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Thread Statistics | Show CCP posts - 8 post(s) |

Narwz
Zerglingz United
5
|
Posted - 2013.06.11 14:07:00 -
[1] - Quote
Exploration & Hacking
Fixed an issue with relic and data sites appearing empty or despawning prematurely. Site signatures no longer disappear after the sites have been partially completed. Now all cans that contain loot have to be hacked or exploded for the site to despawn.
I'm not even... Best fix CCP, you got to the core of what is the problem here and fixed it in flawless way! |

Joshua Foiritain
Coreli Corporation Ineluctable.
210
|
Posted - 2013.06.11 14:12:00 -
[2] - Quote
Entire regions are going to be littered with unfinished sites nobody wants and no new ones will spawn until someone actually goes and clears out the garbage.
I'm glad i can log on right after DT :)
Coreli Corporation: Small gang PVP & Drug Production, Apply now! |

Diablo Aeglaeca
Diabolos AEGLAECA Dark Empire Alliance
3
|
Posted - 2013.06.11 16:19:00 -
[3] - Quote
Narwz wrote:Exploration & Hacking
Fixed an issue with relic and data sites appearing empty or despawning prematurely. Site signatures no longer disappear after the sites have been partially completed. Now all cans that contain loot have to be hacked or exploded for the site to despawn.
I'm not even... Best fix CCP, you got to the core of what is the problem here and fixed it in flawless way!
yah, good change. I like. But the consequence of said change will create now "cherry pickers" who will cargo scan the sites, cherry pick the best loot and leave the junk behind for the next hopeful sap. Now if they could just remove the cargo scanner ability to cheat the "random" part of the site and we will be just about right lol |

imbaRabbit
Suddenly rabbit
8
|
Posted - 2013.06.11 16:21:00 -
[4] - Quote
It's not even in their interest to leave the cans open. So they'll blow it up. The easiest way to blow them up is: turn on analyzer and close the game. Do that twice in a row and the can is destroyed. |

Zhilia Mann
Tide Way Out Productions
1287
|
Posted - 2013.06.11 16:53:00 -
[5] - Quote
imbaRabbit wrote:It's not even in their interest to leave the cans open. So they'll blow it up. The easiest way to blow them up is: turn on analyzer and close the game. Do that twice in a row and the can is destroyed.
Seriously? That's all it takes?
Awesome. |

imbaRabbit
Suddenly rabbit
8
|
Posted - 2013.06.11 16:56:00 -
[6] - Quote
Yes, that's all what it takes. Tried it and it works.
But I see the next 'nerf': move containers 50 KM from each other in site, so you have to 'waste' time by moving from one to another. I think 50 KM is maybe optimal especially if you place it in a shape of a sphere. It's either burn to the next container or burn outside in the warp range which takes more time :P. |

Elfred Gam'Havoc
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.06.11 17:07:00 -
[7] - Quote
Out in null containers are already spread that far - or farther - around some of the sites.
Yes, cycling the hack 2x will cause the can to blow. |

Ms Valkyrie
State War Academy Caldari State
2
|
Posted - 2013.06.11 17:27:00 -
[8] - Quote
This is not a good change. All it means is that you will be scanning down more useless sigs and then feel obligated to blow up the site. I agree that the despawn timer was pretty short, but I would prefer a longer despawn timer over being forced to despawn the sites myself. |

Fr00b Snap
Sebiestor Tribe Minmatar Republic
3
|
Posted - 2013.06.11 17:35:00 -
[9] - Quote
Best part is that cloaking doesn`t despawn site anymore. |

Paul Uter
School of Applied Knowledge Caldari State
1
|
Posted - 2013.06.11 17:44:00 -
[10] - Quote
Thank gods CCP did not adress the real issue. |
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Nam Dnilb
Universal Frog
27
|
Posted - 2013.06.11 17:56:00 -
[11] - Quote
So, scanning the good cans then blowing them up?
Is this a viable griefing tactic in 0.0? Do 0.0 people care? It seems to go along well with an AFK cloaking character.  |

Sipphakta en Gravonere
4S Corporation RAZOR Alliance
148
|
Posted - 2013.06.11 19:36:00 -
[12] - Quote
I think you are misunderstanding the change. Before today's patch, when you completed one can, the Signature disappeared, i.e. you needed combat probes to find the ship doing the site. They have not changed the Site despawning when at least one can got completed and you warp out and stay off-grid for X minutes. 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!" |

imbaRabbit
Suddenly rabbit
10
|
Posted - 2013.06.11 19:46:00 -
[13] - Quote
Sipphakta en Gravonere wrote:I think you are misunderstanding the change. Before today's patch, when you completed one can, the Signature disappeared, i.e. you needed combat probes to find the ship doing the site. They have not changed the Site despawning when at least one can got completed and you warp out and stay off-grid for X minutes.
You're misunderstanding the change. If you open one can, the site will not de-spawn. All containers have to be opened or destroyed in order for site to de-spawn. |

Narwz
Zerglingz United
5
|
Posted - 2013.06.11 19:50:00 -
[14] - Quote
Sipphakta en Gravonere wrote:I think you are misunderstanding the change. Before today's patch, when you completed one can, the Signature disappeared, i.e. you needed combat probes to find the ship doing the site. They have not changed the Site despawning when at least one can got completed and you warp out and stay off-grid for X minutes.
"Now all cans that contain loot have to be hacked or exploded for the site to despawn." |

Zhilia Mann
Tide Way Out Productions
1287
|
Posted - 2013.06.11 19:57:00 -
[15] - Quote
imbaRabbit wrote:Sipphakta en Gravonere wrote:I think you are misunderstanding the change. Before today's patch, when you completed one can, the Signature disappeared, i.e. you needed combat probes to find the ship doing the site. They have not changed the Site despawning when at least one can got completed and you warp out and stay off-grid for X minutes. You're misunderstanding the change. If you open one can, the site will not de-spawn. All containers have to be opened or destroyed in order for site to de-spawn.
Rabbit has it right. They don't go away. You could, if you wanted to troll everyone, hack all but one can and the site would persist until someone bothered with that last one. Even if the site has no one in it. |

Robert Caldera
Caldera Trading and Investment
578
|
Posted - 2013.06.11 20:07:00 -
[16] - Quote
very very sad change.
|

Cypher Decypher
Caldari Deep Space Ventures Tribal Band
17
|
Posted - 2013.06.12 00:05:00 -
[17] - Quote
Silly change. Not thought out properly.
Explorers especially in highsec will now be leaving low-value/empty cans. They won't explode them. Why should they? There's a lot of competition in eg. Metropolis. The more crud you leave trailing behind you, the more they'll be delayed scanning it down.. |

