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Author |
Thread Statistics | Show CCP posts - 51 post(s) |
Atomic Option
Taggart Transdimensional Virtue of Selfishness
57
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Posted - 2013.05.24 22:32:00 -
[331] - Quote
Another option to make the loot spew less ridiculously reflex based and more consistent would be to disappear all of the spew containers after a set number are collected by each person and eliminate or significantly increase the timer-based despawn.
This would also help work around some of the collision problems people are having while trying to fly within range of the stuff. |
Atomic Option
Taggart Transdimensional Virtue of Selfishness
57
|
Posted - 2013.05.24 22:34:00 -
[332] - Quote
Lastly, CCP Bayesian, your dev name is awesome. LessWrong much? |
Rob Crowley
State War Academy
59
|
Posted - 2013.05.24 23:09:00 -
[333] - Quote
Johan Toralen wrote:Btw. can it be so that the containers despawn after been hacked? That would safe at least a hand full of clicks on these new sites. It's already listed as a known issue in the OP that completed cans don't despawn at the moment. They do despawn when you fail at hacking too often. |
Alvatore DiMarco
Capricious Endeavours Ltd
140
|
Posted - 2013.05.24 23:11:00 -
[334] - Quote
Rob Crowley wrote:Johan Toralen wrote:Btw. can it be so that the containers despawn after been hacked? That would safe at least a hand full of clicks on these new sites. It's already listed as a known issue in the OP that completed cans don't despawn at the moment. They do despawn when you fail at hacking too often.
I considered that particular mechanic to be a little more.. noticeable.. than a standard "despawn". |
Johan Toralen
Clockwork X3
54
|
Posted - 2013.05.25 00:17:00 -
[335] - Quote
So i just did a data and a relic site in hisec. Got 5.8m decryptor from the data site and nothing of value from the relic site.
In the relic site it so happend that the cans wern't in sync. Color change and name display was delayed and harder to grab the right can then normal. I guess lag. Tell you what this is really gonna **** me off when it happens on Tranquilty in a lowsec or nullsec site.
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Luc Chastot
Gentleman's Corp
362
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Posted - 2013.05.25 00:35:00 -
[336] - Quote
Rob Crowley wrote:Wasilah wrote:with that said i just wanna say really guys?needless to say, i did not win that one. Q: Why does the Antivirus have 360 coherency? A: Cause when you see it you turn 360-¦ and walk away. Sorry, could not resist.
360-¦ is full circle; you meant 180-¦. Make it idiot-proof and someone will make a better idiot. |
Patrick Baboli
Ferrous Infernum
8
|
Posted - 2013.05.25 00:56:00 -
[337] - Quote
Have you played it after Sisi was deployed today? We've doubled the loot in each site (to account for cans you don't get), added new types (the faction towers are back in) and cut the number of cans in half. This should be in much better shape now (if it's not, we'll continue making changes of course). [/quote]
SWEET! the prices may really drop for the first time since i started playing! |
Circumstantial Evidence
64
|
Posted - 2013.05.25 02:55:00 -
[338] - Quote
Many players have complained that the loot they are getting (or managing to catch after considerable clickfesty efforts) is not that great. Nothing new here. Loot has never been consistent in exploration sites, unlike combat anomalies which have predictable values. I have waited with module activated on hack cans for 10 minutes, to get nothing. The new method can reward me with nothing much faster, freeing me to move on to another site and potential "jackpot" more quickly (thanks to improved scanning!)
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Flamespar
Woof Club
599
|
Posted - 2013.05.25 04:25:00 -
[339] - Quote
One possible improvement I would like to see
It would be great if each time you destroyed a system core, you were given the choice to go a level deeper into the system, or to jettison the accessed cargo. Each time you enter a deeper level it becomes more complex and difficult, yet the potential rewards become greater. Of course the risk of failure should also escalate with every additional level.
