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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP Falcon
3302

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Posted - 2013.06.25 13:55:00 -
[1] - Quote
Good afternoon Capsuleers,
It's Dev Blog time! 
It's been several weeks since the launch of EVE Online: Odyssey, and CCP Bayesian is here to show you some high-level statistics regarding exploration and scanning since the new mechanics were introduced on June 4th.
Prepare for numbers, and graphs, then comparisons of numbers and graphs, and even a graph with multiple lines that vary in color and direction.
Check out CCP Bayesian's new Dev Blog for more information regarding the statistics behind player usage of the new sites introduced with the Odyssey expansion. CCP Falcon -á || -á EVE Community Team -á || -á EVE Illuminati -á || -á Live Events Organizer
@CCP_Falcon -á || -á-á@EVE_LiveEvents |
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CCP Bayesian
886

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Posted - 2013.06.25 13:58:00 -
[2] - Quote
OMG FIRST! EVE Software Engineer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
43

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Posted - 2013.06.25 14:01:00 -
[3] - Quote
Second! Software Engineer Team Prototyping Rocks 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 ... |
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CCP RedDawn
C C P C C P Alliance
349

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Posted - 2013.06.25 14:02:00 -
[4] - Quote
C-C-COMBO BREAKER! Team Prototyping Rocks |
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T1nyMan
Interstellar Solutions Agency
41
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Posted - 2013.06.25 14:04:00 -
[5] - Quote
Yay |

War Kitten
Panda McLegion
2211
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Posted - 2013.06.25 14:06:00 -
[6] - Quote
What constituted a hacking attempt prior to Odyssey?
What constitutes one now?
Data is pretty but needs more definition.
The 65% fail rate seems to me that you'd be counting two tries at the same can as 2 attempts, whereas before it might have only been one attempt? I can't imagine you counted every cycle of a hacking mod as an attempt in the pre-odyssey data.
EDIT: going back now, i see the top graphs were for completions, not attempts. It makes perfect sense that people are trying a new feature more often. Let's see what the graph looks like long term. :)
I find that without a good mob to provide one for them, most people would have no mentality at all. |

T1nyMan
Interstellar Solutions Agency
41
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Posted - 2013.06.25 14:09:00 -
[7] - Quote
War Kitten wrote:What constituted a hacking attempt prior to Odyssey?
What constitutes one now?
Data is pretty but needs more definition.
The 65% fail rate seems to me that you'd be counting two tries at the same can as 2 attempts, whereas before it might have only been one attempt? I can't imagine you counted every cycle of a hacking mod as an attempt in the pre-odyssey data.
Down kitty.. Bad kitty! |

Forhandler
suptrader Corp
0
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Posted - 2013.06.25 14:10:00 -
[8] - Quote
I would like to se the stats for WH sites. The Mag sites in spesific. There you have like 15 cans to hack/analyse. It gets pretty boring after 5 cans. As before one could do 2-3 sites in 1,5 hour. Now you will bee luck to finish one. |

Magic Crisp
Amarrian Micro Devices Yulai Federation
98
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Posted - 2013.06.25 14:12:00 -
[9] - Quote
Quote:Whatever the reason for the dip in use of Combat Sites in null-sec Scrambling frigs. It's not that hard.
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oklem
Canadian Operations Yulai Federation
0
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Posted - 2013.06.25 14:15:00 -
[10] - Quote
I'm sure the frigates added in forsaken hubs accounts for some of the completion drop. |
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Fonac
Imperial Academy Amarr Empire
25
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Posted - 2013.06.25 14:18:00 -
[11] - Quote
Looking good, it seems your work has paid off :)
I got a question tho; Is there any work in progress regarding the use of combat sites?(signatures) ...
I refer to my own topic regarding this; https://forums.eveonline.com/default.aspx?g=posts&t=252044&find=unread
tldr; What about the combat sites? :) |

Ulrich Cadalene
The Red Circle Inc.
14
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Posted - 2013.06.25 14:20:00 -
[12] - Quote
What about wormhole sites? |

Rengerel en Distel
Amarr Science and Industry
1656
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Posted - 2013.06.25 14:21:00 -
[13] - Quote
Would be interested in the WH numbers too, and perhaps an explanation why the clouds weren't removed in WHs like they were for all the other sites.
With the increase in shiptoasting, the Report timer needs to be shortened.
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Frabba
GoonWaffe Goonswarm Federation
39
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Posted - 2013.06.25 14:21:00 -
[14] - Quote
I've got mixed feelings on this dev blog.
The data surrounding the uptick in people running profession sites is good. The "comparison" to the amount of people running Anomalies, at least in 0.0, is idiotic at best. Gee I wonder what could've caused people to stop running forsaken hubs so much, could it possibly have been the addition of tackling frigates? A more interesting comparison would've been how many cosmic signature combat sites are being run post patch vs pre patch. Any wingnut can run anoms, you don't even need to fit a probe launcher. its me im the best poster. |

Agrapena
Emerald Immersion
17
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Posted - 2013.06.25 14:23:00 -
[15] - Quote
Graphs nice...... But still, I want to turn off the scanning animation and having sites co stantly pop up whether I have the scanning overview turned on or off. Its starting to become a distraction. |
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Chribba
Otherworld Enterprises Otherworld Empire
8722
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Posted - 2013.06.25 14:30:00 -
[16] - Quote
Sweet numbers and graphs!
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Gilbaron
Free-Space-Ranger Nulli Secunda
892
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Posted - 2013.06.25 14:34:00 -
[17] - Quote
how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) We are recruiting german-speaking PVP players, contact me :)
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Daedra Blue
Atomic Biohazard
42
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Posted - 2013.06.25 14:36:00 -
[18] - Quote
Maybe the nullsec guys are busy participating in the biggest block war in eve history instead of doing sites....could be an explanation. |
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CCP Affinity
C C P C C P Alliance
1026

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Posted - 2013.06.25 14:38:00 -
[19] - Quote
Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself)
It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Gilbaron
Free-Space-Ranger Nulli Secunda
892
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Posted - 2013.06.25 14:40:00 -
[20] - Quote
CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue.
i for one would love to find more jackpot items, i love jackpot items  We are recruiting german-speaking PVP players, contact me :)
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CCP Affinity
C C P C C P Alliance
1026

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Posted - 2013.06.25 14:41:00 -
[21] - Quote
Gilbaron wrote:CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue. i for one would love to find more jackpot items, i love jackpot items 
haha doesn't everyone? :D
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Karsa Egivand
Sebiestor Tribe Minmatar Republic
229
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Posted - 2013.06.25 14:43:00 -
[22] - Quote
CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue.
Just make sure it is not balanced by increasing the drop rates. That DOES NOT WORK for loot that isn't also dropped elsewhere (like mineral heavy loot for reprocessing). Otherwise you only increase the supply and prices drop further.
You either need to add stuff to the loot tables that is required in high volume and usually dropped elsewhere, or you need to add entirely new stuff that didn't have a market before. |

Black Dranzer
320
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Posted - 2013.06.25 14:48:00 -
[23] - Quote
Yeah, see, that's the problem with the whole loot spew thing. If you make it gameable, people are just gonna take the best stuff and leave the crap, and they won't bring a friend because they can just take the best stuff for themselves. And if you make it random, well you might as well just give them a can of random loot instead of making them click space.
Just give people random cans and put loot spew into something that makes sense, like salvaging or something. Walking in Stations as a Social Hub: Business vs Pleasure in Incarna |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
59
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Posted - 2013.06.25 14:48:00 -
[24] - Quote
I don't find the drop in combat site popularity surprising at all--especially for forsaken hubs where scram frigates made a couple lower-skill ships non-viable. In nullsec it's a pretty big increase in risk if you can't warp out when a neutral jumps into system. Also with the huge war over Fountain right now half of the null residents are too busy with fleets and timers to be doing much PVE.
As for Hacking my corp only has one hacking bonused ship in our WH at the moment. After running our first data site like 7 of us would be waiting for the loot spew when we only needed maybe 3 to get everything. We might move to teams of 3 or something when are able to. |

Edward Olmops
Sirius Fleet Cerberus Unleashed
71
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Posted - 2013.06.25 14:48:00 -
[25] - Quote
Concerning jackpots: I found 2 POS battery BPCs on DAY 1. After that, I spent quite some time searching for more, but did not come up with anything beyond the usual stuff. Was that just extreme luck or were the drop rates tweaked after a short while? ;-)
What I like about the new Relic Sites is that the prices for T2-Rigs seem to go down. T2-Rigs are a great number of items that are very rarely used due to prohibitive prices - good change thus.
But the overall income through exploration indeed went down significantly after one or two weeks due to decryptors prices crashing... |

Baron Deathicon
Outerspace Vanguard Quebec United Legions
29
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Posted - 2013.06.25 14:51:00 -
[26] - Quote
Quote:High-sec at least seems to be on a similar trend, albeit with a much smaller jump in usage but what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now. I spent quite a lot of time doing the new exploration in null-sec and honestly I believe the signature Combat Site have much less chance to spawn than Relic/Data sites. Before the expansion, the rate seemed pretty much equal between Hacking/Archaeology/Combat sites, but now I rarely see any complex anymore. They still spawn, but at least twice less often than they used to be, while getting way more Data/Relic sites. Perhaps that could explain why less Combat Sites are being done globally?
By any chance, can you verify that the spawn rate for signature Combat Sites didn't get nerfed? |

Marcel Devereux
Aideron Robotics
237
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Posted - 2013.06.25 14:52:00 -
[27] - Quote
If the player base has already figured out what cans are worth while and are not collecting the cans that contain garbage, what is the point of having them (other than flavor)? Wouldn't it be more interesting (and fun!) to randomize the contents across a standard can type?
I've also figured out a way around using my mini-tractor beams. I can just open up my cargohold and place the opening right near the can ejection point. I no longer need to collect cans! \o/ I expect to see this improvement in the next patch. |

ChromeStriker
The Riot Formation Unclaimed.
556
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Posted - 2013.06.25 14:55:00 -
[28] - Quote
\o/ them gaphs!
interesting to see the can collection graph... the others i could have guessed lol - Nulla Curas |
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CCP Bayesian
887

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Posted - 2013.06.25 14:57:00 -
[29] - Quote
War Kitten wrote:What constituted a hacking attempt prior to Odyssey?
What constitutes one now?
Data is pretty but needs more definition.
The 65% failsuccess rate seems to me that you'd be counting two tries at the same can as 2 attempts, whereas before it might have only been one attempt? I can't imagine you counted every cycle of a hacking mod as an attempt in the pre-odyssey data.
EDIT: going back now, i see the top graphs were for completions, not attempts. It makes perfect sense that people are trying a new feature more often. Let's see what the graph looks like long term. :)
EDIT 2: 65% success rate, my bad. Knew what I meant, but labeled it wrong.
There was no such thing as a hacking attempt counter pre-Odyssey so we're only considering what has happened since release in that one graph. Similarly the ratio graphs only are tracks of change since the release of Odyssey.
EVE Software Engineer Team Prototyping Rocks |
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Berluth Luthian
Meltdown.
92
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Posted - 2013.06.25 15:03:00 -
[30] - Quote
Hey Folks,
Let's work together to try and dig deeper into the hacking grid mechanics. We can use some grid/graph theory to describe the boards, their properties, and then posit some testing/playing strategies that can get those of us in the know up above that 65% rate!
I have a forum post here where I'm trying to get a language for describing the grids going. |
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Jhan Niber
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
21
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Posted - 2013.06.25 15:08:00 -
[31] - Quote
What about figures for WH space? Please don't forget your other 2500 systems. |