Hrian d'Chick
Hrian Trading
0
|
Posted - 2013.06.12 00:28:00 -
[18] - Quote
After doing some scanning tonight, here is what I noticed.. the number of sites I find dropped drastically, probably due to sites not respawning properly.
Where I found 20 sites before DT, I found like 5 afterwards, 2 of which were already half cleared, with all but one can hacked.
While the sig vanishing might have been a problem, changing the respawn mechanics pretty much killed exploration for now. At least until people catch up and start clearing sites properly, but that still means no exploration for the next few days, unless you can do it right after DT, which is just BS.
Removing the ability to scan cans would not really solve the issue of cherry picking, as after a number of sites you can pretty much tell that some cans are simply worthless.. 9 out of 10 times, and its not worth opening them 9 times just to get that little value out of them for the 10th.
So just going by the type of the can to be hacked, one can pretty much tell what difficulty and loot quality he can expect.
In my opinion, sites should still despawn after like an hour or two if they have been started (at least one can hacked or hack attempted on them).
Also, drone region sites you cannot clear by just blowing up the cans, as if you fail there, you get npcs spawned on you. So you have to hack the cans to actually complete the sites. Not to mention how horribly bugged the loot can drops are in those sites. They spawn all over the place, sometimes 5-6km away from you.
I can only hope CCP realizes this and fixes it sooner rather than later. |

Ciriaco Waldvogel
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.06.12 00:30:00 -
[19] - Quote
What a bad solution to the cherry picking problem. Just blocking scanning of the cargo and it goes back to random, the way it should be. |

Johan Toralen
Clockwork X3
97
|
Posted - 2013.06.12 01:55:00 -
[20] - Quote
I hope this is not so that sites get cleaned up and fresh sites spawn after downtime. That would be a massive advantage for some players, disadvantage to the rest. Wasn't it like that in the past and it sucked? I'm not against the change per se. Unfinished sites will help ease the market situation a bit. Smart explorers who know where to look will still find fresh sites. But the eventual despawn has to be consistent with when the first container was hacked. Perhaps after 4, 6, 12 hours or whatever would be adequate.
Ciriaco Waldvogel wrote:What a bad solution to the cherry picking problem. Just blocking scanning of the cargo and it goes back to random, the way it should be.
I've seen a couple voices against the cargo scan. But tell me how a solo explorer would ever get a bpc from a relic site with no cargo scanner? Who would collect data cans and miss out on the t2 loot for this slim chance? Cargo scan isn't the issue. The issue is a spew mechanic designed for group activity that is impossible to balance for serving its purpose while not being unfair to solo explorers. The cherry picking wasn't an issue with the old system.
I also find the cargo scan gives at least a bit of depth to running the sites. Otherwise the loot spew would be completely dull. I get excited when i see i valuable bpc on the scan and then pray that nobody disturbs me and the minigame fairy is good to me.
|
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Ms Valkyrie
State War Academy Caldari State
2
|
Posted - 2013.06.12 03:07:00 -
[21] - Quote
I am confused on the comments regarding downtime. Downtime really doesn't effect anything most of the time. The unfinished sites are still going to presist through downtime and since sites are no longer gaurnteed to be generated after downtime that begs the question as to how does downtime matter at all? The only time downtime is going to come into play is when a site is going to despawn naturually due to age.
Really hope the despawn mechanic gets changed rather quickly, as it stands now exploration is pretty much dead for me. Of the sites I found today there were only a few fresh ones.
Realistaclly when people realize that they should be finishing the sites, are they really going to do it? I sure ain't. Why would I despawn a site that potentially doesn't even benefit me? It is just a waste of time and ill leave a dead site for someone else to get fruhstrated with. |

Maddan69
Sickology
15
|
Posted - 2013.06.12 03:19:00 -
[22] - Quote
Cargo scanning of the hackable cans needs to go. I haven't used a cargo scanner to run data/relic sites and I can pull in good isk just by making a snap choice for going with certain cans or not. This is how it should be... not scan the can then instantly know what type to go for when the loot explosion happens. Out of 5 sites I ran today 3 were cherry picked. This change is just making things worse not better. |

Robert Caldera
Caldera Trading and Investment
578
|
Posted - 2013.06.12 08:01:00 -
[23] - Quote
without cargo scanning you could completely remove data sites, because 98% of all cans in find in those sites dont contain anything but worthless stuff. From 10 data sites I cargo scan, there are maybe 1-2 cans worth hacking at all - if I couldnt cargo scan I wouldnt even bother showing up there at all. |

Ikonia
Royal Amarr Expeditions
65
|
Posted - 2013.06.12 12:16:00 -
[24] - Quote
From my experience the sites do despawn, at least in null sec. When u just drifting around for like 10 minutes, everything just explodes. And no matter if you are cloaked or not, if the containers are hacked, scanned or just left as they are. I was drifting ine one when my phone rang, so i had to afk. After bout 10 minutes all containers exploded.
So, NO cloaked waiting inside a data or relic site as a pirate. Love that :) Nobody needs them anyway, hehehe. |

imbaRabbit
Suddenly rabbit
21
|
Posted - 2013.06.12 12:26:00 -
[25] - Quote
Well, I've hacked a site. I got all containers which I wanted, and then I've went away in hope that it'll de-spawn. It did not, even after an hour when I was coming back down the pipe. I've found the same signals (I'm writing signals down, so I don't need to re-scan same signals). When I came in system, I've seen the same signal name which was odd to me. Luckily for me, I've saved few of those locations and guess what: they sites did not de-spawn, and it was totally same site. Well, then I've read the patch notes and have proceed to cause a de-spawn by destroying all the cans which I've left before.
I have no clue how did that happen or not, and I'm not sure when did you test it out. But after yesterdays patch, the sites don't de-spawn if you don't access\destroy all the cans. |

Ylariana
School of Applied Knowledge Caldari State
35
|
Posted - 2013.06.12 13:14:00 -
[26] - Quote
Robert Caldera wrote:without cargo scanning you could completely remove data sites, because 98% of all cans in find in those sites dont contain anything but worthless stuff. From 10 data sites I cargo scan, there are maybe 1-2 cans worth hacking at all - if I couldnt cargo scan I wouldnt even bother showing up there at all.
Which is how it should be.
Fix 1: Remove Cargo Scanning of data relic sites Fix 2: Remove Spew Can mechanic and go back to the old looting system.
You still get the "work for your bacon" that CCP seems so bloody keen on, while not being able to cherry pick and also preventing Data/Relic sites deliberately being left with bugger all in them to slow down your competition.
Exploration, by definition is a Lone Ranger type activity, since 2 people cover more ground and find more stuff when they AREN'T together........ which is, in every world but EVE the actual bloody point of exploring...... to find stuff .....
Whatever idiot OK'd this new system needs a slap in the dish. Its got more holes in it than Rab C Nesbitts string vest !
*look him up if youve never heard of him* |

Mnemosyne Gloob
Acerbus Vindictum Stealth Wear Inc.
105
|
Posted - 2013.06.12 15:41:00 -
[27] - Quote
Johan Toralen wrote:But tell me how a solo explorer would ever get a bpc from a relic site with no cargo scanner? Who would collect data cans and miss out on the t2 loot for this slim chance?
Yes well maybe you just have to miss out on it then. I mean if CCP hadn't made this strange system with the different containers the way they have (who picks up scrap cans anyway), we wouldn't have this 'problem'.
I am pretty sure CCP can make it so that the sig doesn't disappear when you open a can, but that the despawn timer is triggered - as it used to be - i haven't checked, but maybe it is like that now. The problem (i guess not for the bears) was that the sig would vanish, even if the site was still there.
Now if the site stays after the 'valuable' cans are hacked, i guess that should be investigated. Some of course will like it as a way of trolling, some hate it because sites clutter up their area, and the majority will be ignorant of it. [If anyone has explored angel lowsec some 2 years ago or so - idk if it's fixed - you should have come across a similar situation with the ded 5/10s there]
But yeah idk. Either we need to wait a bit until things even out again, or the prof sites should be looked at again. IMO theres something not right when tiny little frigs can farm sites in nullsec - or this is intended and the market will force a new equilibrium. |

