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Author |
Thread Statistics | Show CCP posts - 9 post(s) |

Ander Fred
Kenshin.
0
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Posted - 2013.06.09 04:56:00 -
[31] - Quote
You can do it solo. You just get a better reward with two or more people |

Haulie Berry
995
|
Posted - 2013.06.09 07:58:00 -
[32] - Quote
Ander Fred wrote:You just get a better reward with two or more people
Not really, no, and especially not per unit of time.
I can very nearly always get everything of value from a can by myself.
You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was. |

Paul Uter
School of Applied Knowledge Caldari State
0
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Posted - 2013.06.09 08:15:00 -
[33] - Quote
Haulie Berry wrote:Ander Fred wrote:You just get a better reward with two or more people Not really, no, and especially not per unit of time. I can very nearly always get everything of value from a can by myself. You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was.
This.
CCP yet failed again.
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Haulie Berry
995
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Posted - 2013.06.09 08:34:00 -
[34] - Quote
Paul Uter wrote:Haulie Berry wrote:Ander Fred wrote:You just get a better reward with two or more people Not really, no, and especially not per unit of time. I can very nearly always get everything of value from a can by myself. You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was. This. CCP yet failed again.
No, I don't think it was a failure at all, and I'm quite certain they didn't intend to take the traditionally-solo career of exploration and convert it into a group activity. |

Elder Ozzian
Frozen Dawn Inc Arctic Light
64
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Posted - 2013.06.09 08:53:00 -
[35] - Quote
Haulie Berry wrote:
Sometimes I click a node, and nothing happens until I click a different node (and it must be a different one - it can't be the same one).
Happened to me too. I disagree! |

Xearal
Black Thorne Corporation Black Thorne Alliance
580
|
Posted - 2013.06.09 09:10:00 -
[36] - Quote
Another voice for the delayed Node thingie during hacking, as well as the very slow / unresponsive thingie for grabbing cans.
I lost a couple of cans this way that I could otherwise have grabbed.
I'm also curius about the spawning of sites themselves.. When I do my rounds, I come across data sites all over the place, however, relic sites seem much more rare, is this intentional or is something skewed, or just people picking out the relics and leaving the datas before I got there?
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Slaangani
Omicron Zeta Unit Shadows Of Betrayal
9
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Posted - 2013.06.09 09:45:00 -
[37] - Quote
Noriko Mai wrote:CCP Bayesian wrote:Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that? No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual. Also thank you for posting on weekend. Better stop and go out, drink a beer.  Have a nice weekend.
I have also had issues with this ^
In addition to the "please wait" message when grabbing cans.  |

I Love Boobies
All Hail Boobies
512
|
Posted - 2013.06.09 10:47:00 -
[38] - Quote
It's disappointing how much exploration got dumbed down with Odyssey, especially the gravimetric sites. Used to feel satisfaction in getting rewarded for something I worked for because some of those were difficult to find, especially the rare ores. Now that is gone since the ore sites are anomalies.
The hacking mini-game is tedious at best. The spewing loot cans is a pain in the ass. Sure, you scan the good containers, but still doesn't mean it's going to be worthwhile. Used to have fun doing exploration. Something to pass the time when you don't feel like doing anything else at the moment. Now it's just meh, something that isn't worth taking the time and doing any longer. *removed inappropriate signature* - CCP Eterne |

Vincent Athena
V.I.C.E. Aegis Solaris
1949
|
Posted - 2013.06.09 14:26:00 -
[39] - Quote
In terms of site spawn and de-spawning:
There is a conflict here. Sites need to stick around so people can do them, but they cannot get held in place in a useless state by players either. The issue is a site cannot re-spawn elsewhere until it had de-spawned from its current location. Thus it must de-spawn relatively easily. A player cloaked at the site for hours on end cannot stop it.
Maybe the problem here is this: "The site cannot respawn elsewhere until it had de-spawned from its current location". Maybe that's what needs to be changed. What if all sites had two incarnations. We will call them A and B. Also lets define 3 states for the sites.
1) The site shows on scan 2) The site does not show on scan, but its assets are still in space 3) No site
Initially incarnation A is in state 1 and B is in state 3. If someone does A it goes to state 2 and incarnation B goes to state 1. A goes to state 3 if no one is on grid for 10 minutes (even cloaked counts as being there) or B goes to state 2.
The rules for A and B are the same, they keep swapping back and forth as sites are done. With these rules someone sitting at a completed site cloaked will not block the site. Its other incarnation is available to be done. Also the site will not suddenly disappear out from under you if you cloak up for a few minutes. But it will disappear if you do the site, them cloak and wait, as soon as someone does its other incarnation. http://vincentoneve.wordpress.com/ |

