely that a lot of next spawn will agro on attackers.
Typical of deadspace areas: lots of debris, objects, clouds, making cloaking problematic.
Now you have some interesting possibilities:
-Pirates have the time that it takes to get to an npcer area and the npcer can't just pull the plug or warp-out and cloak. They need to work their way to an exit point
-since the exit point is different than the entrance point "npcers" can camp the entrance and turn the tables on their attacker who can't just warp away if they don't like what they see their vagabond.
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
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SpawnSupreme
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Posted - 2007.04.30 18:48:00 -
[274]
it apears to me the majority of the post here are aginst the changes!
i estamate for every 20 post: you have 7 say no changes. you have 9 say how they fix the idea you have 4 say they welcome the change!
people who have thier own idea to change the idea are aginst this change but open minded to some change if it makes sence to them!
so in essance you have 16 vote no vs. 4 say yes.
i havent recieved any coments on my ideas to resolve some needed fixes to the new rule changes! often thats good news but it could as well be ignored. so consider my previous post i think in collomn 8 of the the thread. i think my ideas will offer a small challenge to macro miners but overall not change much other than eye appeal! if you go full hearty with my idea then i think it might also fix the whole system asteroid selection and respawn issues. i think it would make things easier for the CCP respawn issues because it will be automatic. i think it will create more fun and excitement for empire space and often offer better rewards for 0.0 mining or even low sec.
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SpawnSupreme
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Posted - 2007.04.30 19:06:00 -
[275]
Edited by: SpawnSupreme on 30/04/2007 19:12:20 in my personal oppinion i think exploration and complex running should be the safests methods but yet not impossible to be ganked.
i think for complex and exploation there should be cosmic interfearance to scanners! if you want to gank someone in these areas just go to them and hope there is a poor soul you can kill.
it is already dangeous enough having to scan for exploration sites waiting 5 minuts per scan probe often using more than 3 probs resulting in 15 minuts searching for something to do! now if your in there and some one scans your ship and finds your exploration site cuz of your ship signature that is just crapy.
every thing elses should be a rough tough world!
In my oppinion the first change i wanna see is the Tier 2 destroyer and the Tier 2 interdictor being added to the game
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Malapardis
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Posted - 2007.04.30 19:09:00 -
[276]
First things first: I approve, though I don't entirely see the point. It seems like change for the sake of change. Except for 10/10 plexes, I don't see why the current system doesn't work and needs a complete replacement. Since this thread is an RFC, below are my comments.
Current directional scanner:
- Please dear God give me my flat solar system view back when using the directional scanner. I hate having to push F-11 and lose 1/8 of my screen real estate just to view the one small map.
- Why can't the directional scanner and the overview use different filters? I don't mind if all the filters are stored in the same pool, but maybe I want my overview to show ships that are red to me, and I want the directional scanner to only show scan probes because I'm safespotted and paranoid.
Exploration as it stands now:
- Multispec probes should say *how many* of each type they've picked up. If there are two "Unknown" signatures in system, I'd like to know that.
- Probes should tell us what sort of signature they've picked up. If there's an unknown and a radar in system, and I'm usin radar probes, I'd like to know which of the two signatures I'm tracking down.
- I don't think that more types of multispec probes are the answer. More information with better filtering would be great. As it is one already has to go buy/build multispecs and 3 or 4 range variants of 4 races' probes. So I have to carry 13 to 17 different types with me when I want to go exploring. Necessary hassles are okay, but unnecessary ones are... just that: unnecessary.
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Aneis
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Posted - 2007.04.30 19:10:00 -
[277]
Edited by: Aneis on 30/04/2007 19:11:50 New and improved onboard scanner:
- Sounds like it behaves just like the exploration scanner, but originating at your point and with a 4au range. That sounds like a really great starting point for this idea. Off to a great and exciting start.
- 1-day old players need to be able to use this, or else you can say goodbye to any new players joining EvE. I don't mean from an SP point of view, I mean from a UI and usability point of view. I don't mean to flame, but one of CCP's biggest weaknesses is their inability to design good UIs. You mentioned warping to a planet and spending 90 seconds to have a 50% chance to find an encounter (which seems very different from the current asteroid belts). I'm not sure new players are going to put up with that. I think it needs to find all the asteroids belts and plexes 100% of the time. Not ships, not exploration destinations, just asteroid belts and plexes. 100%.
- I'm worried that this will just be one more poorly optimized (both from a programming and UI standpoint) window that takes up more screen real estate. Please spend a ton of time on this in-house and, frankly, hire an outside expert to validate your work.