For example. Three levels down you accidentally activate the hacking sites defense systems causing the the site to webify your ship. You also get a notification that a broadband emergency signal has been activated. Maybe you trigger the sites destruction sequence.
Just some possibilities I can post on a forum, therefore I represent everyone. |
Zeradn
School of Applied Knowledge Caldari State
10
|
Posted - 2013.05.25 04:52:00 -
[340] - Quote
I ran into a Decayed Gurista Mining Installation site after the update. Fun site. 8 hacking cans placed on top of another. There seemed to be dust cloud/particle effect on the cans or surrounding it. Zoomed in, fps dropped to ~2. Had trouble just zooming out. Didn't try hacking as there was no way I was going to catch any spewed cans.
Some quick screen shots: Image 1, Image 2.
PS: The site is still up for those who want to see. TJM-664 in Eruka, Forge. |
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Heinel Coventina
University of Caille Gallente Federation
22
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Posted - 2013.05.25 05:02:00 -
[341] - Quote
Rytell Tybat wrote:CCP Bayesian wrote:Alvatore DiMarco, we could go one of two ways, distinguish Archaeology more from Hacking again so they are both unique or fold everything into Hacking. Hacking has more applicability as a transferable skill into more areas of EVE so we'll see as we broach where things are going to go more long term from here. Really hope that you guys iterate quite a bit on this in the future. It would be a shame to just fold everything into Hacking. Would be great to have a completely different experience for Hacking and Archeology. Something more to differentiate them than a module or skin on the mini-game. Perhaps one requires more cooperation with other players than the other? Or maybe a completely different mini-game for archeology? More time required? Larger environment to cover? I confess I haven't tried the new stuff on the test server, but I am looking forward to Odyssey and the future iterations.
I am hoping to see archaeology as pve, basically all the analyzer sites now, and hacking be made into a PvP activity. One player operate the virus, another to operate an antivirus, that is either created ahead of time to defend a thing, or in real time as in RTS games. |
marVLs
159
|
Posted - 2013.05.25 07:23:00 -
[342] - Quote
Flamespar wrote:One possible improvement I would like to see
It would be great if each time you destroyed a system core, you were given the choice to go a level deeper into the system, or to jettison the accessed cargo. Each time you enter a deeper level it becomes more complex and difficult, yet the potential rewards become greater. Of course the risk of failure should also escalate with every additional level.
For example. Three levels down you accidentally activate the hacking sites defense systems causing the the site to webify your ship. You also get a notification that a broadband emergency signal has been activated. Maybe you trigger the sites destruction sequence.
Just some possibilities
That's some great idea
But still this clicking can fest... At least change it to something like this:
One player doing site? Then a containers spawn in number for one player, but they don't disappear
Two or more players? Let them do some hacking for containers spawn for them
Just remove this terrible disappearing containers |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3434
|
Posted - 2013.05.25 08:30:00 -
[343] - Quote
mynnna wrote:The whole point of the loot spew is that it encourages bringing friends.
The loot spew encourages bringing people who don't mind being bored. You do the exploring, they just wait around. You do the hacking, they just wait around. Then you tell them, "wake up and double-click teensy little moving things in the space window!"
That's not fun.
What would be fun is if the hacking part of the game was the coop/competitive part. Thus you would have multiple people facing the same hacking grid, and each time you complete a level you have the option of either (a) completing the hack to spew containers or (b) hacking deeper to give better loot, and slower/fewer spew containers.
This idea was raised by Abrazzar earlier in this thread: https://forums.eveonline.com/default.aspx?g=posts&m=3082437#post3082437
I added my two bits worth: https://forums.eveonline.com/default.aspx?g=posts&m=3083444#post3083444
If you were competitively hacking, you could attempt to shut down another player's hacking trail, install your own firewalls and antiviruses, or aim for faster completion on your own.
