
PopeUrban
El Expedicion
58
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Posted - 2013.11.04 09:36:00 -
[1] - Quote
Aeonidis wrote:DeMichael Crimson wrote:I didn't bother to read all the replies in this thread but from the few I did read, seems I'm not the only one who thinks the Odyssey expansion has dumbed down and nerfed exploration all the way back to the stone age.
DMC
I kinda feel like CCP just hit me on the nose with a rolled up newspaper...scanning=waste of ingame time now. Far too random to make any real ISK, too dangerous in low/null for the reward(I'm risking a 25-30mil cov-ops and fittings for petes sakes...for 3000 ISK of junk?!?), complete waste of time in highsec(Don't do it...just...don't...do it). mingame actually makes me angry...used to be when I found a data/relic site I got really excited now I just ignore them completely. aeon
You're doing it wrong.
Really... really wrong.
Our two man crews make ~5 mil from sites we consider "bad" in null. A "jackpot site" can be worth 500mil+ You need to meet faster hackers, learn which cans to click, and start organizing expeditions better overall.
In fact, there are only two qualities not related to general wormhole/null survival I would say separate good exploration crews from bad ones these days.
Player hacking speed, and anomoly cataloging efficiency. If you pair one really good hacker/scooper with one really good hauler/scanner that can keep notes on multiple systems worth of anoms and direct the hacker... there's a buttload of money to be made violating other people's sovereignity.
Done right, with only two pilots, it's a very fast paced and profitable enterprise. Done wrong, you take 60+ seconds per hack, don't cargo scan cans, scan down all your own sites, click scrap cans, and go home with 3000 ISK of carbon and data sheets.
Also, having a dedicated faction BPC production specialist on staff doesn't hurt when you're getting the best bang for your exploration buck ;)
Like everything in EVE, this works better with teamwork, organization, and good operational planning. Where it's better is that there is very much a time/ISK skill component to hacking now, coupled with the luck that has always been inherant in the systems.
Better still, the annoying requirement of sitting around waiting for salvagers to cycle is over. Exploration, even when you're solo scanning your own sites, is 100% DOING THINGS.
I'd like to see more node types added to the minigame, and maybe some controls on "extreme failure" rolls (Like every resto node on grid past 1 should guarantee a useful counter-node somewhere) or a loot versus time component added, so better/faster hacks spit bonus cans or something.
In addition, Hacking support modules would be nice to go along with the scanning support modules added in Odyssey.. |