- If it takes time to run this scan, and it can only be done while not in warp, then it's going to take a very long time to find all/most of the belts in a system and form a mental picture of the layout. One way to address this is to "infolink" all gangmates' scan results. If a gangmember has picked up a plex or asteroid belt (or whatever), then it shows up on my system map and my results list (with his name denoting he found it). Duplicate results would automatically be filtered out, and would never be viewable. This should apply to old results that I have, not just new results we've gotten since the gang formed. This would open up the role of "recon" - someone scouts the systems a day or two in advance (depending on how often this stuff changes), maps everything out, and that way anyone in his gang the next day has all the info at their fingertips. I don't think this infolink should really require a new skillbook, but if you disagree, I'm not violently opposed to it. Definitely doesn't need its own module, though.
- This brings up another point. I don't want to have to re-scan a system everytime I jump into it. PvP often takes place back and forth across a few systems. If I was just here 5 minuets ago, I shouldn't need to rescan everything. Bookmarks are one answer, but I don't think you want us to do that, as the numbers of bookmarks will very quickly start swelling again. So let us keep our scan results either for X amount of time, or until we delete them. If you let us delete them manually (the preferred answer), let us ctrl-click or shift-click so we can delete multiples. I don't want to individually remove 20 belts from my pre-loaded scan results list. Auto-delete would either happen too soon (we'll blame CCP for not being able to warp to that belt), too late (we'll blame CCP for warping to a belt that's not there anymore), or automatically when belts are moved (too unrealistic). If we're responsible for maintaining our own celestial databases, then we can only blame ourselves (and our gangmates if we use the infolink) for outdated information.
- From what I understand, this new scanner is only designed to return "common" signatures (the asteroid belts and complexes now that they'll be unstatic-ified). It should only return exploration results, ships, etc. on a very rare basis, when someone gets particularly lucky. If that's the case, then I don't think we really need robust filters and other tools to filter those out. They'll essentially never come up in the first place.
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Aneis
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Posted - 2007.04.30 19:10:00 -
[278]
Reserved again |

Aneis
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Posted - 2007.04.30 19:16:00 -
[279]
Reservizzled, dawg. |

xaja
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Posted - 2007.04.30 19:53:00 -
[280]
I'm not intending to prematurely judge CCP's efforts, and it seems Greyscale is aware of some of the risks involved, and I bet he'll give consideration to a lot of the great detail suggestions here...
What I'd like CCP to keep in mind are certain bottom line player realities:
Eve is way too much of an artificial chore generator.
I've calculated just the ice mining time required to get the isotopes to keep our corp's 5 POS's going for 1 month, it came out to a full 40 hour work week, not counting the time hauling and tanking rats.
In any game, everything calculates down to time:
earn the isk for a pvp ship + fittings: 2-5 hours buy and fit a ship for pvp: 2-3 hours get a gang together, get battle going: 2-3 hours
actual combat: 15 seconds to 15 minutes, depending on skill and luck.
now, while a new player may get all excited about fitting his ship, flying around to buy all the fittings is as annoying a chore to me as grinding the isk for it is.
To me, having to spend 6-15 hours of chores for a few minutes of ship to ship combat is just a lousy ratio.
I guess you could say to me I've played this game too long and should probably move on, or you could say that this just isn't a combat focused game, that the heavy heavy emphasis is on industrialism, and that I'm simply in the wrong game. Lastly, you could tell me, I should just join one of the alliances with 100% tax that simply provide ships for their members...
maybe so, I'll leave the conclusions to you, I just know that I'd like to spend a LOT less time on grinding isk just to replace ships I blow up.
So, here's hoping that this whole revamping will come out with a decent grind time reduction as a side benefit. |
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Dal Thrax
Caldari Multiverse Corporation
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Posted - 2007.04.30 20:01:00 -
[281]
Greyscale
How will this new system influence Merxocrite mining. If I'm remembering correctly morphite bearing roids will randomly release a cloud doing AOE damage to everything around, including poping jetcans. Right now using anchored giant secured containers at an asteroid spawn site seems to be a popular way to mine the stuff. As the spawn sites will be moving what provisions will be made of this (and for cleaning up the orphaned cans that might result)?
Dal
Originally by: CCP Sharkbait we are screwed. delaying startup again. soon as i have time i will fill you in on the details
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Vandrion
RABBLE-RABBLE Knights Of the Southerncross
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Posted - 2007.04.30 20:32:00 -
[282]
Originally by: CCP Greyscale
Originally by: Dal Thrax Hum I see three issues with the whole "removing the belts thing"
1)Sorting results. If every system now has exploration content there needs to be some way to easly sort value of sites so as not to waste time and probes finding a veldspare belt in low sec.