Johan Toralen
Clockwork X3
99
|
Posted - 2013.06.12 16:40:00 -
[28] - Quote
Mnemosyne Gloob wrote:Yes well maybe you just have to miss out on it then.
That doesn't compute with CCP's promise that the spew would be fair to solo explorers. Also it would lower the demand for the already oversupplied t2 loot. CCP thought the cap rig bpc's would set that problem off. How's that supposed to work when only a tiny fraction of the spawned ones will be found by accident? Anyone really believe that exploration will take off as a widespread group activity? I most certainly don't. |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
0
|
Posted - 2013.06.12 19:10:00 -
[29] - Quote
Full of half-empy sites now... Takes so much of the excitement away.
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Moth Eisig
The Trident Brotherhood
10
|
Posted - 2013.06.12 20:01:00 -
[30] - Quote
Maybe this is the solution for the low skill point entry levels. Now the main entry barrier will be the player's capacity for tediously sifting through worthless sites instead of the character's skill investment. But if we're using tedium as the solution, aren't we right back to where exploration was pre-Odyssey? |
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Ms Valkyrie
State War Academy Caldari State
2
|
Posted - 2013.06.12 20:53:00 -
[31] - Quote
Moth Eisig wrote:Maybe this is the solution for the low skill point entry levels. Now the main entry barrier will be the player's capacity for tediously sifting through worthless sites instead of the character's skill investment. But if we're using tedium as the solution, aren't we right back to where exploration was pre-Odyssey?
I am having similar thoughts. I think I will just go back to what I was doing pre odyssey with these changes in place. Guess it is best just to go back to farming DEDs and just ignore the data and relic sites once again. |

Kandrew Dorak
The Graduates RAZOR Alliance
3
|
Posted - 2013.06.12 23:40:00 -
[32] - Quote
This is especially annoying for the combat ladar sites. In the H-PA sites there are only three cans that have a chance to drop anything good. Even before cargo scanning I'd avoid the other ones. Now all of them need to be hacked. On top of that in these sites the cans don't blow up after failing twice. The site will stay there until someone puts in the effort to clear every single can or the site expires. I don't really mind the change for the other sites but it's a bad combination here. |

Tauranon
Weeesearch
177
|
Posted - 2013.06.12 23:58:00 -
[33] - Quote
Ms Valkyrie wrote:I am confused on the comments regarding downtime. Downtime really doesn't effect anything most of the time. The unfinished sites are still going to presist through downtime and since sites are no longer gaurnteed to be generated after downtime that begs the question as to how does downtime matter at all? The only time downtime is going to come into play is when a site is going to despawn naturually due to age.
It changes the nameplates to a series so you can estimate a probability that sites have been cherry picked, "some of the time". Similar strategy was helpful for finding ded3s with DSPs (no longer relevant), due to all the k162s on the same band.
|

Ada Quist
EVIL ONES
0
|
Posted - 2013.06.13 00:17:00 -
[34] - Quote
I've got some other issue here. To the point - when I want to reload the list of cosmic anomalies, game simply states that "communication to probe(s) failed". Seems legit if we'd speak about cosmic signatures and not anomalies. Does the on-board scanner still provide the possibility of scanning anomalies whenever player wants (simple "analyze") and that's just another bug or the first scan whilst entering the system should be treated as a bonus, not a still going possibility? Yes, the second solution's logic is pretty crappy... |

MiVa Hentunen
Bohemian Veterans Nulli Secunda
0
|
Posted - 2013.06.13 07:46:00 -
[35] - Quote
today scaned over 20 data and relic sites, and all unfinished, this is end of exploration That killed the whole point odyssey patch, thanks ccp. It is time to look for another fun |

Robert Caldera
Caldera Trading and Investment
582
|
Posted - 2013.06.13 10:56:00 -
[36] - Quote
yes this should be fixed if people are supposed to play at hacking sites. |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.13 11:18:00 -
[37] - Quote
Can we please get an official response on this? It's bad enough with prices crashing (as expected)... but every damn site I find is unfinished.
Oddysey expansion: Better go back to grinding lvl4s.
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CCP RedDawn
C C P C C P Alliance
341

|
Posted - 2013.06.13 12:53:00 -
[38] - Quote
Hi all,
We are looking into this issue where players are encountering half finished/cherry picked sites.
This has occurred due to the original despawning mechanics of the sites pre-Odyssey and the vast increase in general exploration, so we have made a temporary fix to this which results in the sites remaining until all containers are opened or destroyed.
Obviously we feel that this is detrimental to the overall Exploration feature and are currently in talks about how to best alleviate this issue.
But for now, rest assured that we will be looking into resolving this to give you the best exploration experience we can before larger iterations occur further down the line.
CCP RedDawn Team Prototyping Rocks |
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imbaRabbit
Suddenly rabbit
25
|
Posted - 2013.06.13 13:00:00 -
[39] - Quote
I find the lack of solutions disturbing. No clue how was the system created, but since you had "timed demolition" (as soon as someone has opened the first container) before and now have "controlled demolition" (all containers have to be exploded or accessed), what is the problem to combine both in one?
I think that you should create a timer (de-spawn rate) as soon as first container is opened (e.g. 20 minutes). In that time interval the explorer has to solve the puzzles (or hack containers). If he does not, well *BOOM*. I can see how someone will whine about the solution since they usually cloak-up while someone comes in a system, but hey ... I think it does have some logic to it. Some kind of protocol which sends all other containers about some kind of unauthorized access, hence starting the self-destruct protocol.
In case he clears the containers (hacks or destroys them) then proceed with deleting the timer which was started as soon as he has opened the first container. Remove site from the system. Destroy containers. |

Nicen Jehr
Brave Newbies Inc. Brave Collective
200
|
Posted - 2013.06.13 14:06:00 -
[40] - Quote
I would suggest: Despawn the site after every can has been hacked at least once (whether it was successful or not) or destroyed.
It could be interesting to prevent the site from despawning until all ships have warped out of the signature.
This would allow someone to complete a site and sit in it cloaked until some hapless newbie comes by to run it and then, Interaction In SpaceGäó
PS the visual hint on data cans (spinning rings) is very useful, what is the corresponding hint on relic cans? Little Things to improve GëíGïüGëí-á| My Little Things posts |
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Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.13 14:12:00 -
[41] - Quote
Anyone leaving sites half-finished is just being rude and slightly dumb.
At least destroy the ****** can(s) by hacking and then closing the hacking interface twice before you leave. That way no one runs into a mostly empty site and a new one will spawn somewhere. |

