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Author |
Thread Statistics | Show CCP posts - 48 post(s) |

EvilweaselSA
GoonWaffe Goonswarm Federation
744
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Posted - 2013.05.13 15:59:00 -
[1] - Quote
Any planned change to the loot from arch/mag sites? |

EvilweaselSA
GoonWaffe Goonswarm Federation
744
|
Posted - 2013.05.13 23:18:00 -
[2] - Quote
FT Diomedes wrote: But you are forgetting that it has to be FUN and replayable. Emergent content in Eve is fun when it means competing against another human being who is trying to destroy your shiny stuff. Playing a random hacking game against the computer is not fun, particularly the 678879th time you do it. Especially when, if you successfully complete the site, you have to share the rewards with a small gang in order to get anything at all. Which means that the site has to be lucrative enough to be worth a small gang's time.
yeah cause when i think of the old mechanism (kill rats with setup that has no chance of dying, orbit can waiting for rng to come up "open sesame", open can) I think "FUN and replayable"
i am getting sad just thinking about not being able to orbit a can waiting on an rng anymore
i tried orbiting a gsc while rolling dice but it just wasn't the same |

EvilweaselSA
GoonWaffe Goonswarm Federation
744
|
Posted - 2013.05.13 23:30:00 -
[3] - Quote
please stop replacing boring and unfun gameplay it is runining my workflow of playing your game by doing something else and only begrudgingly switching to the supposed content to adjust something to let the game play itself a while longer |

EvilweaselSA
GoonWaffe Goonswarm Federation
748
|
Posted - 2013.05.14 14:31:00 -
[4] - Quote
CCP Bayesian wrote:TBH I think even with your idea which is somewhat technically infeasible at the moment we'd still have the same complaint. People are used to getting all the goodies on success and the idea that you can succeed and not get everything or perhaps even miss out on something really good is just not what people expect. Essentially making things more fuzzy gets people worried. We are re-balancing the loot that comes out.
I think you're thinking about it wrong. The problem is not that people "are used" to getting all the goodies on success. The problem is that when you're looking at these cans fly out, you're going to be thinking "I'm losing that one, I'm losing that one, I'm losing that one..." and so rather than a "what did I win?" it's "well I won this, but I lost all those other things". The same gains, presented differently, can feel very different. Nobody's mad when they're ratting when they warp to a belt and there's no officer there - but they sure would be mad if they warp in and a second later the officer warps out. It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.
I'm not sure if there's alternative ways to do it: one idea is making the cans scatter far away but not expire for some time, so that a solo explorer can "win" everything - but at the cost of spending much more time at the site and therefore lowering their loot per hour. People who work together can make more money because they can chain sites and complete them faster. However I'm not sure how well this can be balanced (especially if running these things actually becomes profitable enough people start doing them again). |

EvilweaselSA
GoonWaffe Goonswarm Federation
749
|
Posted - 2013.05.14 15:14:00 -
[5] - Quote
I've asked this before, but could we get a clear explanation of exactly what the radar/mag site ihub upgrades do and the degree to which they do it per level? The lack of information about what these upgrades do (if they just pull sites from the rest of the region, pull sites from everywhere in that pirate space, create the chance of new sites, or just are plain broken) means they're very underused and it's not something we can really work out for ourselves.
Since you're redoing these sites, it seems relevant. |

EvilweaselSA
GoonWaffe Goonswarm Federation
751
|
Posted - 2013.05.14 15:17:00 -
[6] - Quote
stop trying to make yourself invulnerable to pvp tia |

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 15:26:00 -
[7] - Quote
Dersen Lowery wrote: [EDIT: EvilweaselSA, I'm not convinced that that's a bad thing. "The one that got away" is the basis of any number of stories; it would keep players hungry, and make a minigame out of identifying the container types and pulling them in as quickly as possible, instead of "push button, receive bacon." I'm fond of the idea that EVE is more complex than those games that are carefully engineered to give you reward sensations as often as possible.]
If there's some way to target the valuable stuff sure, but my understanding is we're going to be looking at "well, 12 cans exploded and I got 6, i lost half of my hard-earned loot" |

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 19:16:00 -
[8] - Quote
Are wormhole sites losing their standard npc spawns? |

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 21:15:00 -
[9] - Quote
Chokichi Ozuwara wrote: I don't want to say you guys don't play the game, although that's my instinct, but I suspect you guys don't play the damn game. People run DED sites collaboratively because there is a chance of a payout that makes it worth it (high end mods, pirate faction BPCs). No one is going to run hisec archaeology sites with a team, when they currently pay out less than 500k 50% of the time. Or Nullsec data sites that pay out less than 30 mill. Not when there are anoms and ratting to be done.
People actually rarely do these as a genuine team because it's such a pain in the ass organizing several people compared to just multiboxing it. Transaction costs of organizing it and all. |

EvilweaselSA
GoonWaffe Goonswarm Federation
758
|
Posted - 2013.05.16 00:26:00 -
[10] - Quote
Indahmawar Fazmarai wrote: The new mini game will take longer and thus will keep the explorer ship exposed for longer.
please ban pvp and all player interaction from this single player game that some fool linked to a bunch of other people playing the same game thanks |
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EvilweaselSA
GoonWaffe Goonswarm Federation
759
|
Posted - 2013.05.16 13:21:00 -
[11] - Quote
Indahmawar Fazmarai wrote:Better have only 25% of all potential hackers, than actually give a chance to players who don't exactly fit into EVE. CCP wants few but chosen players, and with multiple accounts each, of course.  yes let us design all things around people who whine on the forums constantly that there are other people in this mmorpg |

EvilweaselSA
GoonWaffe Goonswarm Federation
760
|
Posted - 2013.05.16 16:36:00 -
[12] - Quote
Sven Viko VIkolander wrote: 2. Separately or in addition to 1, the exploration system could be more...exploration-y...if the spawn rates/conditions for relic/data sites were not as dull as they currently are. Currently, the system encourages farming N random systems until satisfied. Why not make the spawn mechanics more dynamic? E.g., tie the spawn rate to number of players in system over X hours (past hour, past day, e.g.). That way, you are unlikely to find much in Jita, but highly likely to find stuff in empty tracks of space. This will also spread players out over space, especially if done in addition to 1 above. Obviously there are many other ways that the spawn rates could be made more dynamic, and almost anything would be better than the current system which is pretty much no different than random monster spawns in any other MMO out there.
This happens already: since a site that's ran respawns elsewhere, little-trafficked places accumulate signatures while well-trafficked places tend to be fairly barren. |
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