2)Two step process: I would expect we will see a lot of scan/warp to results/come back with minning barge. This is a problem in systems without a station. The solution likely is to add a launcher slot and some more CPU to most of the mining bardges (maybe turn the Tier 1 bardge into a miner/prober).
3) Realism: belts in EvE are located in planatary rings (also explaining why asteroids are so close together). How hard is it to look at Saturn through a telescope and realize that it has a ring? On the other hand I can see how finding useful minerals in a gas giants ring could be chanllenging. Peronally I would like to see belts remain within <1 AU of planets except for high value "single rock" (or rock and moon) deep space finds.
Dal
1) Signal Strength will be a very clear indicator of whether a site is meant to be found by the onboard scanner or by using exploration probes, which should let you extrapolate both how hard it will be and the level of reward you're likely to get
2) For low-end belts you'll be able to use the onboard scanner to find them, so you won't need to switch ships. For high-end stuff yes, you'll either need to scout the sites yourself first or pay someone else to do it for you. We haven't yet decided (among other things) what constitutes "low-end" or "high-end" for any particular security status though
Just want to say how much I enjoy being forced to train a skill tree and a profession I never had an interest in!!!!! This means you won't be able to rat in 0.0 without spending countless hours scanning the belts!!!!! TYVM!!!!
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Aerick Dawn
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.04.30 21:44:00 -
[283]
seems like a brilliant idea on the hardware side, but gameplay wise, players are already being forced to train a multitude of skills, and this may put the newer players off, and crab out the older ones.
How do you have players specialize in scanning when now it seems the majority of the vets have to train it to get to high end content? ______________________
 If I'm in a fair fight, i've done something terribly wrong. |

El'essar Viocragh
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Posted - 2007.04.30 21:51:00 -
[284]
Edited by: El''essar Viocragh on 30/04/2007 21:48:53
Originally by: Vandrion
Originally by: CCP Greyscale
Originally by: Dal Thrax Hum I see three issues with the whole "removing the belts thing"
1)Sorting results. If every system now has exploration content there needs to be some way to easly sort value of sites so as not to waste time and probes finding a veldspare belt in low sec.
2)Two step process: I would expect we will see a lot of scan/warp to results/come back with minning barge. This is a problem in systems without a station. The solution likely is to add a launcher slot and some more CPU to most of the mining bardges (maybe turn the Tier 1 bardge into a miner/prober).
3) Realism: belts in EvE are located in planatary rings (also explaining why asteroids are so close together). How hard is it to look at Saturn through a telescope and realize that it has a ring? On the other hand I can see how finding useful minerals in a gas giants ring could be chanllenging. Peronally I would like to see belts remain within <1 AU of planets except for high value "single rock" (or rock and moon) deep space finds.
Dal
1) Signal Strength will be a very clear indicator of whether a site is meant to be found by the onboard scanner or by using exploration probes, which should let you extrapolate both how hard it will be and the level of reward you're likely to get
2) For low-end belts you'll be able to use the onboard scanner to find them, so you won't need to switch ships. For high-end stuff yes, you'll either need to scout the sites yourself first or pay someone else to do it for you. We haven't yet decided (among other things) what constitutes "low-end" or "high-end" for any particular security status though
Just want to say how much I enjoy being forced to train a skill tree and a profession I never had an interest in!!!!! This means you won't be able to rat in 0.0 without spending countless hours scanning the belts!!!!! TYVM!!!!
That's what happens when someone doesn't read and then replies to someone else who didn't read either.
YOU DO NOT NEED TO TRAIN A SINGLE SKILL. YOU DO NOT NEED TO TRAIN A SINGLE SKILL. YOU DO NOT NEED TO TRAIN A SINGLE SKILL. YOU DO NOT NEED TO TRAIN A SINGLE SKILL. YOU DO NOT NEED TO TRAIN A SINGLE SKILL. YOU DO NOT NEED TO TRAIN A SINGLE SKILL.
Alright? From all we know right now, what was available already can be found with the normal scanner. For the normal grav sites, one still needs probes.
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Nayomi
Minmatar Mean Anglo-Danes
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Posted - 2007.04.30 21:57:00 -
[285]
Yeah, if you are going to get rid of anything you guys need to rework how afterburners and MWD's are going to work in explored areas. I would really like to be able to use my MWD's for mining.