Paul Uter
School of Applied Knowledge Caldari State
3
|
Posted - 2013.06.13 14:32:00 -
[42] - Quote
Hacking and relic sites now despawn properly and lag noticed by a couple of users when a hacking game ended should no longer be felt
Does that mean they despawn now again ? |

Chi'Nane T'Kal
Interminatus Aeterna Anima
92
|
Posted - 2013.06.13 15:28:00 -
[43] - Quote
Raven Solaris wrote:Anyone leaving sites half-finished is just being rude and slightly dumb.
Rude yes.
Dumb ? Not so much. They are wasting their competitors' time, which should decrease competition for them. Also everyone who's giving up exploration because he has been running into cherrypicked sites a few times in a row is a profit for the cherrypickers. |

Robert Caldera
Caldera Trading and Investment
583
|
Posted - 2013.06.13 15:30:00 -
[44] - Quote
Raven Solaris wrote:Anyone leaving sites half-finished is just being rude and slightly dumb.
At least destroy the ****** can(s) by hacking and then closing the hacking interface twice before you leave. That way no one runs into a mostly empty site and a new one will spawn somewhere.
why would you do this? You want getting rid of competition, not make it easier for them?? So you leave looted sites for them to find and move on frustrated to the next site you stripped of loot, so they give up at some point. |
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CCP RedDawn
C C P C C P Alliance
343

|
Posted - 2013.06.13 15:47:00 -
[45] - Quote
Nicen Jehr wrote:I would suggest: Despawn the site after every can has been hacked at least once (whether it was successful or not) or destroyed.
It could be interesting to prevent the site from despawning until all ships have warped out of the signature.
This would allow someone to complete a site and sit in it cloaked until some hapless newbie comes by to run it and then, Interaction In SpaceGäó
PS the visual hint on data cans (spinning rings) is very useful, what is the corresponding hint on relic cans?
Yup, there are plenty of ways to fix this issue and talks are on-going. If any site despawns when you are in it is very immersion breaking so we wouldn't want to do that.
I believe that the visual hint on the Archaeology containers is a glow of some sorts, but it's obviously not that noticeable. I'll chase this up with the Art department to see if we can improve that.
(Whilst not increasing any FPS of course!) Team Prototyping Rocks |
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Kor'el Izia
67
|
Posted - 2013.06.13 16:00:00 -
[46] - Quote
Despawn site if atleast 1 can of the cans that contain loot has been hacked and noone is on grid(has warped off) |

Cyber Baron
Penguins of Destiny
0
|
Posted - 2013.06.13 16:41:00 -
[47] - Quote
I ran yesterday a MAG site (sorry Relics) in the C3 I leave in, looted ALL containers which btw gave awfully poor loots. Today, the same site is still there, with all cans ready to be hacked and deliver stuff again (btw same crap) Maybe I have here an eternal site with eternal poor loots...
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Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.13 16:46:00 -
[48] - Quote
Chi'Nane T'Kal wrote:Raven Solaris wrote:Anyone leaving sites half-finished is just being rude and slightly dumb.
Rude yes. Dumb ? Not so much. They are wasting their competitors' time, which should decrease competition for them. Also everyone who's giving up exploration because he has been running into cherrypicked sites a few times in a row is a profit for the cherrypickers.
I've made more money because of the "competition" going up personally. Sites are far easier to find because of it. |

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.13 17:07:00 -
[49] - Quote
Raven Solaris wrote: I've made more money because of the "competition" going up personally. Sites are far easier to find because of it.
how is that? |

Hrian d'Chick
Hrian Trading
0
|
Posted - 2013.06.13 17:49:00 -
[50] - Quote
Robert Caldera wrote:Raven Solaris wrote: I've made more money because of the "competition" going up personally. Sites are far easier to find because of it.
how is that?
Its quite easy really, more sittes getting popped, more sites spawning. Higher chance of a respawn if you are doing things in a limited area. It also increases your chances of finding new sites if you are roaming.. if you are really lucky, they might even pop up in the system while you are scanning for them.
Found a system once with two relic sites, by the time I finished them, a data site has also appeared. :)
Bottomline: clearing out sites benefits everone (including you).. cherry picking and advocating cherry picking reduces your own chances of finding new sites just as much as it does for your competition.
BTW: Recent patch seems to have helped the problems to an extent, or its just me being luckier, but I've found a decent amount of sites today.. the same cannot be said about yesterday. |
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Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.13 20:12:00 -
[51] - Quote
Hrian d'Chick wrote:Robert Caldera wrote:Raven Solaris wrote: I've made more money because of the "competition" going up personally. Sites are far easier to find because of it.
how is that? Its quite easy really, more sittes getting popped, more sites spawning. Higher chance of a respawn if you are doing things in a limited area. It also increases your chances of finding new sites if you are roaming.. if you are really lucky, they might even pop up in the system while you are scanning for them. Found a system once with two relic sites, by the time I finished them, a data site has also appeared. :) Bottomline: clearing out sites benefits everone (including you).. cherry picking and advocating cherry picking reduces your own chances of finding new sites just as much as it does for your competition. BTW: Recent patch seems to have helped the problems to an extent, or its just me being luckier, but I've found a decent amount of sites today.. the same cannot be said about yesterday.
Thank you. |

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.13 21:10:00 -
[52] - Quote
but if one site is done, another one spawns. this doesnt increase the overall number of sites, they just move from one system to a different one, right? IF people properly finish them at all, most probably just cherrypick. Dont think your theory works. |

Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.13 21:34:00 -
[53] - Quote
Robert Caldera wrote:but if one site is done, another one spawns. this doesnt increase the overall number of sites, they just move from one system to a different one, right? IF people properly finish them at all, most probably just cherrypick. Dont think your theory works.
Let's say I'm running sites around Harbleblarg and someone else is running sites near Hurfledurf. If we both just cherry pick, both of us only end up with cherry picked sites. If we both finish our sites, new sites will be spawning for both of us, thus increasing our income.
It works just fine. |

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.13 22:09:00 -
[54] - Quote
but people dont finish them, they cherrypick. if you finish you allow competition in your area farm "your" sites. your theory is still flawed IMO. |

Narwz
Zerglingz United
5
|
Posted - 2013.06.13 23:55:00 -
[55] - Quote
I hope you will come with solution soon, couse for some reason Null sec exploration now feel like garbage cleaning after other players. And it's somewhat funny couse it was so obvious that this would happen after just reading those patch notes, i mean, even first poster here predicted that would happen so easily. I understand you wanted to implement some bandaid fix, but this fix is just totally immersion breaking and annoying. Exploration in EvE is my form of making isk more or less from 3 years, and its actually first time im genuinly disgusted by some mechanic.
Quote:If any site despawns when you are in it is very immersion breaking so we wouldn't want to do that.
But for some reason you guys had no problems with making explorers collect garbage cans other players didnt wanted?
And forgive me that i do sound bitter, but after 5th relic site in row that had one node left after previous visitors i'm somewhat not happy with current mechanic. |