Omnathious Deninard
The Scope Gallente Federation
1210
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Posted - 2013.06.25 15:10:00 -
[32] - Quote
The only way I can think to correct the market nosedive on exploration materials is to put the loot tables back to where they were pre odyssey and remove the loot spew. Your graphs have concluded that it is ineffective. Ideas for Drone ImprovementTwitter Account-á @Omnathious |

Destination SkillQueue
Are We There Yet
5307
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Posted - 2013.06.25 15:14:00 -
[33] - Quote
CCP Affinity wrote:Gilbaron wrote:CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue. i for one would love to find more jackpot items, i love jackpot items  haha doesn't everyone? :D On a personal basis, yes. On a system basis, no. They need to remain good and rare or they stop being jackpot items. |

Deornoth Drake
Agony Unleashed Agony Empire
31
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Posted - 2013.06.25 15:17:00 -
[34] - Quote
Hacking is fun ... but scattering of contents isn't ... basically I really don't like the scattering at all |

Terrorfrodo
Renegade Hobbits for Mordor
495
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Posted - 2013.06.25 15:22:00 -
[35] - Quote
Quote:(Blue GÇô Parts, Orange GÇô Materials, Red GÇô Data, Green GÇô Equipment, Purple GÇô Scraps)
So is that the order of value from best to worst for all the different sites? I'd somehow thought that in data sites, the data containers would contain the most valuable loot (crazy thought I know), and in relic sites probably the materials or equipment containers.
"parts" definitely sounds much less valuable than "equipment" to me :p . |

Vincent Athena
V.I.C.E. Aegis Solaris
1990
|
Posted - 2013.06.25 15:24:00 -
[36] - Quote
About the market oversupply issue: One way to handle it is to add items, increase the number of things on the loot table. I suggest all skill books and all BPOs currently being sold by NPCs. One provision: The drop rate has to be lower than the current level of buying from NPCs. In other words, even with these added drops players will still be doing some buying from the NPCs. The result is protection from a price crash.
Now for a question to CCP: If more people are out exploring, does that mean fewer are running missions? Has the new exploration feature reduced that ISK faucet by any measurable extent? http://vincentoneve.wordpress.com/ |

Kai Pirinha
Imperial Academy Amarr Empire
44
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Posted - 2013.06.25 15:26:00 -
[37] - Quote
Just as a general question: Do you (CCP) consider more people playing "exploration sites" (a.k.a. new mission runner addition) as improvement?
There have always been more mission runner than explorers, because exploring took more effort in the past and mission running was fairly easy and dull. Your statistics just prove, that more mission runners are also playing these sites. But have they been your target group? What about the explorers? Wasn't this supposed to be an exploration-themed add-on? Do you think that it is an improvement for the explorers that their challenge (which they purposely chose and pursued, if I may emphasize this part!) has been reduced and been moved closer towards mission running (of which there was plenty already and which the explorers could have done at any given time before)?
If you really consider your statistics as a proof for this success, than I really feel sorry for you and hope that you will investigate it again, because numbers aren't everything. The diversity of this game has been reduced and a small part of this community has been downsized even more while a bigger part of the community got even more stuff to play with.
P.S. irony: I hope there will be a "mission-themed" addon in the future, that removes mission content from the game and adds mining or industrial content instead xD |

Omnathious Deninard
The Scope Gallente Federation
1210
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Posted - 2013.06.25 15:28:00 -
[38] - Quote
Vincent Athena wrote:Now for a question to CCP: If more people are out exploring, does that mean fewer are running missions? Has the new exploration feature reduced that ISK faucet by any measurable extent? I don't know about most but I am doing both at the same time, while I am on my way to my mission location I probe scan systems that have sigs in them. I make good money that way. Ideas for Drone ImprovementTwitter Account-á @Omnathious |

Sylvia Nardieu
audacity.
24
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Posted - 2013.06.25 15:45:00 -
[39] - Quote
Numbers and graphs are nice. Would really love to see similar statistics for grav sites. |
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CCP Bayesian
888

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Posted - 2013.06.25 15:55:00 -
[40] - Quote
oklem wrote:I'm sure the frigates added in forsaken hubs accounts for some of the completion drop.
I asked around and CCP Fozzie just told me about this as well. It seems reasonable as an answer. EVE Software Engineer Team Prototyping Rocks |
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Omnathious Deninard
The Scope Gallente Federation
1210
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Posted - 2013.06.25 16:06:00 -
[41] - Quote
CCP Bayesian, you owe me a new mouse. My left click is almost completely burned out due to the hacking mini game and can spew. Here is the mouse I use. Ideas for Drone ImprovementTwitter Account-á @Omnathious |
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CCP Bayesian
889

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Posted - 2013.06.25 16:15:00 -
[42] - Quote
Kai Pirinha, I'm mostly considering the statistics in terms of what people did in the sites and trying to find comparisons in other places that shed some light on that. The big problem is that I can only work from the information that was available before Odyssey to do that. In the future we'll endeavour to add statistics in a patch prior to releasing an expansion so we can see change over that boundary for elements we want to measure. Also our system needs some additions to aggregate data which it doesn't have in our automated viewer/graph generator so I was forced to just pick some interesting sites rather than looking at the aggregate data for all Data/Relic Sites versus Combat Sites.
I don't think it's sensible to draw too firm conclusions from this data at all. As mentioned in the blog we're working to add more fine grained information in. The big ticket numbers are also easier to talk about in the generalities that the blog sticks too.
We consider all sorts of data sources other than raw user numbers though. Our Research and Statistics guys have been conducting surveys for many expansions now, as just one example. EVE Software Engineer Team Prototyping Rocks |
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Laserak
GoonWaffe Goonswarm Federation
37
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Posted - 2013.06.25 16:16:00 -
[43] - Quote
CCP Bayesian wrote:oklem wrote:I'm sure the frigates added in forsaken hubs accounts for some of the completion drop. I asked around to try and work out what had gone on before posting this. CCP Fozzie just told me about the nerf as well. It seems reasonable as an answer. :D I guess I should read the patch notes! 
Frigates in the hubs is an issue for lower skilled pilots who used to run them in nagas and talos, this character specifically is my ishtar guy and normally would be doing some pve when theres no warfleets out but is also my Oneiros guy so is actively deployed to a warzone.
After Odyssey I tried Forsaken Hubs and didnt have a problem running them, although the payout seems to have decreased slightly, perhaps caused by the addition of elite frigates vs. whatever was there before and I also tried Sanctums, which according to patch notes were supposed to be buffed slightly? I didn't notice any remarkable differences there either which left me feeling a bit disenchanted with ALL the changes given that Sanctums take almost twice as long to run than a hub.
Whereas before, during wars I would actively jump clone back and forth to get some pve in during downtimes, with the changes to 0.0 anomalies it just doesnt seem worth it. |

Marcel Devereux
Aideron Robotics
237
|
Posted - 2013.06.25 16:35:00 -
[44] - Quote
Destination SkillQueue wrote:
It's still a minor skill barrier for the players and it's a good thing. It means not bothering to learn it decreases your income and taking the effort to learn the system allows you to reliable increase your income level. And no it wouldn't be more fun to randomize things. The loot drops are already random, so making aquiring the loot random is totally pointless, eliminates the influence of player skill and is extremely frustrating to the player. Little randomness in gambling is good. Replacing all player skill, preparation and strategy with randomness sucks ass.
Memorizing a small chart off of a guide is not player skill and it something you could train a small child to do. The fun of figuring this out has already past for those of us that has done it more than once. I want game play to be fun and exciting regardless of how many guides I read or how many times I performed the task. Right now it is push a button and get a reward with very little excitement. Either put more player skill into the mini-game and remove the can scattering or put a little excitement into the can gathering.
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Yroc Jannseen
Red Galaxy SpaceMonkey's Alliance
31
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Posted - 2013.06.25 16:57:00 -
[45] - Quote
Honestly the bit about forsaken hubs was just sad. Yes the frigate change would make a difference and the fact that the entire West side of the map (where the hubs are) is in Fountain trying to destroy each other.
Next you'll have a dev blog telling us more ships are blowing up since Odyssey, I wonder why that would be...
Seriously though how bout some war stats. |

Lipbite
Express Hauler
686
|
Posted - 2013.06.25 16:59:00 -
[46] - Quote
Please, remove loot scattering: as you can see it fail to achieve its primary goal (exploration turning into group activity) and the only actual outcome is annoyance for players as they lose half of containers. |

Tzedek Badasaz
GoonWaffe Goonswarm Federation
0
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Posted - 2013.06.25 16:59:00 -
[47] - Quote
There needs to be a much larger number of sites to find. Currently a small number of people (literally like 10 people) can completely consume all the exploration sites in an entire region. Needs to be more sites and they need to spawn more rapidly. Also hacking/data sites are pretty unrewarding on average, I'm happy when I find an archaeology site but not so much a data site. Probing changes and the minigame are pretty great though.
I don't mind loot scattering, because literally half the cans contain garbage anyway and while the goal may have been to encourage teaming, it ends up being an extra layer of decision making/a reason to fit a cargo scanner. If you were guaranteed time enough to be able to collect all the loot spew, then order wouldn't matter, it'd just be brainless clicking. At least there's a little snap decision making required as it is. |

Baron Barbosa
Interstellar Initiative
0
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Posted - 2013.06.25 17:03:00 -
[48] - Quote
This is the only thing my friends and I do in game any more. Please don't change it, it's sooo much fun!
Scatter looting is awesome and prevents lone wolves from clearing out entire areas. This is a game that you shouldn't be able to solo *EVERYTHING* in. Force people to group up, please! |

ArmEagle Kusoni
Knights of Nii The 20 Minuters
18
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Posted - 2013.06.25 17:09:00 -
[49] - Quote
I don't think I saw anything other than green spewing 'cans' from the 2-ish data sites we ran in our class 2 wormhole. I'd be interested to know the 'drop chances' in different regions of K-space, versus the different classes of W-space. |

Dinsdale Pirannha
Pirannha Corp
1079
|
Posted - 2013.06.25 17:12:00 -
[50] - Quote
Forhandler wrote:I would like to se the stats for WH sites. The Mag sites in spesific. There you have like 15 cans to hack/analyse. It gets pretty boring after 5 cans. As before one could do 2-3 sites in 1,5 hour. Now you will bee luck to finish one.
I guess you did not get the memo. This exploration mechanic was designed to benefit null sec the most. Wormholes, CCP has already stated at Fanfest they did not expect, nor want, people living there. High sec, well, CCP's own graphs show that while there was a large spike in activity, people are not running the sites nearly as much as in null sec, since the payouts in high sec are flat out awful.
Juts wait until the null sec cartel war winds down, and watch T2 salvage prices drop even further as the cartels start industrializing the exploration sites like they have with moon goo. |
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Adaahh Gee
Rock jockeyz
85
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Posted - 2013.06.25 17:27:00 -
[51] - Quote
Jhan Niber wrote:What about figures for WH space? Please don't forget your other 2500 systems.
I'd be interested in seeing the severe drop in WH grav sites being run since they became insta-scans. |