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.04.30 22:23:00 -
[286]
Don't take it as a vote. I like the changes but didn't have anything to add so I didn't post.
Naturally people against the changes are more likely to post and say so than the people agreeing.
I _really_ like the idea about making the new belts a new varient of deadspace though with fixed warp in and out points and sublight speed actually mattering within them.
Blueprint Research Service Available See thread for details.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.04.30 22:43:00 -
[287]
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
I think the answer was alluded to earlier in the thread. Set up the exploration areas with an "environment" that you can't just warp out from.
For example your typical belt could be more like a deadspace pocket, with some modifications. You go in and once there the only way out is via an accelleration gate or someting similar.
The NPC/objects/roids are spread around a bit in it, and there is lots of stuff to interact with.
Further the pockets are designed so that it is not possible/desireable to sit on the exit point and shoot stuff from there.
Ctrl-Q inside a pocket gives you a 15 min pvp timer so you can be probed out.
NPC spawns work in wave style. So if the NPCer kills a wave off, it is very likely that a lot of next spawn will agro on attackers.
Typical of deadspace areas: lots of debris, objects, clouds, making cloaking problematic.
Now you have some interesting possibilities:
-Pirates have the time that it takes to get to an npcer area and the npcer can't just pull the plug or warp-out and cloak. They need to work their way to an exit point
-since the exit point is different than the entrance point "npcers" can camp the entrance and turn the tables on their attacker who can't just warp away if they don't like what they see their vagabond.
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
Quoted because it's just so damn good. Something like this has the potential to seriously enhance gameplay for hunter and hunted. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Igor Epocci
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Posted - 2007.05.01 05:22:00 -
[288]
Edited by: Igor Epocci on 01/05/2007 05:23:35
Originally by: Tsanse Kinske
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
... blah blah blah ...
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
Quoted because it's just so damn good. Something like this has the potential to seriously enhance gameplay for hunter and hunted.
You guys are missing a key point. The miners are there to MINE. Being hunted isn't an exciting feature if you don't want to be hunted - it's an annoyance. It's a risk that we accept when we go out to mine, just as us warping out is a risk you take when you hunt us.
NOTE: This rant is not directed at you two specifically (there is merit to the your idea), but at the pirates that have posted here in general, wanting CCP to revamp this into a pirate-friendly hunting ground where the only options miner has is to go POP.
Improving a way to fight, creating entry and exit points and other such rubbish will do NOTHING except drive up ore prices until you cant afford to loose your oh-so-dear pvp ship. Is this what you're looking for?
What the change must bring is BALANCE. Equal chances for the miner/ratter and the pirate
Consider two things: 1. If the quoted system was implemented, would either of you be willing to camp either gate to protect the miner? If you would only do it for money, remember that you'll just be there longer because they'll mine for your pay too. 2. Many of us play because it's such an open-ended game. If you stick entry and exit points on a belt, where's the open-endedness? Starting to sound pretty linear to me, and if we wanted linear, we'd play Mario Brothers.
The whole idea behind this game is that you have choices. There's no choice in ==>EXIT HERE==> If I'm gonna get pounced on while mining, I'd like to be able to respond with any tactic at my disposal, not have it decided for me and then have 'combat' depend strictly on who brought the biggest guns or whether your scramblers are bigger than my stabilizers.
Pirates will almost always have the advantage in speed and firepower - they're fitted specifically for combat. While this holds true for the ratter, they're ratting (and NOT PvPing ) for a reason. It all boils down to choice. If the ratter or miner want to bounce out, that's just as much of a risk of the game for the pirate as getting jumped by pirates is for them. We don't need any game mechanics that force the issue one way or the other.
Quite honestly, if you can't pirate effectively without CCP handing it to you on a platter, maybe you should reconsider your chosen profession.
So if CCP is gonna give you another way to camp/trap me, I want my strip miners to be able to mine material off your hull. I'll carve my name in it and leave it floating for the next hot-shot pirate to find.
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Derelyk
Win Tech
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Posted - 2007.05.01 06:42:00 -
[289]
Originally by: Igor Epocci Edited by: Igor Epocci on 01/05/2007 05:51:51 Edited by: Igor Epocci on 01/05/2007 05:26:51 Edited by: Igor Epocci on 01/05/2007 05:26:02
Originally by: Tsanse Kinske
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
... blah blah blah ...
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
Quoted because it's just so damn good. Something like this has the potential to seriously enhance gameplay for hunter and hunted.