Megarom
Shiva The Retirement Club
5
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Posted - 2013.06.10 08:55:00 -
[40] - Quote
Noriko Mai wrote:CCP Bayesian wrote:Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that? No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual. Also thank you for posting on weekend. Better stop and go out, drink a beer.  Have a nice weekend.
I have noticed this problem too. To me it looks like the lagging happens when I've used a multiturn utility and it is just about to run out. |
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Garresh
Team Chicken and Waffles
267
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Posted - 2013.06.10 09:02:00 -
[41] - Quote
If you move quickly on a shoddy connection, client and server hacking desync, causing players to accidentally or intentionally double move. I submitted a full bug report with details worth checking out, but its fairly serious cause you can basically double move through a firewall before it shuts down surrounding nodes. The worst part is it arises naturally, so I'm literally forced to use this exploit if I lag. No way not to. This Space Intentionally Left Blank |

Lexmana
990
|
Posted - 2013.06.10 09:15:00 -
[42] - Quote
Haulie Berry wrote:CCP Bayesian wrote:Haulie Berry, that's the specific reason we started looking at the rules, everyone's in cloaky frigates now to explore and it is somewhat immersion breaking when something vanishes under your feet. Yeah, I dunno. Currently, as soon as you pop a can, the actual signature vanishes from the system, which I really like. At that point, someone either has to already have a warp-in to the site, or combat probe you. Combining that with the ability to cloak indefinitely, though, basically eliminates the risk of combat probing, so then you're only in danger from someone who already has a warpin to the site. It actually seems like a reasonably good balance to remove the sig from the system, but prevent you from hiding cloaked at the site until all danger has passed.
I disagree. Signature despawn takes away the stress of seeing core probes on dscan when you are hacking a site. I like the idea of using core probes to hunt down players. That should be an option still. And AFAIK it was with the old system (at least while clearing the rats).
Better to increase the time for a site to despawn efter warping out/cloaking. Then that could be used as a defensive strategy as long as you come back or decloak within a reasonable timeframe (lets say 5 min) and it will add some depth to the cat and mouse play for explorers. |
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CCP Bayesian
848

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Posted - 2013.06.10 10:30:00 -
[43] - Quote
Garresh wrote:If you move quickly on a shoddy connection, client and server hacking desync, causing players to accidentally or intentionally double move. I submitted a full bug report with details worth checking out, but its fairly serious cause you can basically double move through a firewall before it shuts down surrounding nodes. The worst part is it arises naturally, so I'm literally forced to use this exploit if I lag. No way not to.
Thanks this sounds interesting, all the data is manipulated on the server for each move attempt it gets so the move will have to have been legal to be made. It sounds like the client is not receiving one of the updates and so the board state looks wrong (and like you've jumped through a node). I'll take a deeper look into this today.
The previous defect mentioned by a few people was caused by a fix we put in to stop the hacking eating all the memory on a server and killing nodes. We successfully fixed that but introduced the problem seen where things didn't update until after a few clicks. It's highly possible that both of these problems are different occurrences of the same issue.
Either way I should have a good fix for it today and it'll be updated in the build tomorrow. EVE Software Engineer Team Prototyping Rocks |
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Martin Gregor
DRUCKWELLE Evolution The Initiative.
1
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Posted - 2013.06.10 10:50:00 -
[44] - Quote
One idea about the despawning sites when you cloak - it was made to stop people to cloak camp in sites all day long, as the sites didnt despawn. Why not just make the current timer a little longer? Lets say they despawn 15 min after you cloaked, not after 2. So nobody can camp the site or block its despawn, but its possible to cloak your ship from enemies in local for a few minutes. So the site isnt lost every time an enemy shows up (mostly they are just traveling through the system). |

Sipphakta en Gravonere
4S Corporation RAZOR Alliance
147
|
Posted - 2013.06.10 10:53:00 -
[45] - Quote
Martin Gregor wrote:One idea about the despawning sites when you cloak - it was made to stop people to cloak camp in sites all day long, as the sites didnt despawn. Why not just make the current timer a little longer? Lets say they despawn 15 min after you cloaked, not after 2. So nobody can camp the site or block its despawn, but its possible to cloak your ship from enemies in local for a few minutes. So the site isnt lost every time an enemy shows up (mostly they are just traveling through the system).
Why do you want to completely remove the risk from data-/relicsites? I wish I were a cat. That way, I could kill things and people would applaud - instead of screaming out "OH GOD NO, NOT MY DAUGHTER!" |

Paul Uter
School of Applied Knowledge Caldari State
0
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Posted - 2013.06.10 11:08:00 -
[46] - Quote
Sipphakta en Gravonere wrote:
Why do you want to completely remove the risk from data-/relicsites?
You can not remove things that dont exist ...
|