Guttripper
State War Academy Caldari State
282
|
Posted - 2013.06.25 17:30:00 -
[52] - Quote
Baron Barbosa wrote:This is the only thing my friends and I do in game any more.
Baron Barbosa wrote:Hey ultra veterans with 5+ years in game...
Baron Barbosa wrote:As a group of new players
I must be getting old and slow in my veteran years since I know I have NOT done everything this game has to offer. But these "group of new players" must have done everything in quite a short span of time to NOT be considered veterans of the game themselves but decided that loot pinata "is the only thing ... do in game any more".
I should try some of these jackpot loot machines. Maybe the bells, lights, and whistles imitate real life slot machines.
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Baron Barbosa
Interstellar Initiative
0
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Posted - 2013.06.25 17:34:00 -
[53] - Quote
Guttripper wrote:Baron Barbosa wrote:This is the only thing my friends and I do in game any more. Baron Barbosa wrote:Hey ultra veterans with 5+ years in game... Baron Barbosa wrote:As a group of new players I must be getting old and slow in my veteran years since I know I have NOT done everything this game has to offer. But these "group of new players" must have done everything in quite a short span of time to NOT be considered veterans of the game themselves but decided that loot pinata "is the only thing ... do in game any more". I should try some of these jackpot loot machines. Maybe the bells, lights, and whistles imitate real life slot machines.
Just saying that it's all we do anymore because it's fun, as in it's enough on its own to entertain us. There's other things that are fun too, it's just our favourite now and pretty much the main thing we do. |

Jelani Akinyemi Affonso
Republic Military School Minmatar Republic
51
|
Posted - 2013.06.25 17:36:00 -
[54] - Quote
Nice graph!
If I remember correctly, CCP stated goal for exploration was to make it a group activity or increase player interaction when it comes to exploration.
Where is the graph showing number of people completing the sites together ?
Or interaction taking place? (i.e. someone gaining a suspect flag because he stole loot)
Would that not be the first thing to check for? |

Grace Ishukone
Ishukone Advanced Research
22
|
Posted - 2013.06.25 18:52:00 -
[55] - Quote
CCP Falcon wrote:Good afternoon Capsuleers, It's Dev Blog time!  It's been several weeks since the launch of EVE Online: Odyssey, and CCP Bayesian is here to show you some high-level statistics regarding exploration and scanning since the new mechanics were introduced on June 4th.
What I want to see are numbers of mining ships killed, then number of players in nullsec, then total players in game.
Bet the first goes up sharply after Odyssey, the second falls sharply in week 2, and the last is now falling as subs taper off.
This patch dumbed down pvp because you no longer need to scan down ore sites to find miners. You only need to be able to warp to them faster than they can react, which works well if you are in an interceptor and they are not using third party alarm programmes to warn them and take them to warp at computer speed. In short, the 'scanning' changes meant miners getting slaughtered - so much so that whole alliances have indeed exited nullsec.
From my perspective, Odyssey has equated to unacceptable delays and loss of service, removal of skill from exploration, increased slaughter of miners, and a continuation of the trend towards an overall dumbing down of the game. As I commented ingame to friends, hurry up and give us playable pandas already.
Thanks for the r64s and the new hafnium bottleneck, now that the major alliances have something to fight over all the independent alliances in null have been pretty much completely screwed, many of whom have like Solar wisely did pre-patch, now exited nullsec to the huge detriment of the game. Come on CCP, stop patting yourselves on the back for what from your own statistics shows a peak corresponding to novelty trial, and then a quick slip back to 'ho hum bored now' gameplay.
Odyessy to me is currently stacking up as a massive failure and own-goal. The nullsec changes have done only one thing - made it impossible for anyone who does not have capitals to play there. Yes there have been massive capital ship losses lately - but that's all good, when the war is done we will likely see *only one* alliance ruling all of nullsec, and most of nulslec will be just as it was before the patch - empty of players, with a few extraction POS on the good moons every 12 systems. Seriously CCP, fix the map or watch your market share slip away to new space empire games who have better maps to play on. It is a truism of online games - bad map makes a bad game, and the current map has been hurting this game for years. Stop window dressing the rotting mannikin, and fix the map. You should not need 8 jump cal 5 jumps to get to various parts of nullsec. If you want real exploration and real player movement to null, fix the map. |

Kurron
GoonWaffe Goonswarm Federation
10
|
Posted - 2013.06.25 19:25:00 -
[56] - Quote
CCP Bayesian wrote: High-sec at least seems to be on a similar trend, albeit with a much smaller jump in usage but what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now.
Please tell me that this is some sort of joke. Anyone who does any money making in null can tell you in a heartbeat why there's a crash in the number of ratters doing Hubs.
You added tackling frigates to them.
It isn't even the presence of tackling rats that is the problem here - the issue is that by adding small, fast, high resist rats, you've removed entire categories of ships from being able to run those anoms. And to add insult to injury, the promised sanctum/haven changes (fewer small ships, more battleships) didn't materialize, so there's no reason to shift to running them either!
If you wanted to add the risk of being tackled by NPCs and then ganked, you should have added scramming cruisers - that way we could still use T3 BCs/Vindicators, we'd just have to be more careful.
I'm completely baffled by the fact that CCP doesn't seem to be able to understand the simple direct results of PvE changes, while managing to have a decent grasp on PvP (as evidenced by tiericide). |

Johan March
GoonWaffe Goonswarm Federation
27
|
Posted - 2013.06.25 19:39:00 -
[57] - Quote
I used to regularly run forsaken hubs before Odyssey. Since Odyssey, I've run zero. |

Jowen Datloran
Science and Trade Institute Caldari State
548
|
Posted - 2013.06.25 19:44:00 -
[58] - Quote
How about activity in COSMOS sites?
You know, the place where Analyzers and Codebreakers were originally introduce, and were balanced around the previous hacking/scanning functionality with constantly spawning NPCs that hammer away on your ship. Or what, COSMOS is a feature you want to out-phase? Mr. Science & Trade Institute, EVE Online Lorebook-á |

pmchem
GoonWaffe Goonswarm Federation
528
|
Posted - 2013.06.25 19:56:00 -
[59] - Quote
CCP Bayesian wrote:oklem wrote:I'm sure the frigates added in forsaken hubs accounts for some of the completion drop. I asked around to try and work out what had gone on before posting this. CCP Fozzie just told me about the nerf as well. It seems reasonable as an answer. :D I guess I should read the patch notes! 
Or maybe even play the part of the game you're blogging about!  @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |

Manfred Hideous
TOHOKU 9.0
22
|
Posted - 2013.06.25 20:06:00 -
[60] - Quote
CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue.
Why not just stop showing the "hidden" sites on the overview. If you make us drop probes system by system, then site completion would drop and prices would recover some because people can't be bothered to ::effort::
Grace Ishukone wrote:[quote=CCP Falcon]Good afternoon Capsuleers,
watch your market share slip away to new space empire games who have better maps to play on.
What other game is similar to eve? Please email me if you know of one! ;) |
|

Solanarrr
Vasilkovsky Interstellar Goonswarm Federation
1
|
Posted - 2013.06.25 20:11:00 -
[61] - Quote
Kurron wrote:CCP Bayesian wrote: High-sec at least seems to be on a similar trend, albeit with a much smaller jump in usage but what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now.
Please tell me that this is some sort of joke. Anyone who does any money making in null can tell you in a heartbeat why there's a crash in the number of ratters doing Hubs. You added tackling frigates to them. It isn't even the presence of tackling rats that is the problem here - the issue is that by adding small, fast, high resist rats, you've removed entire categories of ships from being able to run those anoms. And to add insult to injury, the promised sanctum/haven changes (fewer small ships, more battleships) didn't materialize, so there's no reason to shift to running them either! If you wanted to add the risk of being tackled by NPCs and then ganked, you should have added scramming cruisers - that way we could still use T3 BCs/Vindicators, we'd just have to be more careful. I'm completely baffled by the fact that CCP doesn't seem to be able to understand the simple direct results of PvE changes, while managing to have a decent grasp on PvP (as evidenced by tiericide).
No, it obviously makes a lot more sense to have frigates, cruisers, battlecruisers, and battleships all in one anomaly designed to be run by one person.
But yeah, it's painfully obvious that if they wanted to add more risk to these sites (and in a meaningful way), all they needed to do was add scramming to either the cruisers, BCs, or battleships. But nope, lets add frigates. I too have not run a single anomaly since the changes. |

Unezka Turigahl
Det Som Engang Var
78
|
Posted - 2013.06.25 21:06:00 -
[62] - Quote
I'd like to see graphs for hisec 4/10s: the number of players running them, the number of players who died to NPCs, and the number of players who died to other players or a combo of NPC/players.
I would think many more people are running them than before patch since they are easier to find for lower skilled pilots now. But prices suggest otherwise.
Since T3s were banned there are more flimsy ships running them, as well as lower skilled pilots, so I wouldn't be surprised to see an upswing in ship loss to NPCs. Ive seen a few player wrecks in sites, and have found sites that were started but then seemingly given up on.
PVP activity in the most sought after hisec site would just be plain interesting to see. There is definitely more criminal activity but I wonder how much ends up with a kill. |

Sofia Wolf
Ubuntu Inc. The Fourth District
221
|
Posted - 2013.06.25 21:18:00 -
[63] - Quote
I hope someone in CCP could make similar bog analysing results of 0.0 industry improvements in Odyssey.
I'm especially interested in how much of an increase, if any, we had in 0.0 mining, and was there any increase in number of .0. manufacturing slots being used, and by how much. Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Nexus Day
Lustrevik Trade and Travel Bureau
664
|
Posted - 2013.06.25 22:28:00 -
[64] - Quote
Thanks for the exploration statistics CCP! But a few minor comments and questions.
You show one year worth of exploration being flat lined, then a spike when it is "improved". How does this spike compare to past "improvements"? In other words how much of the spike is due to something being new?
Since the "improvement" the trend for relic and data sites is downward. You could easily say this isn't indicative of future results due to the small sample size. But then why would you show results with a small sample size to begin with?
Hacking attempts is not indicative of people using the feature. As a matter of fact none of your graphs are, they just represent runs or attempts. The whole point of dumbing down exploration was to attract more people to it. Do you have any data to support that, or are the old explorers just taking advantage of you making it easier? This thread has so much content it may be 'Thread of the Year' and it is only January.
|