You guys are missing a key point. The miners are there to MINE. Being hunted isn't an exciting feature if you don't want to be hunted - it's an annoyance. It's a risk that we accept when we go out to mine, just as us warping out is a risk you take when you hunt us.
NOTE: This rant is not directed at you two specifically (there is merit to your idea), but at the pirates that have posted here in general, wanting CCP to revamp this into a pirate-friendly hunting ground where the only options miner has is to go POP.
Improving a way to fight, creating entry and exit points and other such rubbish will do NOTHING except drive up ore prices until you cant afford to loose your oh-so-dear pvp ship. Is this what you're looking for?
What the change must bring is BALANCE. Equal chances for the miner/ratter and the pirate
Consider two things: 1. If the quoted system was implemented, would either of you be willing to camp either gate to protect the miner? If you would only do it for money, remember that you'll just be there longer because they'll mine for your pay too. 2. Woudl either of you EVER go mining if you had to get a gang together to do it?
Many of us play because it's such an open-ended game. If you stick entry and exit points on a belt, where's the open-endedness? Starting to sound pretty linear to me, and if we wanted linear, we'd play Mario Brothers.
The whole idea behind this game is that you have choices. There's no choice in ==>EXIT HERE==> If I'm gonna get pounced on while mining, I'd like to be able to respond with any tactic at my disposal, not have it decided for me and then have 'combat' depend strictly on who brought the biggest guns or whether your scramblers are bigger than my stabilizers.
Pirates will almost always have the advantage in speed and firepower - they're fitted specifically for combat. While this holds true for the ratter, they're ratting (and NOT PvPing ) for a reason. It all boils down to choice. If the ratter or miner want to bounce out, that's just as much of a risk of the game for the pirate as getting jumped by pirates is for them. We don't need any game mechanics that force the issue one way or the other.
Quite honestly, if you can't pirate effectively without CCP handing it to you on a platter, maybe you should reconsider your chosen profession.
So if CCP is gonna give you another way to camp/trap me, I want my strip miners to be able to mine material off your hull. I'll carve my name in it and leave it floating for the next hot-shot pirate to find.
And (as I'm normally the hauler in my corp) if i have to warp out to a gate, use a gate, the SLOW BOAT 50k to pick up a can, then SLOW BOAT 50k to get to an exit gate, use gate then warp to station.. rinse repeat. I'll not be playing this game. ...
(how many times are you required to log into this site before you're actually logged in?) |

Kol Voidborn
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.05.01 08:18:00 -
[290]
Edited by: Kol Voidborn on 01/05/2007 08:17:21 Edited by: Kol Voidborn on 01/05/2007 08:17:04 One point I want to address in all this: scanning people out in deadspace missions.
I get that it is necessary for pirates to be able to, well, pirate. They need to find targets, and targets are always either at their chosen spot (a belt or a mission), or are in transit to that spot. So I fully get that pirates need to be able to find players who are at mining locations or deadspace missions.
Where I have a problem is when this happens in hisec. There are a large number of grief tactics that can be employed in hisec (including mass aggroing of NPCs and destroying or swiping mission-critical loot), with the added complication that many hisec players are unfamiliar with the ins and out of the rules of flagging and getting CONCORDed.
Hisec missions are where players go who do not want to PvP. The rest of the game is open country to PvP; hisec mission runners are looking for a place where they can play their game.
So, as you update and expand on the scanning and probing system, please include some measure of protection for hisec missioneers. The simple act of locking hisec deadspace gates to anyone not in the mission owner's gang or corp would suffice, really. Wouldn't screw with scanning, wouldn't screw with lowsec piracy, nothing to see here, go on about your business.
I can scan him down, and even pinpoint where he is in his deadspace, but all I can do is 1) camp his gate or 2) wait for him to turn in his mission and then warp to the now-not-deadspace location I previously pinpointed, and commence competitive salvaging.
In lowsec, gates would remain unlocked, and it would remain a proper free-for-all. As it should be.
PvE'ers are not asking CONCORD to move into hisec. I think it only fair that PvP'ers similarly refrain from demanding that PvP envelop hisec. Good games have heterogeneity of play. Allow multiple success paths, and you have a winning formula.
Ensign Kol Voidborn (Combat Patrol) - Military Division - Hadean Drive Yards

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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.01 08:30:00 -
[291]
While I neither like Clavius suggestion that much either - as has been mentioned already there are problems with mining ops and for ratting it is usually contraproductive to rat alone, so it's at best 1v1. However, persoanlly as ratter I would *never* try to ambush a solo would be attacker, but always try to flee. Even in a PvP fit. Because there is a rather high chance that this being the scout/bait for a gang waiting one jump ahead. And no matter how good your fit is, you'll die vs a gang. So, in short, forcing ratters to fight back is unrealistic.