Tauranon
Weeesearch
177
|
Posted - 2013.06.14 00:34:00 -
[56] - Quote
Robert Caldera wrote:but people dont finish them, they cherrypick. if you finish you allow competition in your area farm "your" sites. theory is still flawed IMO.
If you have an area you work that is 6 systems, and there are 80 systems total that the sigs you are working apply to, then there is a 6/80 chance that any sig you cherry picked would have immediately respawned in your reach. Obviously if you just lap your area once, then later in your sweep the odds of you seeing the respawn reduce.
|

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.14 09:06:00 -
[57] - Quote
Tauranon wrote: If you have an area you work that is 6 systems, and there are 80 systems total that the sigs you are working apply to, then there is a 6/80 chance that any sig you cherry picked would have immediately respawned in your reach. Obviously if you just lap your area once, then later in your sweep the odds of you seeing the respawn reduce.
sigs dont respawn when cherrypicked, they stay there undone until miracle happens or some dumbass cleans them out. This is why I dont understand how more cherrypickers (its what most explorers do) help you finding more sites, what was the original statement which is wrong IMO. |

Paul Uter
School of Applied Knowledge Caldari State
3
|
Posted - 2013.06.14 09:41:00 -
[58] - Quote
Robert Caldera wrote:Tauranon wrote: If you have an area you work that is 6 systems, and there are 80 systems total that the sigs you are working apply to, then there is a 6/80 chance that any sig you cherry picked would have immediately respawned in your reach. Obviously if you just lap your area once, then later in your sweep the odds of you seeing the respawn reduce.
sigs dont respawn when cherrypicked, they stay there undone until miracle happens or some dumbass cleans them out. This is why I dont understand how more cherrypickers (its what most explorers do) help you finding more sites, what was the original statement which is wrong IMO.
It was until CCP change mechanic.
They respawned after only hacking one can before , now they don't.
Cherrypiucking actually slows down respawing now ( which has its advantages and disadvantages )
|

Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.14 10:49:00 -
[59] - Quote
Robert Caldera wrote:Tauranon wrote: If you have an area you work that is 6 systems, and there are 80 systems total that the sigs you are working apply to, then there is a 6/80 chance that any sig you cherry picked would have immediately respawned in your reach. Obviously if you just lap your area once, then later in your sweep the odds of you seeing the respawn reduce.
sigs dont respawn when cherrypicked, they stay there undone until miracle happens or some dumbass cleans them out. This is why I dont understand how more cherrypickers (its what most explorers do) help you finding more sites, what was the original statement which is wrong IMO.
I didn't say more cherrypickers, I said more competition, ie. more explorers. Particularly ones that aren't idiots and leave sites that have been run still there. |

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.14 12:34:00 -
[60] - Quote
Raven Solaris wrote: I didn't say more cherrypickers, I said more competition, ie. more explorers. Particularly ones that aren't idiots and leave sites that have been run still there.
you didnt say but you implied by referring to "more explorers" because cherrypicking is what explorers actually do, everything else is waste of time and supporting local competition. |
|

Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
241
|
Posted - 2013.06.14 13:33:00 -
[61] - Quote
Robert Caldera wrote:Raven Solaris wrote: I didn't say more cherrypickers, I said more competition, ie. more explorers. Particularly ones that aren't idiots and leave sites that have been run still there.
you didnt say but you implied by referring to "more explorers" because cherrypicking is what explorers actually do, everything else is waste of time and supporting local competition.
On the contrary, the post I was responding to implied that cherry picking is a good idea because it drives away local competition.
I'm saying it's a bad idea because local competition is actually good for your wallet provided everyone (or most) finish the sites.
Which it is, my wallet and the massive increase in profession sites to run since Odyssey hit and more people started running them can attest to that.
Edit - As for cherry picking being "what explorers do", anyone who gets caught doing that around Provi gets slapped around the back of the head by everyone else. |

Robert Caldera
Caldera Trading and Investment
584
|
Posted - 2013.06.14 14:00:00 -
[62] - Quote
Raven Solaris wrote: I'm saying it's a bad idea because local competition is actually good for your wallet provided everyone (or most) finish the sites.
so what you're basically saying is that cherrypicking is a bad idea because otherwise is better for your wallet. Doesnt actually answer the why. Whats good about other dudes zipping around and stealing "your" loot? Spawning more sites means higher loot supply on market which in turns means proportional inflation of loot prices, which in turn boils down to same profits in the end but costs you more time and effort finishing sites than just looking for new ones. |

Moth Eisig
The Trident Brotherhood
11
|
Posted - 2013.06.14 15:06:00 -
[63] - Quote
The problem is that someone who cherry picks will benefit even more from being in an area with local competition that finishes all sites than the people who completely finish the sites will since the cherry picker will get all the good stuff and then the other explorers will respawn the sites for him/her.
On a larger scale, too many people are exploring in general which has caused the markets to crash. Cherry picking and leaving half run sites for everyone to sift through will get less dedicated explorers to go back to doing something else, hopefully bringing the markets back up. Sure, you can do 10 sites now in the time it took you to do 7 before, but the items are worth 1/3 - 1/2 of their previous prices.
So the only situation I really see not cherry picking as a good idea is when there's a concerted effort by a corp to cover an area and keep other explorers out. Otherwise, you're just respawning sites for the people who do cherry pick and will make much better isk/hour than you because this is Eve and greed is king.
edit: I think this is a great example of the Prisoner's Dilemma playing out in a game. |

Robert Caldera
Caldera Trading and Investment
587
|
Posted - 2013.06.14 15:23:00 -
[64] - Quote
nice find about the Prisoner's dilemma :) |

Lucas Irvam
Imperial Academy Amarr Empire
25
|
Posted - 2013.06.14 16:26:00 -
[65] - Quote
Raven Solaris wrote:Robert Caldera wrote:but if one site is done, another one spawns. this doesnt increase the overall number of sites, they just move from one system to a different one, right? IF people properly finish them at all, most probably just cherrypick. Dont think your theory works. Let's say I'm running sites around Harbleblarg and someone else is running sites near Hurfledurf. If we both just cherry pick, both of us only end up with cherry picked sites. If we both finish our sites, new sites will be spawning for both of us, thus increasing our income. It works just fine.
And if you're one of 10 people exploring in Harbleblarg and no one is running sites in Hurfledurf, it could be to your benefit to cherrypick the sites so that 1) you waste the time of the other 9 explorers in your area and 2) possibly frustrate them to the point of ragequitting exploration entirely, reducing your competition and making your loot more valuable. There's a chance any fully completed sites would respawn in Harbleblarg, but you could also possibly count on one or two of the other 9 to be clearing the stripped sites you left behind anyway.
Moth Eisig wrote:edit: I think this is a great example of the Prisoner's Dilemma playing out in a game. Everyone finishing all the sites and making sure they respawn is like the prisoners refusing to testifiy. You give up on the best result for yourself (cherry picking/testifying and going free) for a fairly acceptable result for everyone. But you can't trust the other people to not be greedy so you decide to beat them to it instead of being the sacrificial lamb, but then everyone ends up in a bad spot (worthless sites littering space/both prisoners in jail for the longer sentence term). But in EVE it's a decision that is made with every site you run, so most people probably try to average out their decisions depending on what's in the site and how many fresh sites they've been finding.
Exactly this. Now combine the Prisoner's Dilemma with the notion of Eve players being ruthless, cut-throat efficiency machines, and you get to where we're at now. The fact that this change was made without removing the ability to scan the containers shows a remarkable lack of foresight, given how much cargo scanners have been talked about w/r/t exploration since the patch.
|
|