Lucas Kell
JSR1 AND GOLDEN GUARDIAN PRODUCTIONS SpaceMonkey's Alliance
151
|
Posted - 2013.06.25 23:00:00 -
[65] - Quote
Solanarrr wrote:Kurron wrote:CCP Bayesian wrote: High-sec at least seems to be on a similar trend, albeit with a much smaller jump in usage but what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now.
Please tell me that this is some sort of joke. Anyone who does any money making in null can tell you in a heartbeat why there's a crash in the number of ratters doing Hubs. You added tackling frigates to them. It isn't even the presence of tackling rats that is the problem here - the issue is that by adding small, fast, high resist rats, you've removed entire categories of ships from being able to run those anoms. And to add insult to injury, the promised sanctum/haven changes (fewer small ships, more battleships) didn't materialize, so there's no reason to shift to running them either! If you wanted to add the risk of being tackled by NPCs and then ganked, you should have added scramming cruisers - that way we could still use T3 BCs/Vindicators, we'd just have to be more careful. I'm completely baffled by the fact that CCP doesn't seem to be able to understand the simple direct results of PvE changes, while managing to have a decent grasp on PvP (as evidenced by tiericide). No, it obviously makes a lot more sense to have frigates, cruisers, battlecruisers, and battleships all in one anomaly designed to be run by one person. But yeah, it's painfully obvious that if they wanted to add more risk to these sites (and in a meaningful way), all they needed to do was add scramming to either the cruisers, BCs, or battleships. But nope, lets add frigates. I too have not run a single anomaly since the changes. The changes really haven't affected the difficulty all that much. Just you have to be a tiny bit more awake for some sites. I think the main reason for the dip is definitely the war. There are thousands of null sec players who used to rat a lot now fighting all day every day, and that's going to have an impact on the other activities they used to do. If they pulled out the null sec mining graph that probably dipped around the same time.
|

Traska Gannel
ROC Academy The ROC
14
|
Posted - 2013.06.25 23:47:00 -
[66] - Quote
Hi ...
Ok ... I must be missing something.
The blog cited the "Angel Forsaken Hub" as a 0.0 combat site.
... but it isn't.
It's an anomaly which has been available as a warpable site without using probes for years. All that you needed to do was hit the onboard scanner for a list of available anomalies.
In addition, it used to be one of the most profitable and safe anomalis because it only had battleships and battlecruiser rats ... which all spawned at a central point. It was an easy, safe, fast and efficient combat anomaly for making isk.
The patch changed the ship composition in the Angel Forsaken Hub by adding some scramming frigates ... and possibly made other changes in the ship composition (I haven't been in one in a while). There were also changes to sanctums and havens as far as I know also affecting their profitability ... thus some folks have likely migrated from Angel Forsaken Hubs to other anoms ... no mystery at all.
If you want to look at the impact on 0.0 scanned combat sites you need to look at completion rates for the DED 7/10, 8/10 and 9/10 complexes and not combat anomalies. |

S Byerley
The Manhattan Engineer District
37
|
Posted - 2013.06.26 00:01:00 -
[67] - Quote
No one is going to make a joke about Bayesian statistics? I've lost faith in this community. |

Spathe Ne Boirelle
Dead Space Continuum
4
|
Posted - 2013.06.26 00:35:00 -
[68] - Quote
I love how exploration works, its pretty clear that it was meant to be easier and faster to scan down a site. But I do have 1 problem or 1 question regarding the hacking sites which seems to be odd in nature.
Questions to the devs : When you successfully complate a hacking minigame and those mini cans are release was it intended to have a "BIG" random chance of loot gathering ?
Before the patch I remember when you hacked a container, you had some loot in your can and that was it. THere was no chance of getting like the current system. Just think about it. you get around 6-10 cans when you hack correctly. At best your cargo scanner on those scans works with a timer of 5 seconds. Given the fact you have to target all containers, scan it, look at the items. At the end it doesn't give you enough time to get the item you want.
Personally, I would love to get a list of items so I can choose what I want. Either because of what I need for production or just pure profit. This current system has way too much chance in it and I don't personally like that since the original one didn't incorporate any chance at all...except for the success cycle of hacking the container. |

Galphii
Clandestine Vector THE SPACE P0LICE
156
|
Posted - 2013.06.26 01:13:00 -
[69] - Quote
I would speculate that the amount of cans being lost in a site is due to people preferring to do them solo. You can't force people to work together if they don't want to. You need to use a carrot (added benefit), not a stick (miss out if you don't have more players). As it stands, an individual still gets the same amount of stuff whether or not the pilot has a friend in that site, as the friend isn't necessarily handing their stash over to the first pilot afterwards. X |

Zircon Dasher
284
|
Posted - 2013.06.26 01:17:00 -
[70] - Quote
Is it possible to add scale to all the graphs?
For example, total hacking attempts per day is expected to level off ~100K, but is that the line it hovers on now?The "Peak" line?
Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |
|

Johan Toralen
IIIJIIIITIIII
135
|
Posted - 2013.06.26 02:13:00 -
[71] - Quote
Hope the diving income gets adressed soon. Looks like you expect the number of explorers to stay higher then before Odyssey so i think what's needed is a much wider range of loot so the market doesn't get flooded with the same couple items from everyone. Or more jackpot items to set off the lower income from the regular loot. Tho i'm not so sure what it could be because i sorta expect everything to dive that will be put in these sites :/
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2519
|
Posted - 2013.06.26 03:58:00 -
[72] - Quote
I would like a point or some strategy to the hacking mini-game. Buy a friggin' puzzle company or something CCP. This thing is too dumb for EvE. It should be hard.
  
|

Epsilon Knight
Dreddit Test Alliance Please Ignore
0
|
Posted - 2013.06.26 04:00:00 -
[73] - Quote
Johan Toralen wrote:Hope the diving income gets adressed soon. Looks like you expect the number of explorers to stay higher then before Odyssey so i think what's needed is a much wider range of loot so the market doesn't get flooded with the same couple items from everyone. Or more jackpot items to set off the lower income from the regular loot. Tho i'm not so sure what it could be because i sorta expect everything to dive that will be put in these sites :/
Something something free market. Prices are going to get hosed until people start saying "this isn't worth doing", or "this is barely worth doing." Then they will stabilize. You're pretty much right in whatever they put into these sites is going to drop in value, and any fix other than letting the player economy come up with the value for for the labor performed and risk taken is going to flop.
The only alternative might be expanding the hacking game so that arch V and hack V are required for some sites, or so that the sites with high value items are extremely difficult to probe down without high skills. Changing the time sink for becoming moderately profitable will stem the number of people who pursue the profession, and limit the item flood. More people will still train to do it, because probing and hacking is no longer brain-hemorrhaging-ly boring, but it'll shave off some of the mission-running interlopers who can't tack a month onto their skill time before cruise missiles V.
But then, limiting the exploration crowd is exactly what CCP doesn't want to do. You've seen their trailer for the expansion, right? All bets: get ready for new, permanent lower prices on salvage, blueprints, etc. |

ghosttr
Gespenster Kompanie Villore Accords
19
|
Posted - 2013.06.26 04:09:00 -
[74] - Quote
Epsilon Knight wrote:Johan Toralen wrote:Hope the diving income gets adressed soon. Looks like you expect the number of explorers to stay higher then before Odyssey so i think what's needed is a much wider range of loot so the market doesn't get flooded with the same couple items from everyone. Or more jackpot items to set off the lower income from the regular loot. Tho i'm not so sure what it could be because i sorta expect everything to dive that will be put in these sites :/
Something something free market. Prices are going to get hosed until people start saying "this isn't worth doing", or "this is barely worth doing." Then they will stabilize. You're pretty much right in whatever they put into these sites is going to drop in value, and any fix other than letting the player economy come up with the value for for the labor performed and risk taken is going to flop. The only alternative might be expanding the hacking game so that arch V and hack V are required for some sites, or so that the sites with high value items are extremely difficult to probe down without high skills. Changing the time sink for becoming moderately profitable will stem the number of people who pursue the profession, and limit the item flood. More people will still train to do it, because probing and hacking is no longer brain-hemorrhaging-ly boring, but it'll shave off some of the mission-running interlopers who can't tack a month onto their skill time before cruise missiles V. But then, limiting the exploration crowd is exactly what CCP doesn't want to do. You've seen their trailer for the expansion, right? All bets: get ready for new, permanent lower prices on salvage, blueprints, etc.
Its not the items that are the issue its the demand, demand was already relatively weak prior to odyssey.
CCP needs to create more demand for exploration related materials. Add bpc merging that uses some materials, shift datacore to supply from passive research agent farming, make data interfaces have finite amount of uses (so that people need to purchase more than one).
|

Ajunta Thor
Pwn 'N Play Nulli Secunda
0
|
Posted - 2013.06.26 04:10:00 -
[75] - Quote
CCP i have solved your problem for you :) Why has the amount of Angel Forsaken Hubs done dropped off since the expansion? Simple Null Sec is played owned space as you know and so generally the only people ratting in this space or specifically the sites in question take ships and fittings of a higher value then normal. This means mostly the people ratting those sites are the players of whatever alliance/coalition owns that region of space. Currently N3 owns a large part of Angel's Null Sec pre-expansion the majority of N3 was ratting it up which explains the pre-expansion site counts. There was times where in a specific region we had 4-6 systems with over 12k rat kills in 24h's according to dotland and a total of 10-12 if not more systems over 10k. Shortly after Odyssey N3 as all of eve knows deployed to help Test with the goons. Now in 24h's dotland shows not a single system over 12k rat kills and only 1 over 10k. So its not some failing in the game mechanics or a disinterest in this specific site but more like no one is really around to do them atm. I will say though that some of the changes to null sec ratting sites which made Hub's less profitable then havens according to the patch could account for a very small amount of the drop off but honestly most people dont even notice that yet. |

Jean-Pierre Boirelle
Dazed and Hazed Federation
0
|
Posted - 2013.06.26 04:36:00 -
[76] - Quote
I have been trying out exploration since odyssey but I also did exploration 5 years ago when I dabbled in EVE as well.
The differences are stark CCP has made exploration feel like a real activity.
However I think the ideal of exploration and the reality of EVE are making it hard for newcommers to get into this.
Truth of the matter is that unless you have a partner or a fleet with you your survive ability is hard to gauge. I have gotten ganked doing a Exploration Combat site Escalation in low sec. I can't imagine how I would solo a data/relic site in low/null sec. I am a decent multitasker but I don't think simultaneously running the hacking mini game and d-scanning is my idea of a good time. Not to mention how in the old exploration you can hack and rat at the same time (numerous video guides pretty much say this is the only way to explore in low/null). Now you have to take down the rats before you can attempt a hack; and don't forget that d-scan!!!
Also I'm sorry but the toss in the air grab what you can thing at the end is silly; I feel like I lost most of the items; And why is the ability to "tractor" in items not affected by, I don't know, the number of tractor beams you have equipped? Very disappointing when I hacked a site ready with 3 tractor beams......
Finally I must say the hacking game is alot more enjoyable than I thought. There is a sense of strategy and luck that mixes well and I don't feel like I'm just clicking away until I reach the objective. I would make a recommendation for a future update that your virus should be configurable like every other fighting vehicle in the game. There should be the ability to load scripts and plugins and customize the virus. Likewise the hacking board should be made more complex and add more obstacles and opponents.
However, being that I cant see how to solo explore where the money is and high sec is pretty much getting farmed out I'm not sure if I can truly answer my own question which is can I just explore and make isk? So far the answer has been no; not alone at least. |