However...
Originally by: Igor Epocci If the ratter or miner want to bounce out, that's just as much of a risk of the game for the pirate as getting jumped by pirates is for them. We don't need any game mechanics that force the issue one way or the other.
A NPCer needs to look at local, note when someone not-blue jumps in and then spend 10 sec to warp out or 1 sec to ctrl-q and is 100% safe. A pirate needs to look at local and then spend 30-90 secs to narrow down his target.
If both side pay equal attention to the game the only chance a pirate has to catch his target is if it's having warpscrambling rats at exactly the wrong moment. But those are not exactly common. Now, I know that many people npc semi-afk (I am doing that as well), but that is a luxuary and not a right. One which you don't have if you pirate. If both pirate and NPCer invest the same effort a pirate will in 99% of all cases never catch the NPCer. I wouldn't exactly call that "equal risk".
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WisdomLikeSilence
Rogue Method Rogue Method Alliance
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Posted - 2007.05.01 13:09:00 -
[292]
what if, like police radar - a ship could be equipped with a scan detection system (high CPU use 26 tf or so - mid slot) which must be active and using a small amount of cap. When a ship is scanned by someone in local, they get a warning klaxon - scan detected.
Giving them, just enough time (unless in a mining raven or heavily plated megathron facing the wrong way) to warp to a potential safe point or station. This would depend on how fast the attacker warps to them of course.
As far as macroers go: its just slightly more complicated code - they will still be able to regularise it I think. AFter all the code is regular to begin with, unless CCP practice some arcane form of analogue coding. Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie (mods@ccpgames.com) I want to use my robot-wisdo body!
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Tyrnan
CTOB
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Posted - 2007.05.01 14:40:00 -
[293]
I didn't read every post here, so if this was mentioned already sorry. One of the main issues I have with exploration right now (aside from many of the points brought up already regarding the time vs. lack of rewards) is the current implementation of the System Map.
I use the system map a lot when exploring and right now it automatically re-centers and zooms in whenever any object is clicked on or when entering warp. This is an extremely frustrating and annoying experience. Please talk to whomever is in charge of this feature about changing this (or adding an option) so that it will stay at the orientation I have selected by default.
As for the idea in general, I'm on the fence about it. Sounds good in theory, although it is one more obstacle for new players to become comfortable with in an already steep learning curve. The implementation is going to be key.
My advice if you decide to move forward with this is that when your initial changes are moved to TQ, leave the existing belts in place for a while so the new system can get a full shake down w/o ruining the mineral market if something goes really wrong. |

Liam Money
Minmatar
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Posted - 2007.05.01 15:18:00 -
[294]
Edited by: Liam Money on 01/05/2007 15:22:30 Edited by: Liam Money on 01/05/2007 15:18:46 Okay so let me get this straight, your going to remove all the belts in the game and then in every system have the server randomly sprinkle them around. Then your going to make the miners use the ship scanner to find the "common" belts, and then what make it to where you have to probe out out hidden belts of arknor and bistot, and then in some strange sense infer that this will make ratting or mining safer, or more interesting?
Okay
1. If everyone has to scan for these belts, then everyone is going to be scanning and then they are going to go to the belts where everyone else is, sooooo how is that hiding anyone or making it safer?
2. Are the ice fields going to work the same way?? I mean the things are scattered and few as it is, but if you hide them all and then have them spawn randomly, then ice is going to really be a pain to mine, more so than it already is, and getting fuel for a POS will become even more painfull.
3. How often are these belts going to move, at every downtime? So every day you have to spend X amount of time just finding a place to mine before you can actually do it?
4. I thought this game was pushing into the direction of more combat, less carebear, but with this system in place it is only going to increase the amount of time you will have to spend carebearing to acquire minerals and isk so that you can build ships and buy mods and go out and participate in all these wars. If you have to actively seek out belts to rat in, and the rats in the belts right now suck, you need like a 10 belt system to even make any real money, if you have to find all 10 belts first? Well thats just going to make things super slow. Forget just logging in for with an hours worth of free time to rat, you will end up spending 30 minutes or more finding the belts with which to rat in.