My two main complaints about the new hacking system are: it's exclusionary, it invents a new magical ability for spaceships (i.e.: everyone gets a tractor beam that works only on spew containers), and it pretends to encourage cooperative play by relegating your friends to loot-vacuuming minions. My friends are not loot-vacuuming minions. They are smart people who deserve a game play experience every bit as entertaining for them as it is for me.
Day 0 advice for new players: Day 0 Advice for New Players |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3435
|
Posted - 2013.05.25 08:46:00 -
[344] - Quote
Atomic Option wrote:Another option to make the loot spew less ridiculously reflex based and more consistent would be to disappear all of the spew containers after a set number are collected by each person and eliminate or significantly increase the timer-based despawn.
That would certainly suit the people with severely ******** hand-eye coordination such as myself.
Day 0 advice for new players: Day 0 Advice for New Players |
Andreus Ixiris
Duty.
2697
|
Posted - 2013.05.25 08:51:00 -
[345] - Quote
1. How do you like the look and feel of the new sites? We put in new containers and moved things around. In all honesty, the containers look exceptionally derpy. The ones I saw were these kilometre-long spinny-ring arrangements that were jammed halfway into a Guristas station. Frankly it looked sort of preposterous.
2. How do you like the hacking challenge? What were the results? (what was your strength and coherency, did you win the challenges etc) The hacking challenge itself seems like it could be fun, but I won all the challenges in the hi-sec site I found without even a hint of difficulty. Because the system doesn't really make it clear what's actually going on I don't really have a feel for the stakes. I'm going to try a low-sec site and see what's up there.
3. How do you like the new looting mechanic? This tons-of-tiny-cans thing is awful. Rounding them all up before their far-too-short expiry date given how widely they scatter is postively torturous, and severely messes with my enjoyment of the entire minigame. Please, please reconsider. Mane 614
|
Mario delTorres
GBTeam C0VEN
11
|
Posted - 2013.05.25 10:33:00 -
[346] - Quote
I've found another problem with new "loot catching method" at exploration sites.
This screenshot
On this screenshot you see what loot you can get from Sansha data site. First on the right cargo, where all items aren't valuable is another problem to talk about, but:
Let's try on first from left. I'm in helios coverops with cargo capacity 175m3. I successful hack first container and want to catch all items. Problem: the loot has 199m3 volume and I have 175m3 only. I don't count data sheets and other random stuff (that fill my cargo too). When cargo is full, you click at green spewed containter and you will see messsage "No cargo space" or something like that. And this loot disappears.
In situation, when you fill cargo with Positron cords or other small valuable stuff you click on something valuable but YOU WON"T GET IT because of cargo space. Spewed containers dispappers very fast and player haven't time to control cargo room too. They are focused to click in green pixels.
CCP PLEASE simplify it in this way: 1. If minigame success - open the cargo and player has access items inside, 2. If minigame failure - blow up container.
Thats it!
PS. I saw the container with over 300m3 parts. |
blink alt
Science and Trade Institute Caldari State
43
|
Posted - 2013.05.25 10:43:00 -
[347] - Quote
The cosmetics of the sites seem alright. There are still a few sites where the spew containers are within a structure that make it impossible to get with 6km of the containers.
Learning the hacking challenge was enjoyable. Did take me a few sites to get a decent understanding of the mechanics and memorizing the icons. However, once you have that understanding then the mini game becomes trivial and is just an exercise of your hand and mouse. The range in difficulty of the puzzles does make things slightly interesting but I still found there are very few puzzles generated that will produce a failed attempt.
Picking up the cans themselves is not too big of an issue most of the time. However, there are occasions where a few spew containers seems put bigger rocket boosters on the cans. There is not a consistent velocity to the cans and when I run into those spew containers that throw things at a much faster rate then I do get annoyed. Overall though it is decent. Now when it comes to the loot itself there seems to be a lot to be desired. Please correct me if I am wrong but it seems like half the cans have very little value, parts and components, and just serve as a device to cuter the screen and make you get more fatigue by forcing you to hover over all the cans to find the ones worth scooping. Of the can that do seem to have some value, materials and data, it is quite annoying that the majority of those cans are empty or just have the near zero isl value item in them.