CCP Bayesian
879

|
Posted - 2013.06.14 18:31:00 -
[66] - Quote
CCP Prime just submitted a fix for this problem. Sites will despawn a reasonable amount of time after the first can is hacked.
The unintentional "prisoners dilemma" in this case is interesting but the despawning mechanic is not easy to understand from within the game so it doesn't really work. EVE Software Engineer Team Prototyping Rocks |
|

Moth Eisig
The Trident Brotherhood
13
|
Posted - 2013.06.14 19:19:00 -
[67] - Quote
And there was much rejoicing. :)
Now if only we could get the data/relic site saturation in npc nullsec higher than 1 every 30 systems or so.  |

Ms Valkyrie
State War Academy Caldari State
3
|
Posted - 2013.06.14 22:32:00 -
[68] - Quote
CCP Bayesian wrote:CCP Prime just submitted a fix for this problem. Sites will despawn a reasonable amount of time after the first can is hacked.
The unintentional "prisoners dilemma" in this case is interesting but the despawning mechanic is not easy to understand from within the game so it doesn't really work.
Could we please get a clarification for how long a resonable amount of time is in this case? I don't mind stop watching it after the fix is pushed but I would prefer not =)
Thanks |

Ciriaco Waldvogel
Federal Navy Academy Gallente Federation
2
|
Posted - 2013.06.15 00:13:00 -
[69] - Quote
CCP Bayesian wrote:CCP Prime just submitted a fix for this problem. Sites will despawn a reasonable amount of time after the first can is hacked.
The unintentional "prisoners dilemma" in this case is interesting but the despawning mechanic is not easy to understand from within the game so it doesn't really work.
Well, that fixes the cherry picking problem at one level. Expect "high" end drops to reach an equilibrium with "low" end drops, further depressing the value of exploration. I guess it is a self-regulating market. |

Vile Belief
Transshipment
0
|
Posted - 2013.06.15 03:53:00 -
[70] - Quote
CCP RedDawn wrote:Hi all,
We are looking into this issue where players are encountering half finished/cherry picked sites.
This has occurred due to the original despawning mechanics of the sites pre-Odyssey and the vast increase in general exploration, so we have made a temporary fix to this which results in the sites remaining until all containers are opened or destroyed.
Obviously we feel that this is detrimental to the overall Exploration feature and are currently in talks about how to best alleviate this issue.
But for now, rest assured that we will be looking into resolving this to give you the best exploration experience we can before larger iterations occur further down the line.
CCP RedDawn
I got to say, spending hours finding a site and then realizing it's mostly empty is very disheartening. I'm not asking for rewards to be handed to me for free or with little effort, but traveling system-to-system with zero results to only be teased with a half-empty site is pretty bad. I know that's not your intention as the developer, but I just wanted to express my feelings on the whole ordeal.
What really kicked me off the other day was not the empty sites per se, but the fact a corp mate of mine landed a load of faction tower BPC's in high security while I was shooting blanks in the most dangerous space. According to your marketing team and your trailers, we are supposed to be discovering the deep treasures of the darkest and secluded spots in the EVE Galaxy. Yet, it seems at least from a reward standpoint, my corp mate was AFK hacking while I was sweating bullets and dodging Goonswarm gate camps.
Reference --> TwitchTv.com/TehFamine
P.S
Thanks for the fix to kill sites after first can has been hacked. |
|

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.16 16:47:00 -
[71] - Quote
CCP Bayesian wrote:CCP Prime just submitted a fix for this problem. Sites will despawn a reasonable amount of time after the first can is hacked.
The unintentional "prisoners dilemma" in this case is interesting but the despawning mechanic is not easy to understand from within the game so it doesn't really work.
Any update on when we can expect the fix? The whole experience is utterly broken as it is now. |

Vile Belief
Transshipment
0
|
Posted - 2013.06.17 14:45:00 -
[72] - Quote
Cthulhu Fthagn wrote:CCP Bayesian wrote:CCP Prime just submitted a fix for this problem. Sites will despawn a reasonable amount of time after the first can is hacked.
The unintentional "prisoners dilemma" in this case is interesting but the despawning mechanic is not easy to understand from within the game so it doesn't really work. Any update on when we can expect the fix? The whole experience is utterly broken as it is now.
Updates would be great. I currently run a hacking corp who would love more info on this change. It's becoming a pain finding a lot of empty sites after so much work involved in finding them as the competition is high atm. |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.18 11:21:00 -
[73] - Quote
Still no fix even after today's patch. I don't understand you CCP.
Unless you're trying to deter people from exploring.... |