5. Hidden Belts are Broken. - If these new "hidden" belts work anything like the existing ones, then mining will be a joke. I found 2 hidden belts the last week and you couldn't even get a full cycle of ore out a single rock of bistot before it popped using a strip miner 1 on a retriever, talk about a sad waste of time. Oh and 2 battlecruiser spawned there who had crap bounty and loot. And before you say you were lucky to find bistot in high security space, it wasn't, this was in deep 0.0 in Angel territory, where there are existing bistot and arknor belts.
Honestly I think exploration as it is, is pretty cool, but it needs a lot of work, many things are broken, belts not working right, expeditions ending randomly long before their time limit is up, and bugged wrecks you can't loot or salvage, you can't warp in to other gang members in a belt as it always puts you at the entry point to the belt, and many many more.
Why don't you folks fix what you got going first, and also consider the long term effects of this? There are other ways to defeat macro miners if this is your intention, there is no need to punish the rest of us.
Also who decided the current mining system is broken or not up to par?? Why fix what isn't broken?
I do agree with the complexes being moved into exploration, it makes sense and its a good idea, and should be easy to implement into the current exploration system.
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Nicholai Pestot
Gallente Havoc Inc
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Posted - 2007.05.01 16:36:00 -
[295]
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
I think the answer was alluded to earlier in the thread. Set up the exploration areas with an "environment" that you can't just warp out from.
For example your typical belt could be more like a deadspace pocket, with some modifications. You go in and once there the only way out is via an accelleration gate or someting similar.
The NPC/objects/roids are spread around a bit in it, and there is lots of stuff to interact with.
Further the pockets are designed so that it is not possible/desireable to sit on the exit point and shoot stuff from there.
Ctrl-Q inside a pocket gives you a 15 min pvp timer so you can be probed out.
NPC spawns work in wave style. So if the NPCer kills a wave off, it is very likely that a lot of next spawn will agro on attackers.
Typical of deadspace areas: lots of debris, objects, clouds, making cloaking problematic.
Now you have some interesting possibilities:
-Pirates have the time that it takes to get to an npcer area and the npcer can't just pull the plug or warp-out and cloak. They need to work their way to an exit point
-since the exit point is different than the entrance point "npcers" can camp the entrance and turn the tables on their attacker who can't just warp away if they don't like what they see their vagabond.
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
Sir, you and your post are chock full of win  |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.01 16:58:00 -
[296]
Originally by: CCP Greyscale I'll try and make time to read recent posts properly soon, but in the mean time a couple of tidbits of progress I've made today that you may be interested in:
- 1/10 and 2/10 complexes are now staying in their static locations, so new players can find them easily - Changing existing mining sites so they don't use deadspace effects (no warp/MWD limitations) is on my to-do list and will probably happen when I have some free time. No fixed ETA for this, but it's in the works
Imho, 1/10 and even 3/10 arent giving any chance for a new player, 99% of them are done right after DT/before DT with top end AF`s or HAC`s to pursue the chance for good loot. New player cant compete with this. ---
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Tanhar
Gallente
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Posted - 2007.05.01 17:16:00 -
[297]
Sad to see how many people can't read nowadays. Well, they still can write, not so bad.
On a rough estimation 1/3 posters complain that they don't want to scan with probes. However it was said, and repeated, that looking for encounters and "moving" asteroid belts will NOT REQUIRE current exploration mechanics. Nor it will take hours required for exploration stuff. Come on, there is so many to discuss yet, no need to waste time complaining about things nobody even plans to make, and states that openly.
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Tarish Montrey
Gallente Vindicate and Deliverance ASGARDIAN EMPIRE
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Posted - 2007.05.01 17:34:00 -
[298]
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
I think the answer was alluded to earlier in the thread. Set up the exploration areas with an "environment" that you can't just warp out from.
For example your typical belt could be more like a deadspace pocket, with some modifications. You go in and once there the only way out is via an accelleration gate or someting similar.
The NPC/objects/roids are spread around a bit in it, and there is lots of stuff to interact with.
Further the pockets are designed so that it is not possible/desireable to sit on the exit point and shoot stuff from there.
Ctrl-Q inside a pocket gives you a 15 min pvp timer so you can be probed out.
NPC spawns work in wave style. So if the NPCer kills a wave off, it is very likely that a lot of next spawn will agro on attackers.
Typical of deadspace areas: lots of debris, objects, clouds, making cloaking problematic.
Now you have some interesting possibilities:
-Pirates have the time that it takes to get to an npcer area and the npcer can't just pull the plug or warp-out and cloak. They need to work their way to an exit point
-since the exit point is different than the entrance point "npcers" can camp the entrance and turn the tables on their attacker who can't just warp away if they don't like what they see their vagabond.