What is the expected completion time for these sites? I got to the point where I was finishing a null sec 6 can site in about 13 minutes. However, no matter how well I did it didn't seem to have any impact on the value of the site. I was managing to scoop almost every data and material can and my rewards where quite disappointing.
Average relic site usually consisted of something like: 24 test reports, 2 mil in t1 salvage, 14 mil in t2 salvage, and maybe a tuner bpc for 6 mil.
Typical data site was working out to something like: 18 data sheets, and 15-30 mil in decryptors.
However, there were also occasions where I got several 'dickish' puzzles in a site and it ended up taking 20-25 minutes to do and the reward ended up being less than five million isk. Then I have also had the sites that took 13 minutes and ended up being 40-50 million. Quite honestly that is what has always annoyed me about professional sites, the loot variance. Spending 10-20 minutes on a site to get next to nothing is very discouraging and then having to pray for a 40-50 million site to hope for a decent average payout to make the time spent 'worthwhile' is not very appealing. I would much prefer a higher floor value per site, say 15 million, and a lower ceiling say 30 million instead of this 0-50 range I have experienced thus far.
It does make me wonder what is the expected average value per site. The variance was too high for me to bother with the professional sites now and it seems like that variance will still be so significant I won't bother with the new sites. So this puts me in a position where my play habits wont change. My current game play habits consist of ignoring the professional sites. If I am going to gamble on rewards, it would be much better for me to gamble on DEDs than it does for relic and data sites.
On the plus side of things I really do enjoy the fact the relics and data sites do take quite a bit of time to do. For not having to kill any npcs and still being committed to the site for 10-20 minutes may prove to be quite interesting for pvp opportunities. |
Alvatore DiMarco
Capricious Endeavours Ltd
140
|
Posted - 2013.05.25 10:49:00 -
[348] - Quote
Perhaps somewhere in between will be good.
Succeed on the first try: Open container normally.
Fail, but then succeed: Loot Spew mechanic.
Fail twice: KABOOOOOM!
Naturally, the loot table might need to be looked at to keep things properly balanced. |
DSpite Culhach
Sebiestor Tribe Minmatar Republic
109
|
Posted - 2013.05.25 10:50:00 -
[349] - Quote
TL;DR : Both minigames seem to need more mechanics that factor a player skill - which would improve over time - into the outcome. Right now, both minigames seems to simply act as mechanics to replace one time wasting mechanic for another, and to specifically encourage rewards for group exploration.
My first impressions on the mechanics:
* Hacking:
Seems to be missing a "thinking/skill" element. Unlike say, the hacking minigame in Deus Ex Human Revolution. In here, we can frantically click on nodes and fluke a way out. The minigame really needs to be expanded so we are rewarded for carefully weaving our way through, and penalized more for rushing it, or failure.
If the concept of the minigame is to mainly turn the "time wasting" of running the scan cycles into "time wasting" while doing some actual clicking, then I would love to have cans that have to be taken back to station and hacked there for example. Hard ones could take a VERY long time and/or many attempts, so really we are WORKING hard for our loot, and this concept is something that also could NOT be done faster with more people or ALT's, so it balances out.
* The loot spew:
Feels generally "wrong". If the mechanic is to make "solo" work a lot harder because even a player who is multiboxing still only has 2 hands to click on flying cans, the process could still be archived by much slower flying cans, allowing us to pick and choose better, and a slower click-to-retrieve system, and a more variable time-to-evaporate on cans, allowing us some more control on can choices, and still stopping us from getting everything.
Right now it feels like frantic clicking for the sake of clicking, just like a game of whack-a-mole. Again, needs more controlled mechanics that give a sense that we are more in control of the outcome, when we choose to be more focused on the job.