Ms Valkyrie
State War Academy Caldari State
3
|
Posted - 2013.06.18 17:05:00 -
[74] - Quote
Cthulhu Fthagn wrote:Still no fix even after today's patch. I don't understand you CCP.
Unless you're trying to deter people from exploring....
Yes I do find it odd as well that it has taken more than 4 days for the fix to be implemented. However, I can say I am enjoying my break away from expo. |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.19 11:09:00 -
[75] - Quote
Ms Valkyrie wrote: Yes I do find it odd as well that it has taken more than 4 days for the fix to be implemented. However, I can say I am enjoying my break away from expo.
I think that has to be their intention.. to force players away from exploration. Can't explain another reason for a fast response to breaking the respawn of sites.. but a slooooooow response to fixing them. Another patch, still no fix today :)
-1 explorer. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
853
|
Posted - 2013.06.19 11:35:00 -
[76] - Quote
Johan Toralen wrote:I hope this is not so that sites get cleaned up and fresh sites spawn after downtime. That would be a massive advantage for some players, disadvantage to the rest. Wasn't it like that in the past and it sucked? I'm not against the change per se. Unfinished sites will help ease the market situation a bit. Smart explorers who know where to look will still find fresh sites. But the eventual despawn has to be consistent with when the first container was hacked. Perhaps after 4, 6, 12 hours or whatever would be adequate. Ciriaco Waldvogel wrote:What a bad solution to the cherry picking problem. Just blocking scanning of the cargo and it goes back to random, the way it should be. I've seen a couple voices against the cargo scan. But tell me how a solo explorer would ever get a bpc from a relic site with no cargo scanner? Who would collect data cans and miss out on the t2 loot for this slim chance? Cargo scan isn't the issue. The issue is a spew mechanic designed for group activity that is impossible to balance for serving its purpose while not being unfair to solo explorers. The cherry picking wasn't an issue with the old system. I also find the cargo scan gives at least a bit of depth to running the sites. Otherwise the loot spew would be completely dull. I get excited when i see i valuable bpc on the scan and then pray that nobody disturbs me and the minigame fairy is good to me. Another thing during Sisi test the cans were completely random and as a result the loot was abysmal for solo, whereas a group would always get all the goodies. Not fair, not balanced. I stay by my opinion that the main issue with the new sites is the low entry barrier.
Yep cargo spewing is plain crap. The initial idea of the minigame is good then turns out to be another click fest, definitively CCP devs love click fests, however instead of cans spew why not just make it opening the site can instead? Wouldn't change much about the fact people will continue to do it solo so the intended purpose of making it's a team job is completely nullified anyway.
Edit: by forcing people to click fest and not fixing or changing some of the mechanics CCP is only promoting cherry picking gameplay and this will end with another crap ton of fake fixes that will not fix the bad implementation of can spewing and gambling hack game that shouldn't be ones in the first place.
Why would you spend time hacking cans with stupid loot? -just pick the ones that have interesting stuff, hack, success? move to another site and if no success it's also that good, just move to the next site and don't waste time with gambling crap game and can spewing for 200isk carbon metal scraps and batteries. None of the current fixes solved the initial problems and the next ones will not do it neither. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
853
|
Posted - 2013.06.19 11:50:00 -
[77] - Quote
Vile Belief wrote:CCP RedDawn wrote:Hi all,
We are looking into this issue where players are encountering half finished/cherry picked sites.
This has occurred due to the original despawning mechanics of the sites pre-Odyssey and the vast increase in general exploration, so we have made a temporary fix to this which results in the sites remaining until all containers are opened or destroyed.
Obviously we feel that this is detrimental to the overall Exploration feature and are currently in talks about how to best alleviate this issue.
But for now, rest assured that we will be looking into resolving this to give you the best exploration experience we can before larger iterations occur further down the line.
CCP RedDawn I got to say, spending hours finding a site and then realizing it's mostly empty is very disheartening. I'm not asking for rewards to be handed to me for free or with little effort, but traveling system-to-system with zero results to only be teased with a half-empty site is pretty bad. I know that's not your intention as the developer, but I just wanted to express my feelings on the whole ordeal. What really kicked me off the other day was not the empty sites per se, but the fact a corp mate of mine landed a load of faction tower BPC's in high security while I was shooting blanks in the most dangerous space. According to your marketing team and your trailers, we are supposed to be discovering the deep treasures of the darkest and secluded spots in the EVE Galaxy. Yet, it seems at least from a reward standpoint, my corp mate was AFK hacking while I was sweating bullets and dodging Goonswarm gate camps. Reference --> TwitchTv.com/TehFamine P.S Thanks for the fix to kill sites after first can has been hacked.
Also this.
Make it so high sec sites get more T2 salvage which is the one required to make T2 rigs cheaper and not decriptors, few chances of new modules BPC spawn, none T2 or faction towers (WTH??)
Give decriptors to low only and large modules BPC +increase amount ot T2 salvage
Leave faction/T2 bpc's to null sec sites
Remove the can spew thing it's silly, players tell you CCP this is silly and the initial purpose of making it a team play just fails completely, making it harder cans spew will not force team play but makes sites totally uninteresting.
*removed inappropriate ASCII art signature* - CCP Eterne |

Fr00b Snap
Sebiestor Tribe Minmatar Republic
7
|
Posted - 2013.06.19 12:31:00 -
[78] - Quote
It`s cherry picking expansion. First you cherry pick a system with cosmic signatures, then you cherry pick data and relic sites from cosmic signatures, then you cherry pick cans with worthy loot inside, then you cherry pick your way through mini-game grid to the core, then you cherry pick mini-containers with good stuff inside. When eventually you cherry pick yourself back to trade hub, your cherries are worth 10% what they were worth before you started cherry picking in first place. |

Vile Belief
Transshipment
1
|
Posted - 2013.06.20 14:07:00 -
[79] - Quote
I spent most of my play time tonight finding half-empty sites and with no real value. It was a bit upsetting for me and my viewers (TwitchTv Stream). I think even if they did implement this change, there is still only 2 cosmic signatures popping in null-sec for most regions. That leaves maybe a small percentage chance of them being a relic/data site to be hacked (i.e.: not enough sites to go around). |

Johan Toralen
IIIJIIIITIIII
118
|
Posted - 2013.06.20 14:36:00 -
[80] - Quote
Vile Belief wrote:I spent most of my play time tonight finding half-empty sites and with no real value. It was a bit upsetting for me and my viewers (TwitchTv Stream). I think even if they did implement this change, there is still only 2 cosmic signatures popping in null-sec for most regions. That leaves maybe a small percentage chance of them being a relic/data site to be hacked (i.e.: not enough sites to go around).
There are enough sigs in nullsec. An occasional dry spell is normal because other people might explore on your route just before you and the distribution of sigs is not perfectly even across all systems. Look for systems/constallation off the beaten path. Chances are you find systems with half a dozen relic/data sites. |
|

Narjack
CragCO
5
|
Posted - 2013.06.20 16:02:00 -
[81] - Quote
Put the rats back in. Exploration is too easy, nearly risk free.
You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship. |

Vile Belief
Transshipment
2
|
Posted - 2013.06.20 18:04:00 -
[82] - Quote
Narjack wrote:Put the rats back in. Exploration is too easy, nearly risk free.
You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship.
Would make the whole use of covert op frigates for hacking void. I don't think they want to do that.
It would also mean that no one flew to null-sec for these sites unless they could cloak. There is no way I'm (or others) are bringing a cruiser size hull or above into hostile space without a cloak. It's almost suicide because of the warp out times from gate-to-gate. That leaves only recon ships able to hack. Which again, means no risk. Then you're back to square one.
Think before you post. |

Din Chao
Di-Tron Heavy Industries Test Alliance Please Ignore
276
|
Posted - 2013.06.20 18:10:00 -
[83] - Quote
Vile Belief wrote:Narjack wrote:Put the rats back in. Exploration is too easy, nearly risk free.
You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship. Would make the whole use of covert op frigates for hacking void. I don't think they want to do that. It would also mean that no one flew to null-sec for these sites. There is no way I'm bringing a cruiser size hull or above into hostile space. It's almost suicide because of the warp out times from gate-to-gate. That leaves only recon ships able to hack. Which again, means no risk. Think before you post. I explored in hostile null in a cloaky-nullified T3 before the expansion. Didn't even bother to kill the rats, just tanked them. No risk whatsoever from them.
But, there was always the risk of being killed by players, though I never got caught, which is what made it fun. Rats aren't necessary in null and low, just because your real danger is other players. As for highsec, who cares? |
|

CCP RedDawn
C C P C C P Alliance
347

|
Posted - 2013.06.24 11:30:00 -
[84] - Quote
Hello again,
With today's Tranquility update we have released the fix for the sites not despawning correctly. Now, after any container within a site has been successfully hacked, a site despawn timer initiates.
There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before. (You've just been unlucky enough to find a site that has just recently been run by another player)
As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.
All the best, CCP RedDawn Team Prototyping Rocks |
|

Paul Uter
School of Applied Knowledge Caldari State
5
|
Posted - 2013.06.24 12:07:00 -
[85] - Quote
CCP RedDawn wrote:Hello again,
With today's Tranquility update we have released the fix for the sites not despawning correctly. Now, after any container within a site has been successfully hacked, a site despawn timer initiates.
There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before. (You've just been unlucky enough to find a site that has just recently been run by another player)
As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.
All the best, CCP RedDawn
So now sites will respawn as aggresivly as after expansion thus making market tank even more.
I like it , you should reap what you sow. |
|