Bedenea Nethan
Imperial Shipment Amarr Empire
0
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Posted - 2013.06.10 11:27:00 -
[47] - Quote
CCP Bayesian wrote:Noriko Mai, hmm, that's very weird then. Thanks for bringing it to our attention! Is the problem intermittent (it comes and goes) or all the time? In one system or all systems? I've had this problem aswell, the ui freezes and when it wakes up again it does multiple clicks. Annoying when you hit a defensive node and you attack it by mistake |
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CCP Bayesian
848

|
Posted - 2013.06.10 11:55:00 -
[48] - Quote
I've checked in a fix for this that should make tomorrows patch. :) EVE Software Engineer Team Prototyping Rocks |
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Remy Duchateau
The Great Harmon Institute Of Technology State Section 9
5
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Posted - 2013.06.10 11:56:00 -
[49] - Quote
Noriko Mai wrote:CCP Bayesian wrote:Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that? No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual. Also thank you for posting on weekend. Better stop and go out, drink a beer.  Have a nice weekend.
Had the same issue. Can be quite annoying sometimes! |

Martin Gregor
DRUCKWELLE Evolution The Initiative.
1
|
Posted - 2013.06.10 12:44:00 -
[50] - Quote
Sipphakta en Gravonere wrote:Martin Gregor wrote:One idea about the despawning sites when you cloak - it was made to stop people to cloak camp in sites all day long, as the sites didnt despawn. Why not just make the current timer a little longer? Lets say they despawn 15 min after you cloaked, not after 2. So nobody can camp the site or block its despawn, but its possible to cloak your ship from enemies in local for a few minutes. So the site isnt lost every time an enemy shows up (mostly they are just traveling through the system). Why do you want to completely remove the risk from data-/relicsites?
I dont want to remove any risk, nor did i mention the data or relic sites. Fact is, there is almost no risk because you can cloak whenever you want - except for combat sites, you have to warp out and cloak or warp back and then cloak. But you cant do it, the site despawns. If you have a non-targeted friend inside who cloaks, the site depawns too. This is very annoying when you kill the rats for 30-40 mins and have to cloak in or just before the final room. You should be able to warp out and direct back without despawning the whole thing in a few seconds |
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Sipphakta en Gravonere
4S Corporation RAZOR Alliance
147
|
Posted - 2013.06.10 13:07:00 -
[51] - Quote
Martin Gregor wrote:I dont want to remove any risk, nor did i mention the data or relic sites. Fact is, there is almost no risk because you can cloak whenever you want - except for combat sites, you have to warp out and cloak or warp back and then cloak. But you cant do it, the site despawns. If you have a non-targeted friend inside who cloaks, the site depawns too. This is very annoying when you kill the rats for 30-40 mins and have to cloak in or just before the final room. You should be able to warp out and direct back without despawning the whole thing in a few seconds
That would take away the risk of being jumped in the site. Currently you have to decide: Risk staying inside, thus getting the reward. Or don't take the risk and warp out, losing out on the reward. Under your plan, you could take no risk and still get the reward. That doesn't fit well in the risk/reward scheme. I wish I were a cat. That way, I could kill things and people would applaud - instead of screaming out "OH GOD NO, NOT MY DAUGHTER!" |

Ember Aizure
Elite Amarr Navy Academy Varangon Tagma
0
|
Posted - 2013.06.17 04:52:00 -
[52] - Quote
Ive had problems trying to turn in a hacking mission. I achieve objectives and hack/loot but the agent still says I need to complete. Is this a known bug? |

dexington
Dexington Corporation
655
|
Posted - 2013.06.17 06:23:00 -
[53] - Quote
Ivana Boom-Boom wrote:2. Sites disappear too fast.
This seems to be a hi/low-sec problem, in null sites don't seem disappear before all cans have been hacked.
The downside to this is that site some site remain active with 1 cans remaining, and you need to go through all the cans to find the one that can still be hacked. I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous. |

Mr. Orange
Band of Freelancers
245
|
Posted - 2013.06.17 06:39:00 -
[54] - Quote
dexington wrote:Ivana Boom-Boom wrote:2. Sites disappear too fast. This seems to be a hi/low-sec problem, in null sites don't seem disappear before all cans have been hacked. The downside to this is that site some site remain active with 1 cans remaining, and you need to go through all the cans to find the one that can still be hacked.
OR, you can fit a cargo scanner to your ship and scan all cans when you warp into a site....
 |

dexington
Dexington Corporation
655
|
Posted - 2013.06.17 06:49:00 -
[55] - Quote
Mr. Orange wrote:dexington wrote:Ivana Boom-Boom wrote:2. Sites disappear too fast. This seems to be a hi/low-sec problem, in null sites don't seem disappear before all cans have been hacked. The downside to this is that site some site remain active with 1 cans remaining, and you need to go through all the cans to find the one that can still be hacked. OR, you can fit a cargo scanner to your ship and scan all cans when you warp into a site....
You sneaky devil!, thanks for the tip :) I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous. |
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