If 40 cans spew out, and a single player can only grab ten, then a solo player clicking randomly should only get 25% of the ISK worth in loot, while a careful player that's been methodical, and selective, and paying attention should be able to get 30% or more of the worth in ISK, because they are taking their time AND maybe because when they did a "full clear, 100% hack" in the previous minigame, some cans (or all cans) get labels on them while flying through space ... just saying
I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |
Brooks Puuntai
Solar Nexus.
1478
|
Posted - 2013.05.25 11:22:00 -
[350] - Quote
Out of curiosity, has the system been tested under heavy TiDi? If so how does it react? CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |
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Andreus Ixiris
Duty.
2697
|
Posted - 2013.05.25 11:24:00 -
[351] - Quote
Yeah, I mean, seriously CCP. Get rid of the loot spew mechanic entirely.
I do not feel rewarded for having completed your hacking minigame, I feel punished. Mane 614
|
Zeradn
School of Applied Knowledge Caldari State
11
|
Posted - 2013.05.25 12:46:00 -
[352] - Quote
I really liked the idea posted by someone here asking to change the spew mechanism so that once a player picks up a fixed number of cans, they disappear or the tractoring fails. Can be technically explained as a limitation to the special tractor beam being used. After a number of consecutive cycles, they have to be reset/recharged.
Another idea was the loot opening on success on first try, spewing on second. Or it could be two data cores in the hacking mini-game. One opens the loot properly, other can be considered as a partial error and spews the loot. Also considerable is the idea that the NPC spawn occurring as an effect of hacking a special node, something like a defence mechanism.
These type of variances might help make the whole hacking more interesting. Even with all the changes till now, this whack-a-mole setup (had been thinking that from the beginning, finally saw some one calling it what it is a few posts back) makes the whole hacking experience mildly frustrating. You should also remember that all these actions redirects your concentration from the d-scan and other hostile monitoring systems. That is additional risk in the 'risk vs rewards' scenario. So I guess we should be rewarded a bit more for all this effort (ie. in the low/null sec). |
Wasilah
Big Diggers Trifectas Syndicate
0
|
Posted - 2013.05.25 13:16:00 -
[353] - Quote
omg people can we stop with the posts saying get rid of the can spew? they are going to put it in, get over it. offer some idea on how to make it better/more manageable rather than just crying about it. It's not so hard to get a decent number of cans solo unless your working with a stick for a hand and you control your ship by smashing your face into the keyboard/mouse.
That said, i do wish there was some benefit to opening the whole hacking map. I do it anyways just because i like the map and like seeing everything each map has (when i manage to beat everything) but it'd be even better if completing the map made the cans move valuable or something. Something like the % of the map you open raises the avg value of the cans that come out, values being base of what they are now (poop in my opinion) to what this guy/gal said:
blink alt wrote:However, there were also occasions where I got several 'dickish' puzzles in a site and it ended up taking 20-25 minutes to do and the reward ended up being less than five million isk. Then I have also had the sites that took 13 minutes and ended up being 40-50 million. Quite honestly that is what has always annoyed me about professional sites, the loot variance. Spending 10-20 minutes on a site to get next to nothing is very discouraging and then having to pray for a 40-50 million site to hope for a decent average payout to make the time spent 'worthwhile' is not very appealing. I would much prefer a higher floor value per site, say 15 million, and a lower ceiling say 30 million instead of this 0-50 range I have experienced thus far.
then you can either do the sites quick for a little less payout but smash through a ton of sites or take a little extra time in each one for a much better payout but more risk of being caught sitting in a site. |
Johan Toralen
Clockwork X3
56
|
Posted - 2013.05.25 13:33:00 -
[354] - Quote
Wasilah wrote:omg people can we stop with the posts saying get rid of the can spew? they are going to put it in, get over it. offer some idea on how to make it better/more manageable rather than just crying about it. It's not so hard to get a decent number of cans solo unless your working with a stick for a hand and you control your ship by smashing your face into the keyboard/mouse.