Hawke Nolen
SA-Brotherhood Recursive Error
0
|
Posted - 2013.06.26 06:18:00 -
[77] - Quote
How about providing statistics on how this impacted on market value of the loot derived from this new mechanic....... now that EVERYONE is doing it the market value of t2 salvage has depreciated to such an extent that you guys would have to look at ways of adding more valuable or faction loot to make up for the difference... One of your developers claimed that capsuleers would be getting the same amount of ISK value loot as before odyssey,,,, well that's no longer true is it?...
Simple fact, making it easier has not made it better........
Stop loot spews!! - It causes carpal tunnel syndrome!! - If you can open the can the contents are yours... simple effort and reward. Bring the rats back - in null sec at least as in WH space... it will create a better market by making it a niche profession again.
Crappy Hacking minigame is crappy |

Ze'ev Sinraali
Ataraxia Pharmacies
0
|
Posted - 2013.06.26 06:28:00 -
[78] - Quote
S Byerley wrote:No one is going to make a joke about Bayesian statistics? I've lost faith in this community.
Clearly you need to re-evaluate your priors. |
|

CCP Bayesian
897

|
Posted - 2013.06.26 08:37:00 -
[79] - Quote
Thanks for all the comments!
For those of you asking for statistics on other features that changed in Odyssey, I hope some will be along soon as other teams take a look at their specific areas of interest in more depth. EVE Software Engineer Team Prototyping Rocks |
|
|

CCP Bayesian
897

|
Posted - 2013.06.26 09:17:00 -
[80] - Quote
Nexus Day wrote:You show one year worth of exploration being flat lined, then a spike when it is "improved". How does this spike compare to past "improvements"? In other words how much of the spike is due to something being new?
Thanks for the excellent questions.
It's a fairly common trend across videogames for the new new to be extremely popular for a short period of time before declining to a stable population then declining further until death. How long that tail is depends on how good the game is. This landscape is changing a bit with the advent of alpha-funding and other similar models though.
On EVE a lot of changes that have predictable market effects will also get lots of speculator uptake as well. You can see this in the Hacking Attempts graph as the first week is full of activity which begins to tail off at a quite quick rate which rapidly begins to decrease with minor bumps for weekends. This is an expected trend as the players who still don't enjoy the feature and speculators leave to new pastures. I'm basically taking a bet on where the stable level will be, the 100,000 line is the one the graph is dancing above and below. The downward trend during the week also stopped for the first time today and we saw a slight uptick in attempts yesterday (which might just be due to the publicity this blog generated or it might just be noise).
Quote:Since the "improvement" the trend for relic and data sites is downward. You could easily say this isn't indicative of future results due to the small sample size. But then why would you show results with a small sample size to begin with?
Downward after, in some cases, a more than ten-fold increase in use. As above this is what we'd expect to see with any new feature addition or major change.
Quote:Hacking attempts is not indicative of people using the feature. As a matter of fact none of your graphs are, they just represent runs or attempts. The whole point of dumbing down exploration was to attract more people to it. Do you have any data to support that, or are the old explorers just taking advantage of you making it easier?
They definitely don't measure directly the number of people using the feature but they are definitely indicative of the number of people using it otherwise we wouldn't see an uptick at the weekends when we know more people are online. One thing that suggests that this is not just the old players exploiting an "easier system" is the scale of uptake.
This data collection and aggregation on a larger scale is quite new and as you reasonably point out this captures only at the character/user level. It says nothing about the subscriber level where people have multiple accounts. However characters are owned by users and users are subscribers so it should be possible to aggregate up to the subscriber level. This sort of data mining will be done by our Research and Statistics guys. EVE Software Engineer Team Prototyping Rocks |
|
|

Manfred Hideous
TOHOKU 9.0
24
|
Posted - 2013.06.26 09:39:00 -
[81] - Quote
Spathe Ne Boirelle wrote:I love how exploration works, its pretty clear that it was meant to be easier and faster to scan down a site. But I do have 1 problem or 1 question regarding the hacking sites which seems to be odd in nature.
Questions to the devs : When you successfully complate a hacking minigame and those mini cans are release was it intended to have a "BIG" random chance of loot gathering ?
Before the patch I remember when you hacked a container, you had some loot in your can and that was it. THere was no chance of getting like the current system. Just think about it. you get around 6-10 cans when you hack correctly. At best your cargo scanner on those scans works with a timer of 5 seconds. Given the fact you have to target all containers, scan it, look at the items. At the end it doesn't give you enough time to get the item you want.
Personally, I would love to get a list of items so I can choose what I want. Either because of what I need for production or just pure profit. This current system has way too much chance in it and I don't personally like that since the original one didn't incorporate any chance at all...except for the success cycle of hacking the container.
You're doing it wrong. |

I Love Boobies
All Hail Boobies
530
|
Posted - 2013.06.26 10:52:00 -
[82] - Quote
I've lost the urge to do exploration since Odyssey. I find it too tedious for the possible rewards, playing the mini-game to get a chance at something good, which usually fails to happen much of the time. Definitely not worth the time and trouble now. Like a lot of stuff that is getting noobed down. EVE is getting boring. *removed inappropriate signature* - CCP Eterne |

Adare Darmazaf
City Limits
0
|
Posted - 2013.06.26 11:21:00 -
[83] - Quote
The new way of exploration for data and relic sites: a drama. 
Keep doing this CCP and you will loose a lot of players to upcoming games who might gonne compete with EVE.
Monopolists tend to fall asleep.
   |

Tzu Tran
Blood And Profit Inc
0
|
Posted - 2013.06.26 11:23:00 -
[84] - Quote
Gotta agree with others, the loot scattering thing is just horrible. I don't mind the mini-game thing much, but only getting a little carbon and some data sheets when my scanner said there was some great **** in the container? Balls. Very much balls. Explo isn't worth my time. |

Titan Ace
United Nomadic Navy Consortium Collective
3
|
Posted - 2013.06.26 11:34:00 -
[85] - Quote
Quote: what on earth happened to null-sec Combat Sites? I just wonder, if it might have something to do with a major war going on out there which just happens to have kicked into high gear around the time of the Odyssey release. Maybe you should create a number cruncher that can tell what is actually going on in the game. (I would have thought a quick look at recent kill logs mght give a hint but yeah CCP do like statistics, as long as they show what CCP want them to show)
NB; Nulsec alliances typically don't approve of their members ratting while at war (doesn't make for good fleet participation when half your alliance is off ratting)
|

Grace Ishukone
Ishukone Advanced Research
24
|
Posted - 2013.06.26 11:35:00 -
[86] - Quote
Sofia Wolf wrote:I hope someone in CCP could make similar bog analysing results of 0.0 industry improvements in Odyssey.
I'm especially interested in how much of an increase, if any, we had in 0.0 mining, and was there any increase in number of .0. manufacturing slots being used, and by how much.
Yup.
Come on CCP, give us the numbers.
Anecdotally, Odyssey has been great for freeing up World of Warcraft and BF3 play time. |

JD No7
Malevolent Intentions Ineluctable.
65
|
Posted - 2013.06.26 11:36:00 -
[87] - Quote
Tzu Tran wrote:Gotta agree with others, the loot scattering thing is just horrible. I don't mind the mini-game thing much, but only getting a little carbon and some data sheets when my scanner said there was some great **** in the container? Balls. Very much balls. Explo isn't worth my time.
You are really doing it wrong. You can 100% guarantee getting the good stuff. And that's solo.
http://neural-boost.com/minicontainer-loot-distribution |

Samuel Wess
Ministry of War Amarr Empire
16
|
Posted - 2013.06.26 11:37:00 -
[88] - Quote
The statistics are not good, you have to compare number of magnetometric sites present in space before the patch with the number present now. Before the patch that number was limited and respawn very slow, we had to fight over them and was fun. Now everybody just ignores them due to being spammed every hour, the mechanics is bad, no challenge present and not fueling the pvp at all. In my area of space only thing left now are DED plexes, I am waiting on a nerf on that too soon and than can just leave :)
Edit: and if you see a high number of sites explored it is just cause we ignore a few pilots in covops that run them all day long, because chasing covops is not fun at all and the loot is bad. |

Prop Wash
GoonWaffe Goonswarm Federation
79
|
Posted - 2013.06.26 11:52:00 -
[89] - Quote
Dear CCP guy,
Don't mistake correlation for causation. The Sparking Transmitter was a particularly bad example for you to pick and here's why.
The pre-patch Sparking Transmitter was ten kinds of a mess. First off, the loot was awful. Just awful. A couple datacores, maybe some parts to make data interfaces. So it wasn't worth the time, but even if you did give it a try, the site itself was particularly painful for a few reasons. It was clustered around an eye-rending sort of nova thing, ensuring that you could barely look at your screen, and it had a whole bunch of structures littered around and so it was very easy to get stuck on one. This was a bad thing, because the site itself was programmed to spawn an overly large amount of elite guristas frigates and cruisers, and it would drop them right on top of you, and so if you got stuck on a structure you'd be in some very big trouble. As a point of reference, my Tengu has never been as close to blowing up as it was doing one of these sites (due mainly to the mix of elite webbing frigs, ECM cruisers and elites doing thermal damage). You couldn't take care of the site from a distance, because the spawns would only happen once you'd accessed a container. You had to do it in a tanked ship, which since it was Guristas meant you had to do it in a kin/therm tank, which is the shields special, but using a shield tank meant you had only one or two slots remaining for a hacking module, and since no tanking ship has a hacking bonus (until Odyssey) meant you were sitting on each individual container for minutes at a time waiting for it to open. When it did, you could loot your 3m worth of datacores.
So that was long, but the point was that Sparking Transmitters were so bad pre-patch that they weren't worth running. So to compare your new Odyssey sites to those old hacking sites simply means that you now have a site worth running, rather than a site that is well-designed or well-balanced. For the record, there's a long way to go with data and relic sites. The idea of the spew container could use some work, but there's also a lot of work to be done with loot tables. Do you know why people like relic sites more? It's because t2 salvage is valuable. Hacking isn't as popular because it isn't as valuable, because there's really nobody left in EVE that wants a data interface that does not already own one. You kindly gave us cans with hundreds of m3s worth of data interface parts, and I promptly jettison those parts because they aren't even valuable enough to ship back to Jita. Nobody wants rigging skillbooks, or racial encryption methods skillbooks, and they're worth about as much room in my cargohold as the datasheets that nominally are the "gag gifts" from the data mini-containers.
I don't mind the new hacking minigame. This is an MMORPG, and any money-making activity in an MMO necessarily has to involve a certain amount of tedium. As far as tedium goes, the minigame compares favorably to "shooting red crosses" and "shooting rocks" and has a lot less swing than combat sites, where you can go for hours and have nothing to show but tags and ammo.
So this was an extreme effortpost but the tl;dr is this: Congratulations CCP on upgrading data and relic sites from "non-functional" to "somewhat worth the time." Don't look at rising numbers and mistake it for a compliment. Oh, and in terms of practical suggestions - shorten the amount of time it takes to click on a node. Currently the interface restricts those of us who know what we're doing from going at a comfortable speed because you have to wait the several seconds it takes to reveal what was underneath (and therefore blow through powerups). We're meant to be fighting the game, not the interface.
|