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
For this to be actually implemented you must allow first for AOE defensive combat. Allowing a mining group to become involved with PVP you must allow non combat ships to have defensive abilities. With AOE defensive combat you could keep on mining and repelling your enemies. Allow only large ships to enven come close to combat with a mining barge. Having frigates embarking on taking down a barge is not feasible. AOE should be able to destroy frigates.
Bottome LIne PVP should be encouraged. THere should only be a warp out gate but the warp in point should be able to be trapped by AOE defensive combat with a password. NPC combat has the same effect on the mining op as today and also has to prepared for combat. Sig follows- .Join |

Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.05.01 17:48:00 -
[299]
Originally by: Igor Epocci Edited by: Igor Epocci on 01/05/2007 05:51:51 Edited by: Igor Epocci on 01/05/2007 05:26:51 Edited by: Igor Epocci on 01/05/2007 05:26:02
Originally by: Tsanse Kinske
Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
... blah blah blah ...
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
Quoted because it's just so damn good. Something like this has the potential to seriously enhance gameplay for hunter and hunted.
Improving a way to fight, creating entry and exit points and other such rubbish will do NOTHING except drive up ore prices until you cant afford to loose your oh-so-dear pvp ship. Is this what you're looking for?
It's a good point--I admit I've been thinking more about ratters than miners. One idea that occurs to me is that you could have also tune the terrain of the site toward different activities. For instance, good mining sites might tend to have easy entry and exits. Perhaps some partilarly rich sites would not, but that would make for some interesting decision-making on the part of the miner.
Ratting sites might be more like mini-missions. They're hidden squadrons and observation posts, tucked deep into hidden belts and not easy to get in or out of.
Quote: What the change must bring is BALANCE. Equal chances for the miner/ratter and the pirate
See, I'd actually argue that it shouldn't be balanced in that way. It should be more difficult for the predator. Otherwise I don't believe that most prey will bother.
The thing I really like about Clavius' ideas are that it brings interesting decisions and tactical environments into what is currently very much a simple, and when it comes to PvP, near-binary situation. I would want to see a lot of testing before any such ideas were made a reality--same goes for belt scanning generally--but I they contain the seeds of some rich gameplay. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Elve Sorrow
Amarr Shinra
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Posted - 2007.05.01 17:54:00 -
[300]
By "Scanning with Probes" most of the PvP players mean "Pressing a button, waiting X seconds and clicking the 'Warp to' option". As in, removing player skill and requiring just SP. Let's not bring up the fact it's chancebased.
Now, to Greyscale:
The first impression i'm getting of you is that you're quite dedicated and interested in what the community thinks of your ideas, plans and changes. Which is like a fresh breeze of air, so good. Keep it up.
However, i hope you wont mind me questioning some of your other comments. Asking for people to FRAPS howlong scanning takes so you can take a look at it? Completely overlooking the fact that some people PvP as a source of income? That's some major things right there... Either way, comments on blog:
Chance-based systems are bad. Pretty much every single chance-based system you've introduced in EVE has resulted in alot of whining, and ultimately it being changed. See BPO Lotttery for example.
Mechanics that require less player skill are bad. See the first bit of my reply. EVE is already highly focused towards Skillpoints over pure player skill. Now, this may well be exactly what you at CCP are trying to achieve, but i don't believe it to be a good thing.
Basing everything off of SP means newer players will have a hard time catching up. Player skill, on the other hand, is usually based on understanding of (rather basic) mathematics etc. Which means that anyone who puts his mind to it, thinks about things a bit, and tries things out for himself, will be proficient at it. Or atleast able enough to make use of it. In this new system, there's no difference between the two, especially with a 'basic inbuilt scanner'. Anyone will be able to do it, it requires no understanding of game mechanics. Just (rather basic) ability to read.
So i'm wondering, is this exactly what you're trying to achieve? Because personally, i consider scanning an art, of sorts. Anyone can set his scanner to max range and do a scan to see what's near him. But not everyone can scan victims down. And DEFINATLY not everyone can do it fast enough to actually CATCH the victim.
Also, lastly. You said you 'definatly do not want to make it easier to catch NPCers/Miners etc' (Paraphrased, obviously) Does that mean you believe the current hunter vs victim to be in balance?
Thanks, and keep it up.
EVE-O Forums Rules summary: If the thought of doing something makes me giggle for more then 15 seconds, I am to assume I'm not allowed to do it. |
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