Have you even read any thread regarding the loot spew? Ther's a ton of good ideas floating around for improvements. And don't tell us not to complain about a feature that we genuinely dislike. We are all paying customers (or contribute greatly to CCP's income stream via plexing multiple accounts). It's our good right to voice our opinion. Not to mention that we do unpaid QA work for CCP. A paid QA would be considered useless and fired if he thinks everthing is great and doesn't criticize.
I can also tell you from my position being in game dev myself. We listen and consider critique even tho we often enough hate the whining masses. You can be sure even tho CCP will go through with this for Odyssey someone's scratching his head right now wondering if it was the right design choice and direction to take. This will be amplified in two weeks when the public outcry will start to pour in. |
Degin'eth
Dreddit Test Alliance Please Ignore
0
|
Posted - 2013.05.25 14:05:00 -
[355] - Quote
I found a way to get the FULL LOOT from a site, but the total value is still VERY small. From a full loot in null sec (-0.3) the value was ~10 million. Incredibly small for the time it takes to jump through gates > scan the sites > find a site > hack it and loot it > transport the goods to a tradehub (especially hard in null). And this is on the test sever, where people are not actively searching for sites. So, the loot needs to be MUCH more valuable otherwise nobody will bother to do them.. waste of feature and expansion.
Anyway, here's how you can get the full loot.
1) Use a cargo scanner on the hacking structure 2) See what kind of items drop. If it only drops data module (data cores, incognito process, etc). 3) When the cans are dispersed only loot the Data cans. Everything else will be scraps. 4) Repeat for the next structure 5) If the next one has salvage items, only loot Scraps cans and so on.
So, the bottom line. You can do these sites solo, and get the full loot, but it's still worthless to do because of the value.
Considering someone ratting can sit still, press F1, and instantly get their ISK, exploration should reward AT LEAST 50-100 mil / site. |
Wasilah
Big Diggers Trifectas Syndicate
0
|
Posted - 2013.05.25 14:13:00 -
[356] - Quote
Johan Toralen wrote:Have you even read any thread regarding the loot spew? Ther's a ton of good ideas floating around for improvements. And don't tell us not to complain about a feature that we genuinely dislike. We are all paying customers (or contribute greatly to CCP's income stream via plexing multiple accounts). It's our good right to voice our opinion. Not to mention that we do unpaid QA work for CCP. A paid QA would be considered useless and fired if he thinks everthing is great and doesn't criticize.
ok let me spell this out for you because you apparently didn't understand the implied context. I was talking about the people in this thread specifically. We all know there are lots of posts saying they don't like it and giving ideas on what can replace it. I assumed it was clear that i wasn't talking about those posts. do i need to go and quote the plenty of people that make a post saying "CCP is are douches, get rid of mechanic because i don't like new and different things!!!" ?
I'm sure you think every opinion in this thread is great and needed to be made right?....
anyway this is off topic, just getting tired of reading the 1,000,000,000th person posting "blaarrggg i r hate spew!!!!11!!one! " when they clearly have tried it once or twice if at all.
|
Brooks Puuntai
Solar Nexus.
1478
|
Posted - 2013.05.25 14:17:00 -
[357] - Quote
Wasilah wrote:omg people can we stop with the posts saying get rid of the can spew? they are going to put it in, get over it. offer some idea on how to make it better/more manageable rather than just crying about it. It's not so hard to get a decent number of cans solo unless your working with a stick for a hand and you control your ship by smashing your face into the keyboard/mouse.
They wanted feedback they got feedback, shockingly enough not all feedback is going to be positive. I know they put some time and effort into making it, but the general consensus from both threads, is that the mechanic is terrible. If the majority of people dislike the mechanic on such a small scale, imagine what the outcry will be when it goes live? This is what we want to avoid. However like you said, CCP will ignore it and stubbornly push it through. At least they can't say we didn't warn them, not like they care.