Tzu Tran
Blood And Profit Inc
1
|
Posted - 2013.06.26 12:13:00 -
[90] - Quote
JD No7 wrote:Tzu Tran wrote:Gotta agree with others, the loot scattering thing is just horrible. I don't mind the mini-game thing much, but only getting a little carbon and some data sheets when my scanner said there was some great **** in the container? Balls. Very much balls. Explo isn't worth my time. You are really doing it wrong. You can 100% guarantee getting the good stuff. And that's solo. http://neural-boost.com/minicontainer-loot-distribution
Thanks for the link! Hopefully it helps. Haha.
But still, y'know.... It almost seems like the scattering should happen if the hack fails, and the container explodes. Then you get to play the clicking game. Successful hack? Just give me the stuff, dangit! |
|

Lipbite
Express Hauler
689
|
Posted - 2013.06.26 13:53:00 -
[91] - Quote
Last time I've tried I lost more than half items in container: scanner displayed there are only 3 items (4-5mil value each) yet I got usual 15 cans spill. No wonder there are just few thousands people (my estimation - 7k) doing data/relic sites exploration and most of them are clueless new players who are happy with 5-10mil per hour "income". |
|

CCP Bayesian
897

|
Posted - 2013.06.26 13:56:00 -
[92] - Quote
Prop Wash, you tell me not to mistake correlation for causation and then go on to tell me how the changes we made caused the change in the number of people using one of the sites!
That aside we definitely don't see rising numbers as a compliment but it's one metric amongst many that we do look at to judge the success of a feature against our goals for it. EVE Software Engineer Team Prototyping Rocks |
|

coolzero
Mortis Angelus WHY so Seri0Us
85
|
Posted - 2013.06.26 13:57:00 -
[93] - Quote
fix....rogue drone...region.....no relics sites(and very very few data sites)
ticket ID: 3274491 |

Manfred Hideous
TOHOKU 9.0
25
|
Posted - 2013.06.26 14:02:00 -
[94] - Quote
CCP Bayesian wrote:Prop Wash, you tell me not to mistake correlation for causation and then go on to tell me how the changes we made caused the change in the number of people using one of the sites!
That aside we definitely don't see rising numbers as a compliment but it's one metric amongst many that we do look at to judge the success of a feature against our goals for it.
Am I the only one who notices that you guys are completely ignoring any post aimed at asking you for comment on the new scanning system (where "hidden" sites are plainly visible)?
Some of the price drop must be the ease of which the sites are being found. I'm not getting particularly awesome drops when I do a site but I'm sure that cumulatively the community of explorers are because it's no effort at all to find sites and to bypass systems with none available. |

Nabuch Sattva
The Green Cross
7
|
Posted - 2013.06.26 14:13:00 -
[95] - Quote
Manfred Hideous wrote:CCP Bayesian wrote:Prop Wash, you tell me not to mistake correlation for causation and then go on to tell me how the changes we made caused the change in the number of people using one of the sites!
That aside we definitely don't see rising numbers as a compliment but it's one metric amongst many that we do look at to judge the success of a feature against our goals for it. Am I the only one who notices that you guys are completely ignoring any post aimed at asking you for comment on the new scanning system (where "hidden" sites are plainly visible)? Some of the price drop must be the ease of which the sites are being found. I'm not getting particularly awesome drops when I do a site but I'm sure that cumulatively the community of explorers are because it's no effort at all to find sites and to bypass systems with none available.
^^ I agree completely. Hidden sites should not appear when you jump systems. This also makes the spread formation almost obsolete as you can go directly to a pinpoint formation around one of the red spheres (signatures). |
|

CCP Bayesian
897

|
Posted - 2013.06.26 14:19:00 -
[96] - Quote
The changes to scanning aren't something I worked on directly or commented on apart from as an obvious confounding factor in the devblog, so it's not really a topic I can actually address. EVE Software Engineer Team Prototyping Rocks |
|

Manfred Hideous
TOHOKU 9.0
26
|
Posted - 2013.06.26 14:30:00 -
[97] - Quote
CCP Bayesian wrote:The changes to scanning aren't something I worked on directly or commented on apart from as an obvious confounding factor in the devblog, so it's not really a topic I can actually address.
It would be nice if you could let the people concerned (CCP Falcon?) know that many of us feel like we're being ignored. Even if the response is HTFU, I'd like to know y'all got the memo. |

Charles the Miner
Amarr Empire
46
|
Posted - 2013.06.26 14:40:00 -
[98] - Quote
What I want to know is; why introduce an exploration battlecruiser with weapon bonuses, and then remove NPCs from exploration?
I must be missing something. |

VaL Iscariot
The Concilium Enterprises THE ROYAL NAVY
59
|
Posted - 2013.06.26 15:29:00 -
[99] - Quote
Dear friends at CCP Games,
In my personal opinion, I am disappointed in not so much the new system of scanning, but the sites themselves. The loot can jettison thing makes no sense. Why would the cans vanish in space? What is it in a vacuum that makes data sheets and carbon disappear? I remember when exploration was you, your ship and plowing the dangers of low sec, null sec and wormhole space. Now, I know as soon as i enter system if there is anything worth while to bother scanning and I have to bring people with me. Exploration is a solo or two person art at max.
I never much agreed with deploying all probes at the same time. You should be forced to fire them one at a time then you can put them in a formation with the push of a button. I do not like how one doesn't even have to press the system scan button for the scanner to tick off. You don't even have to wait 10 seconds for the scan to go off like in post odyssey. Also, the grav sites. Don't make them insta scan. Give those ninja miners a chance in low sec. Make it like a 50% sig so that you know its there but are forced to scan it. You just instantly know. I don't like that.
I am aware that it is a new mechanic and maybe some things need to be worked out and tweaked. I love the new scanner effects. I love probes in formation. However, I have abandoned my exploration trade. Where I once made billions running radar and mag sites, my isk generation running these new relic sites has dropped below 1 million isk an hour. My covert ops exploration Tengu has been sold in favor of a Hyperion which I now.... run incursions with.... *shakes of non-existent dirt* CCP, I feel dirty and its your fault.
Keep up the good work guys. o/
|

Ventro69
Manson Family The Retirement Club
121
|
Posted - 2013.06.26 16:57:00 -
[100] - Quote
"Whatever the reason for the dip in use of Combat Sites in null-sec"
Seriously??? I petitioned this 6 months ago.
THERE ARE NO LOOT DROPS!!!
I had 2 and a half weeks off from work last month. Did about 10-15 sites, 6/8/10/10 Guristas sites and I think I got maybe about 2 bill loot from it.
The new scanning/exploration mechanic made it so easy that it is not a viable source of income anymore. The least you could have done was kept combat sites as they were. Ventro69: There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die.
|
|

Ventro69
Manson Family The Retirement Club
121
|
Posted - 2013.06.26 17:09:00 -
[101] - Quote
Ventro69 wrote:"Whatever the reason for the dip in use of Combat Sites in null-sec"
Seriously??? I petitioned this 6 months ago.
THERE ARE NO LOOT DROPS!!!
I had 2 and a half weeks off from work last month. Did about 10-15 sites, 6/8/10/10 Guristas sites and I think I got maybe about 2 bill loot from it.
The new scanning/exploration mechanic made it so easy that it is not a viable source of income anymore. The least you could have done was kept combat sites as they were.
Edit: Guess you meant Havens and Sanctums etc...
Well, even if you run the same sites over and over in the hope of a rated plex spawning, there's still the issue of the terrible/no loot at the end. So why bother? Ventro69: There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die.
|

TeZLaD
Khanid Exploration
0
|
Posted - 2013.06.26 18:22:00 -
[102] - Quote
I Love Boobies wrote:I've lost the urge to do exploration since Odyssey. I find it too tedious for the possible rewards, playing the mini-game to get a chance at something good, which usually fails to happen much of the time. Definitely not worth the time and trouble now. Like a lot of stuff that is getting noobed down. EVE is getting boring.
I have to agree. What was once a lucrative trade to those that had trained the skills and put in the long hours to perfect the technique, has now been given away to the world and his wife, so much so that they pop up for everyone to see, even when the scanner is off More like minigames with minigames now, no real exploration needed. The same applies to grav sites, nothing hidden about them anymore.
I my opinion, one of the best things about EvE-O is its complexity, makes it much more immersive and maybe a little addictive, where perseverance pays, and those that can stay the course will reap the rewards. I feel this quality is being eroded away, becoming too noob friendly, which i know is a good thing in terms of revenue , but will make a game with no longevity, as goals are achieved too quickly.
I look forward to the long haul 
P.S I like boobies too  |

Nao as Guerras
New Eden Research Department
0
|
Posted - 2013.06.26 18:53:00 -
[103] - Quote
Hacking is way to booring. Also CCP, you have the incarna technology, so WAKE UP!!!
Make the site a maze, where you enter a site in person, and hack doors, computers and what not to get to the loot ... Then add some boobytraps (yes i like boobies too :-) and explode the whole thing with you inside if you are to dumb to get out in time.... That would be sooooo much more fun...
Now the only fun we have with these sites, is waiting for a poor solo hacker to enter, and then warp in after he got a few cans open.....
|

Arkanon Nerevar
The Riot Formation Unclaimed.
23
|
Posted - 2013.06.26 19:03:00 -
[104] - Quote
you ask why combat site usage has fallen so noticeably?, maybe its something to do with massive separate buffs to the other professions (mining/exploration) simultaneous to relentless swinging of the nerf bat towards ratting, frigs in all sites adds the obvious increased risk factor but more importantly decreases isk/hr due to their insignificant pay-out and fairly lengthy (in comparison) time to kill. This is in addition to the range nerf on TEs, ALL turret based ratting ships use highest dmg shortest range ammo to be actually competitive, the switch from a short range (anti/multi/hail) to a long range ammo cuts your dps nearly in half, this nerf now seriously diminishes the effectiveness of turret ratting ships as they are now generally engaging in high falloff decreasing their actual applied dps. Trust Not in God, but Have Faith in Hail L |