CCP RedDawn
C C P C C P Alliance
348

|
Posted - 2013.06.24 12:28:00 -
[86] - Quote
Paul Uter wrote:CCP RedDawn wrote:Hello again,
With today's Tranquility update we have released the fix for the sites not despawning correctly. Now, after any container within a site has been successfully hacked, a site despawn timer initiates.
There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before. (You've just been unlucky enough to find a site that has just recently been run by another player)
As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.
All the best, CCP RedDawn So now sites will respawn as aggresivly as after expansion thus making market tank even more. I like it , you should reap what you sow.
We are also aware of the current market issues as well but the cherry picking needed to be fixed. Team Prototyping Rocks |
|

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.24 14:38:00 -
[87] - Quote
Thanks for the much needed fix. Out of curiosity... how long is the timer? I tested it out but stopped counting after an hour. Doesn't that seem a bit excessive?
I mean who takes that long to hack a site!? |
|

CCP RedDawn
C C P C C P Alliance
348

|
Posted - 2013.06.24 14:59:00 -
[88] - Quote
Cthulhu Fthagn wrote:Thanks for the much needed fix. Out of curiosity... how long is the timer? I tested it out but stopped counting after an hour. Doesn't that seem a bit excessive?
I mean who takes that long to hack a site!?
The timer initiates on the first successful hack of a container and only counts down when the site is empty. So if you are sitting in the site, it will not despawn. If another player warps into the site before it has despawned the timer is paused and initiates again when they leave. As for the length of the timer itself, I'm not telling. 
Team Prototyping Rocks |
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Vile Belief
Transshipment
2
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Posted - 2013.06.24 15:23:00 -
[89] - Quote
CCP RedDawn wrote:Cthulhu Fthagn wrote:Thanks for the much needed fix. Out of curiosity... how long is the timer? I tested it out but stopped counting after an hour. Doesn't that seem a bit excessive?
I mean who takes that long to hack a site!? The timer initiates on the first successful hack of a container and only counts down when the site is empty. So if you are sitting in the site, it will not despawn. If another player warps into the site before it has despawned the timer is paused and initiates again when they leave. As for the length of the timer itself, I'm not telling. 
Thanks for the update RedDawn.
Any ETA on something relating to the market issues? Another developer commented on that ETA, but just wondering if anything has changed from the time he posted and today. |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.24 15:33:00 -
[90] - Quote
CCP RedDawn wrote:Cthulhu Fthagn wrote:Thanks for the much needed fix. Out of curiosity... how long is the timer? I tested it out but stopped counting after an hour. Doesn't that seem a bit excessive?
I mean who takes that long to hack a site!? The timer initiates on the first successful hack of a container and only counts down when the site is empty. So if you are sitting in the site, it will not despawn. If another player warps into the site before it has despawned the timer is paused and initiates again when they leave. As for the length of the timer itself, I'm not telling. 
hehe thanks for that piece of info! I'm so happy for the fix I don't mind being trolled by CCP mechanics for an hour! :D |
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Frenz Lee
EVE University Ivy League
1
|
Posted - 2013.06.24 15:38:00 -
[91] - Quote
CCP RedDawn wrote: So if you are sitting in the site, it will not despawn.
Is this the same for cloaked ships sitting in the site? |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.24 15:38:00 -
[92] - Quote
Frenz Lee wrote:CCP RedDawn wrote: So if you are sitting in the site, it will not despawn.
Is this the same for cloaked ships sitting in the site?
probably.. because I was cloaked while waiting and the site wouldn't despawn. |
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CCP RedDawn
C C P C C P Alliance
349

|
Posted - 2013.06.24 15:40:00 -
[93] - Quote
Vile Belief wrote:CCP RedDawn wrote:Cthulhu Fthagn wrote:Thanks for the much needed fix. Out of curiosity... how long is the timer? I tested it out but stopped counting after an hour. Doesn't that seem a bit excessive?
I mean who takes that long to hack a site!? The timer initiates on the first successful hack of a container and only counts down when the site is empty. So if you are sitting in the site, it will not despawn. If another player warps into the site before it has despawned the timer is paused and initiates again when they leave. As for the length of the timer itself, I'm not telling.  Thanks for the update RedDawn. Any ETA on something relating to the market issues? Another developer commented on that ETA, but just wondering if anything has changed from the time he posted and today.
Nothings changed in regards to this as far as I'm aware. It's on our radar though for sure, as is the lack of more "interesting" loot currently available.
Team Prototyping Rocks |
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Zhilia Mann
Tide Way Out Productions
1328
|
Posted - 2013.06.24 15:46:00 -
[94] - Quote
CCP RedDawn wrote:Hello again,
With today's Tranquility update we have released the fix for the sites not despawning correctly. Now, after any container within a site has been successfully hacked, a site despawn timer initiates.
There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before. (You've just been unlucky enough to find a site that has just recently been run by another player)
As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.
All the best, CCP RedDawn
Bless you. It's about time. |

Vincent Athena
V.I.C.E. Aegis Solaris
1984
|
Posted - 2013.06.24 15:54:00 -
[95] - Quote
Cthulhu Fthagn wrote:Frenz Lee wrote:CCP RedDawn wrote: So if you are sitting in the site, it will not despawn.
Is this the same for cloaked ships sitting in the site? probably.. because I was cloaked while waiting and the site wouldn't despawn. Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable? http://vincentoneve.wordpress.com/ |
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CCP RedDawn
C C P C C P Alliance
349

|
Posted - 2013.06.24 16:08:00 -
[96] - Quote
Vincent Athena wrote:Cthulhu Fthagn wrote:Frenz Lee wrote:CCP RedDawn wrote: So if you are sitting in the site, it will not despawn.
Is this the same for cloaked ships sitting in the site? probably.. because I was cloaked while waiting and the site wouldn't despawn. Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable?
http://www.youtube.com/watch?v=iIUy3-_efts Team Prototyping Rocks |
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Vincent Athena
V.I.C.E. Aegis Solaris
1984
|
Posted - 2013.06.24 16:19:00 -
[97] - Quote
CCP RedDawn wrote:Vincent Athena wrote:Cthulhu Fthagn wrote:Frenz Lee wrote:CCP RedDawn wrote: So if you are sitting in the site, it will not despawn.
Is this the same for cloaked ships sitting in the site? probably.. because I was cloaked while waiting and the site wouldn't despawn. Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable? http://www.youtube.com/watch?v=iIUy3-_efts Not my point. I meant: get several pilots, have them all sit in a site in a single system, all cloaked, all AFK, for the purpose of preventing new sites from spawning. http://vincentoneve.wordpress.com/ |

Cthulhu Fthagn
Yaxchilan Nocturnal Legion
1
|
Posted - 2013.06.24 19:22:00 -
[98] - Quote
Why would you do that? |

Ms Valkyrie
State War Academy Caldari State
3
|
Posted - 2013.06.25 04:38:00 -
[99] - Quote
Timer appears to be around 45 minutes and a cloaked ship does not pause the timer. |
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