When it comes to making it more manageable, there's not much you can do. The overall concept is what people dislike, so you can't really polish a turd and act like it's not ****. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |
Alvatore DiMarco
Capricious Endeavours Ltd
141
|
Posted - 2013.05.25 14:20:00 -
[358] - Quote
Wasilah wrote:Johan Toralen wrote:Have you even read any thread regarding the loot spew? Ther's a ton of good ideas floating around for improvements. And don't tell us not to complain about a feature that we genuinely dislike. We are all paying customers (or contribute greatly to CCP's income stream via plexing multiple accounts). It's our good right to voice our opinion. Not to mention that we do unpaid QA work for CCP. A paid QA would be considered useless and fired if he thinks everthing is great and doesn't criticize. ok let me spell this out for you because you apparently didn't understand the implied context. I was talking about the people in this thread specifically. We all know there are lots of posts saying they don't like it and giving ideas on what can replace it. I assumed it was clear that i wasn't talking about those posts. do i need to go and quote the plenty of people that make a post saying "CCP is are douches, get rid of mechanic because i don't like new and different things!!!" ? I'm sure you think every opinion in this thread is great and needed to be made right?.... anyway this is off topic, just getting tired of reading the 1,000,000,000th person posting "blaarrggg i r hate spew!!!!11!!one! " when they clearly have tried it once or twice if at all.
I'm curious to know what sort of metrics you're using to determine how many people have tried the new mechanic or not and how many times. It's interesting to me that you should be able to have that kind of information. As for myself, I have done roughly twenty sites. Unfortunately I get caught up in sightseeing and stop probing down sigs after a while.
One more thing. I'm not a mod, but I still want to take a moment and say:
If all you're going to do is flame about other peoples' feedback and how you're tired of reading it, stop doing it in this thread. If you want to rage and howl and make fun of people that badly, do it in General Discussion.
The rest of us are trying to be at least somewhat productive here and all you seem to be contributing, if it can be considered a contribution at all, is noise. |
Johan Toralen
Clockwork X3
56
|
Posted - 2013.05.25 15:12:00 -
[359] - Quote
Degin'eth wrote:I found a way to get the FULL LOOT from a site, but the total value is still VERY small. From a full loot in null sec (-0.3) the value was ~10 million. Incredibly small for the time it takes to jump through gates > scan the sites > find a site > hack it and loot it > transport the goods to a tradehub (especially hard in null). And this is on the test sever, where people are not actively searching for sites. So, the loot needs to be MUCH more valuable otherwise nobody will bother to do them.. waste of feature and expansion.
Anyway, here's how you can get the full loot.
1) Use a cargo scanner on the hacking structure 2) See what kind of items drop. If it only drops data module (data cores, incognito process, etc). 3) When the cans are dispersed only loot the Data cans. Everything else will be scraps. 4) Repeat for the next structure 5) If the next one has salvage items, only loot Scraps cans and so on.
So, the bottom line. You can do these sites solo, and get the full loot, but it's still worthless to do because of the value.
Considering someone ratting can sit still, press F1, and instantly get their ISK, exploration should reward AT LEAST 50-100 mil / site.
I don't think you need the cargo scan per se since the cans are named. On relic sites scoop material cans with priority, on data sites scoop data cans with priority. Don't know yet in which cans bpc's spawn tho.
Your method seems like a good plan to prioritice which containers to hack first tho, especialy in hostile space.
Agree with you about the loot reward. It needs to be in balance with risk. Profession sites in low sec/null need to pay better then 4/10's in hisec. bpc jackpots are a step in the right direction but it remains to be seen how common they are. For all we know they could be much rarer then 4/10 invuls.
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Nicola Arman
Saiph Industries Talocan United
18
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Posted - 2013.05.25 15:36:00 -
[360] - Quote
Seriously though, who thought loot scattering around was a good idea? Who was THAT guy? It's so stupid....
Is there an explanation anywhere as to why this even takes place? |
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