Myrkala
Royal Robot Ponies Happy Cartel
65
|
Posted - 2013.06.26 19:53:00 -
[105] - Quote
This new exploration has retracted from my alliances gameplay which is a small group of players in NPC 0.0 space.
Before, the sites required some staying power meaning if you wanted to get the loot you had to protect yourself from being attacked from rats and other players, you had to take an active role in your safety and ability to make isk in the space.
This for us, this meant that we could enforce actively the space we occupied ("exerted control") over by our presence and constant threat of catching and killing anyone that tried to do these sites in our area, it also meant more conflicts as the ships needed to do the sites were not the single most evasive ship in the game...
Now there are NO rats present in these exploration sites, they are all the same, there seems to be no difference between the data and relic site mechanics which means all you need to do them is a Covert Ops and five modules, Cloak, MWD, Relic and Data analyzer and a Cargo Scanner.
Generally, sites only have 1-2 cans that are worth anyone's time meaning they are completed in a short amount of time.
This means more traveling Covert Ops ships, yes. But they are very hard to catch consistently on gates using cloaked Interdictors and interceptors.
In my opinion this feature is a failure because:
1. There are too many sites, they are everywhere, so finding one isn't a problem.
2. They are TOO EASY, once you get the hang of it you can quickly complete most hacs in under a minute AND they can be done by one person in a fragile frigate.
3. The best ships for doing the sites are also one of the most evasive and hard to catch ships in the game.
- To catch them you either have to sit cloaked in a stealth bomber or interdictor in a site waiting for them.
The only ship that has a chance to catch them unawares are stealth bombers that warp in cloaked and get a lock before they cloak. (Because of no locking delay after decloak.) That is if they don't cloak as soon as you enter the system, or have already finished it by the time you land.
OR
- You sit on a gate cloaked in an Interdictor, and decloak them in a bubble to kill them. Not the easiest of ships to catch in a camp, they are right up there with covert ops nullified ships.
Something that would improve gameplay would be to make it impossible or hard to cloak when close by the cans (but please don't use those stupid resource hogging clouds, people will definitely complain!).
Make them more scarce, I know you think the number of sites completed is a "good metric" for a "successful feature" but that is not the whole story, you need to consider what other implications it will have, you have basically turned exploration into risk free mining...
Another thing I want to mention is the risk vs reward factor, because these sites spawn consistently throughout space the supply/demand will eventually even out and be nothing more than glorified mining while harder exploration combat site require much more risk and effort.
For example a DED 10/10 plex practically requires 2-4 ships in a specialized and coordinated fleet, all of whom will cost significantly more than a Covert Ops, that have to be exposed to more risk for longer periods of time.
Because they aren't all frigates that can warp cloaked and they stay locked and perhaps warp disrupted by NPCs throughout the process of running the combat complex and at the end the reward may not even have been worth the effort, with only 133 million isk being guaranteed to drop (23rd Tier Overseers Personal Effects) and anything else being dropped is left to randomness. Even if you complete that in an hour, with three people you will barely break 50 million isk for each. Then it bec
Now, there are other combat sites that seem to give better rewards for lesser risk, but this was just to make a point of how disparate the risks vs rewards are considering exploration vs combat sites.
|

Indahmawar Fazmarai
2478
|
Posted - 2013.06.26 20:35:00 -
[106] - Quote
I still think that the way the hacking minigame has been implemented has been a terrible loss for solo and casual friendly content. CCP may disagree and maybe they don't like soloers nor people with a life, but I regret that nonetheless.
As for exploration itself, in my experience it has moved from being difficult and unrewarding to become easy, boring and unrewarding.
And by the way, to the developer who made those diminutive fast moving tick boxes: I've been minding your family thoroughly each time I ended a hack and lost the loot struggling to see the cans with my eyes 10 centimeters away from the screen (compared to the usual 20 centimeters), and then turn that I picked the wrong can because the labels are so unreadable. 
Maybe they should be affected by the UI settings, as 110% zoom was the best thing the EVE UI did for me in a while... The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |

Johan Toralen
IIIJIIIITIIII
136
|
Posted - 2013.06.26 23:45:00 -
[107] - Quote
The low entry barrier is really hurting. I expect the equilibrium somewhere where nullsec sites pay barely better then l4 missions. At which point they will be pretty useless for a lot of people. At least l4's give a standing grind and don't require long travel times. But the low skilled players and casuals will still haul enough salvage and decryptors to the markets to prevent prices from bouncing back significantly enough.
It should be harder to probe down the sites and not all of them should pop up on the system scanner (for example Crystal Quarries). The hacking should require more skill training specialization and more expensive mods/rigs to do efficiently. Also some form of danger in the sites that requires a bit of compromise in the fittings. I'm ok with no rats. It's a good idea that not everything is basically missions. But something like explosions as result of failed hacks would be good.
Only with such tweaks i can see the sites to remain profitable in the long run. Better, wider loot tables will only have short term effect because as the sites are now every single item will be run into the ground. |

Mocam
EVE University Ivy League
284
|
Posted - 2013.06.27 04:21:00 -
[108] - Quote
Indahmawar Fazmarai wrote:I still think that the way the hacking minigame has been implemented has been a terrible loss for solo and casual friendly content. CCP may disagree and maybe they don't like soloers nor people with a life, but I regret that nonetheless. As for exploration itself, in my experience it has moved from being difficult and unrewarding to become easy, boring and unrewarding. And by the way, to the developer who made those diminutive fast moving tick boxes: I've been minding your family thoroughly each time I ended a hack and lost the loot struggling to see the cans with my eyes 10 centimeters away from the screen (compared to the usual 20 centimeters), and then turn that I picked the wrong can because the labels are so unreadable.  Maybe they should be affected by the UI settings, as 110% zoom was the best thing the EVE UI did for me in a while...
This is still mostly early stats showing in their charts but it does show a trend of increased activity.
If/when it drops down to around where it was, or lower, they'll probably review such comments but while it still shows higher than before, they probably won't adjust difficulty and such.
As for some of the chart numbers, that spike in highsec kind of boggled me for a bit - highsec exploration has pretty much hit "saturation" levels but being a new feature, they probably had 10k or so people jump in ships and give it a shot, then stop trying being as highsec was gutted fast - lowering it back to it's already heavily used numbers.
Metrics on WH space would be valuable.
I'd imagine that use there has climbed quite a bit being as people can go there and "get home" faster than trying to fly to distant places 20+ jumps back and forth - such as highsec to null visits. |

Paul Uter
School of Applied Knowledge Caldari State
7
|
Posted - 2013.06.27 06:01:00 -
[109] - Quote
The new exploration is of all intense and purpose a fail regardless of statistics.
* Scanning. - Hidden sites are easly visible to everyone. Where is 'exploration' in that. This in your face mechanics only rewards lazy people. - now i can find sites with 8 button clicks , no skill required. ( lunch probes , pinpoint formation , drag around celestial , scan ,resize , drag , scan and 100% hit , warp ) Really at this point you can just implement automatic scanning.. Before scanning yes it required skill i could scan with 4 probes making it much faster then someone that had to use 8 and drag them all round , and many more nuances and details that made skill and knowledge rewarding
* exploration sites - You removed rats , making them all risk free and transforming exploration into "Cov Ops" on line - They are too abundant spawning too aggressively , you killed any and all competition chasing Cov Ops ships is no fun.
* loot spew. - You failed in forcing people to brign a friend, when you can just cherry pick the best loot, any more people and your income drops.
* loot value. You killed a lot of markets, and i predict no matter what you put in there there will eventuality tank as well to the point of lvl4 missions, unless very rare drop but that means most of the players wont see them.
* minigame - The only actual improvement over waiting for can to be hacked by luck in RNG.
Summary : You dumbed down exploration beyond hope. You killed a lot of PVP and skill aspects of it. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
472
|
Posted - 2013.06.27 15:38:00 -
[110] - Quote
pmchem wrote:CCP Bayesian wrote:oklem wrote:I'm sure the frigates added in forsaken hubs accounts for some of the completion drop. I asked around to try and work out what had gone on before posting this. CCP Fozzie just told me about the nerf as well. It seems reasonable as an answer. :D I guess I should read the patch notes!  Or maybe even play the part of the game you're blogging about!  Was about to write the same thing.
What credibility can you ever expect to have with your customers / user community if you don't know your own product through and through before writing up an analysis article? +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |
|

Hakaru Ishiwara
Republic Military School Minmatar Republic
472
|
Posted - 2013.06.27 15:46:00 -
[111] - Quote
CCP Bayesian wrote:*snip*This has just been a quick poke through the high-level statistics we have for our exploration site changes. Part of our work towards Odyssey 1.1 involves getting more fine grained statistics into our automated tools so we can track changes we make to Hacking and Scattering in the future. We'll doubtless be back with more information in the future and I'm sure other teams will be along shortly with more pretty, pretty graphs.
CCP Bayesian wrote:Kai Pirinha, I'm mostly considering the statistics in terms of what people did in the sites and trying to find comparisons in other places that shed some light on that. The big problem is that I can only work from the information that was available before Odyssey to do that. In the future we'll endeavour to add statistics in a patch prior to releasing an expansion so we can see change over that boundary for elements we want to measure. Also our system needs some additions to aggregate data which it doesn't have in our automated viewer/graph generator so I was forced to just pick some interesting sites rather than looking at the aggregate data for all Data/Relic Sites versus Combat Sites.
I don't think it's sensible to draw too firm conclusions from this data at all. As mentioned in the blog we're working to add more fine grained information in. The big ticket numbers are also easier to talk about in the generalities that the blog sticks too.
We consider all sorts of data sources other than raw user numbers though. Our Research and Statistics guys have been conducting surveys for many expansions now, as just one example. That's good to hear that statistics are not the sole driver behind game design tweaks. But I am not convinced that CCP customer surveys are doing the job, either.
Do you have examples where customer survey results have translated into some recent awesome additions or changes to the EVE Online entertainment service?
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Tzedek Badasaz
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.06.27 18:08:00 -
[112] - Quote
It's really bizarre that some people are asking for the probing process to be made more tedious, as it was before this expansion. Forcing people to drop probes in every single system will not make people quit doing probing, it just makes those that do it endure tedious, repetitive, unrewarding activity.
e: I mean I guess some of you hope to drive away the majority of people currently doing it so there will be only a handful of players who can tolerate probing. You probably shouldn't expect CCP to bend over backwards to give you interesting content and at the same time intentionally make it repellent to the great majority of the playerbase but hey who knows.
And seriously there needs to be more sites, more frequently. Traveling 20 jumps through null sec and finding no data/relic sites at all is really pretty terrible and disappointing. At least I get a lot of practice running enemy gatecamps though. |

Johan Toralen
IIIJIIIITIIII
141
|
Posted - 2013.06.27 19:00:00 -
[113] - Quote
Tzedek Badasaz wrote:It's really bizarre that some people are asking for the probing process to be made more tedious, as it was before this expansion. Forcing people to drop probes in every single system will not make people quit doing probing, it just makes those that do it endure tedious, repetitive, unrewarding activity.
e: I mean I guess some of you hope to drive away the majority of people currently doing it so there will be only a handful of players who can tolerate probing. You probably shouldn't expect CCP to bend over backwards to give you interesting content and at the same time intentionally make it repellent to the great majority of the playerbase but hey who knows.
Not sure if this is in part adressed at my own comment. Personally i don't want the mechanics to go back to the old system. But i would like signal strenghts to be weaker so people either have to max out their probing skills or invest in some expensive gear in order to be able to probe down the high end sites.
You are correct that such suggestions follow an agenda that aims to drive people away. Less people doing it means the sites stay worth running for me as i have the skills and am willing to specialize further if necessary. It's pretty selfish but we gotta stay real. Explorers compete over loot that only has a very limited demand. More people doing it = bad for business. That's the harsh reality of Eve's capitalism and also down to the fact that unlike other pve content the exploration isn't an isk fountain. It only creates loot but no isk payouts. Something that CCP seems to have totally forgotten when they opened up the sites to everyone
Quote:And seriously there needs to be more sites, more frequently. Traveling 20 jumps through null sec and finding no data/relic sites at all is really pretty terrible and disappointing. At least I get a lot of practice running enemy gatecamps though.
There are enough sites in nullsec. Switch to a different region, probe more systems. I do about 50 every night. Dry spells like yours happen to me aswell but on average i would estimate i find something in about 1 out of 4 systems. Sometimes ther's 5 or 6 sites in a single system. |

Tzedek Badasaz
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.06.27 23:16:00 -
[114] - Quote
Johan Toralen wrote:You are correct that such suggestions follow an agenda that aims to drive people away. Less people doing it means the sites stay worth running for me as i have the skills and am willing to specialize further if necessary. It's pretty selfish but we gotta stay real.
Mmmm yeah I don't think you should have come right out and said that. Good luck and stay real space brother! |

Tzedek Badasaz
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.06.27 23:17:00 -
[115] - Quote
Tzedek Badasaz wrote:[quote=Johan Toralen]You are correct that such suggestions follow an agenda that aims to drive people away. Less people doing it means the sites stay worth running for me as i have the skills and am willing to specialize further if necessary. It's pretty selfish but we gotta stay real.
Mmmm yeah I don't think you should have come right out and said that. Good luck and stay real space brother!
Quote:I do about 50 every night.
Yes exactly, that is the problem. Thanks for summing that up so clearly. |

Manfred Hideous
TOHOKU 9.0
30
|
Posted - 2013.06.28 00:25:00 -
[116] - Quote
Tzedek Badasaz wrote:It's really bizarre that some people are asking for the probing process to be made more tedious, as it was before this expansion. Forcing people to drop probes in every single system will not make people quit doing probing, it just makes those that do it endure tedious, repetitive, unrewarding activity.
e: I mean I guess some of you hope to drive away the majority of people currently doing it so there will be only a handful of players who can tolerate probing. You probably shouldn't expect CCP to bend over backwards to give you interesting content and at the same time intentionally make it repellent to the great majority of the playerbase but hey who knows.
And seriously there needs to be more sites, more frequently. Traveling 20 jumps through null sec and finding no data/relic sites at all is really pretty terrible and disappointing. At least I get a lot of practice running enemy gatecamps though.
Or maybe we liked the immersion factor and puzzle solving of probing? I stopped probing mainly because it's not fun when the sites are literally yelling come find me!
I suppose I should start yelling "Ready or not, here I come" when entering a system that my scanner tells me I should check. |

Laura Gannon
EDGE Alliance Holding EDGE Alliance
10
|
Posted - 2013.06.28 01:47:00 -
[117] - Quote
Been a few weeks since the latest iteration hit the streets, now we get the statistics, interesting that you roll that out so soon really, looking at the figures it all smacks not only of being unfinished but also of trying to justify something you might possibly have realized has gone badly wrong.
Hubs, we see mention of those, and yes they were seriously nerfed if that's what you used to mine Isk from and I guess you are going to feel the impact of that change to a varying degree dependent on your method of tackling them.
For my part pre-update a three man multi-box fleet consisting of Vindicator, Ishtar and scimitar could complete the Hubs in around eight minutes plus two to fleet warp to the next site, leave you to tot up the Isk earned at around 6 sites per hour, post-update I find that the constant changing of drones to cope with the tackling frigates has increased this to around eleven to twelve minutes per site plus fleet warps, a significant drop in Isk reward value, result, I don't do the sites any more, even tried substituting Sanctums or Havens, quickly found out that as far as Isk mining was concerned it was a bust, not worth the investment in time and risk, my guess is that a lot of players have come to the same conclusion.
As for the Scanning, were you get the term exploration from I have no idea, again proved to be tedious and not cost effective compared to a couple of years back, your 'Statistics' like all such can obviously make a case for it being something it is definitely not if you choose to do so, but the bottom line for most of us that used to do scanning as a group activity and make serious Isk from it is that it is not worth the time involved, the skill/ interest factors involved in being successful has been removed dumbed down as it currently is and the frustration of finding that a lot of skill training once required to allow players to do this activity has been effectively wasted.
The constant system scanning even though the results are not visually persistent is a distraction well done without and missing the most obvious function, that of being able to turn it off, and if scanning the result screen is intrusive, badly laid out and of all things GREEN!, not saying scanning could not have done with work, but to dumb it down to the point of being a waste of time, now that was special even for CCP. |

Johan Toralen
IIIJIIIITIIII
142
|
Posted - 2013.06.28 02:34:00 -
[118] - Quote
Tzedek Badasaz wrote:Mmmm yeah I don't think you should have come right out and said that. Good luck and stay real space brother!
You think the guys at CCP are so naive to think any suggestion comes out of good will? Ther's always a personal agenda. People want more isk, easy kills, no risk for themself etc. The game doesn't revolve around me. I don't expect them to listen to me of all players. But if enough players voice similar opinion maybe a compromise can be found that everybody is somewhat happy with. |

Paul Uter
School of Applied Knowledge Caldari State
14
|
Posted - 2013.06.28 06:50:00 -
[119] - Quote
Johan Toralen wrote:Tzedek Badasaz wrote:Mmmm yeah I don't think you should have come right out and said that. Good luck and stay real space brother! You think the guys at CCP are so naive to think any suggestion comes out of good will? Ther's always a personal agenda.  People want more isk, easy kills, no risk for themself etc. The game doesn't revolve around me. I don't expect them to listen to me of all players. But if enough players voice similar opinion maybe a compromise can be found that everybody is somewhat happy with.
How notion of cov ops oline is a personal agenda ??
What of someone personal agenda is interesting game and not maximizing isk/hour ??? |

Jell Feed
Republic Military School Minmatar Republic
3
|
Posted - 2013.06.28 11:24:00 -
[120] - Quote
Please consider getting deepspace probes back.
sucks to scan a whole system to find that 10/10 :P
|
|

Johan Toralen
IIIJIIIITIIII
143
|
Posted - 2013.06.28 11:59:00 -
[121] - Quote
Paul Uter wrote:How notion of cov ops oline is a personal agenda ??
What of someone personal agenda is interesting game and not maximizing isk/hour ???
Can you please rephrase your first question? I don't understand it.
As for second question. There is nothing inherently wrong with people having any kind of personal agenda. It always boils down to their enjoyment of the game. Even the most mind numbing isk grind people do because in the back of the head they have that with that isk they will finance fun experiences in the game. I don't consider maximizing isk/h a "bad" personal agenda. It's as normal a desire for the player as playing a game that is fun. CCP's job is to balance and weight the personal interests of all players against each other while providing an enjoyable gameplay experience. |

Hazen Koraka
FutureTech Industrial Inc.
179
|
Posted - 2013.06.28 13:47:00 -
[122] - Quote
Lovely graphs! Thing about exploration, is it's about exploration 'innit?
I'm all for keeping the thread positive :) Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Johan Toralen
IIIJIIIITIIII
143
|
Posted - 2013.06.28 14:00:00 -
[123] - Quote
Idea how to fix the salvage market: Have all t2 rigs use up the same calibration points as their t1 equivalents. This should increase demand by a lot and keep the profession sustainable for a larger number of explorers. Sure some ships might become pretty powerful with these changed fitting requirements but then ppl also pay lot more for these rigs. Some tweaks can be done further down the line to other stats of the rigs should specific combinations turn out to be too over powered. |

Titan Ace
United Nomadic Navy Consortium Collective
3
|
Posted - 2013.06.29 03:05:00 -
[124] - Quote
CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue. Tell me how the balancing will help those who do the sites regularly. Any business looking to increase or maintain existing profit (Hacking is the business) will, 1; release a brand new wonderful product everybody just simply has to have. ( often at a higher price) - won't work here, because the problem is not that the product is no good, there is just too much of it because it is too easy to get
2; Reduce available supply of an existing "everyone needs it" product. (forces prices up) - This would create a problem as the whole idea of the "new and improved" hacking system was to encourage more use of the feature. Reduce the income from hacking sites you will very quickly see less use of the feature game play. Increase the difficulty of hacking sites, you will see less use of the feature unless the reward increases with difficulty. Increasing reward with difficulty will again see an over supply of product in the market place.
So; I see the problem as, CCP wanted to improve a feature in the game to encourage more interaction and shot all those who used to do hacking in the foot with the oversupply of hacking site rewards flooding a limited market place. Now they want to shoot them in the other foot by "balancing" (nerfing, increasing difficulty, decreasing the amount of sites, etc) the newly created "Career" of hacking.
|

Titan Ace
United Nomadic Navy Consortium Collective
3
|
Posted - 2013.06.29 03:14:00 -
[125] - Quote
Johan Toralen wrote:Idea how to fix the salvage market: Have all t2 rigs use up the same calibration points as their t1 equivalents. This should increase demand by a lot and keep the profession sustainable for a larger number of explorers. Sure some ships might become pretty powerful with these changed fitting requirements but then ppl also pay lot more for these rigs. Some tweaks can be done further down the line to other stats of the rigs should specific combinations turn out to be too over powered.
At least this could be tried out gradually on some popular rigs to see what effect it will have on the market. It may well increase demand of T2 rigs but may not see more use of them as cost is a major factor in rig buying. I don't know anyone who will fit T2 rigs to a T1 ship due to cost. Decrease cost of T2 rigs you kill hacking as a profession.
|

Titan Ace
United Nomadic Navy Consortium Collective
3
|
Posted - 2013.06.29 03:38:00 -
[126] - Quote
Indahmawar Fazmarai wrote:And by the way, to the developer who made those diminutive fast moving tick boxes: I've been minding your family thoroughly each time I ended a hack and lost the loot struggling to see the cans with my eyes 10 centimeters away from the screen (compared to the usual 20 centimeters), and then turn that I picked the wrong can because the labels are so unreadable.  Maybe they should be affected by the UI settings, as 110% zoom was the best thing the EVE UI did for me in a while... My eyesight has become a huge factor in not doing something I used to enjoy (and make my primary income from). I have been unable to read any tags on the fast moving little reward cans and simply grab what I can before they simply expire.
The new mini game is somewhat interesting the 1st 4 or 5 times you use it, then it just becomes mundane and boring.
|

Johan Toralen
IIIJIIIITIIII
151
|
Posted - 2013.06.29 14:43:00 -
[127] - Quote
Titan Ace wrote:It may well increase demand of T2 rigs but may not see more use of them as cost is a major factor in rig buying. I don't know anyone who will fit T2 rigs to a T1 ship due to cost. Decrease cost of T2 rigs you kill hacking as a profession.
T2 rig prices decrease as we speak because of the t2 salvage price crash. This killing of the profession as you call it happens before your very eyes right now. The change of the fitting requirements would increase demand. How often do i sit in front of EFT messing around only to find that the t2 rigs don't fit. Now obviously nobody's gonna fit them on cheap t1 pvp frig. But ther's enough hisec dwellers with too much isk who wouldn't mind to put t2 rigs on any of their missions boats or whatever as long as it fits. This is the increase of the demand. What then follows is more producers will hop on this train, buy more t2 salvage from the market and salvage prices go up.
CCP thought the capital rigs would offset the incoming flood of salvage from Odyssey. Obviously that didn't work out for t2 salvage. The t2 cap rig market is so niche a handful explorers and a single producer could cover it. But that the thought wasn't completely naive can be seen in the t1 salvage market where prices actualy went up despite the loot flood. That is because t1 cap rigs actualy get produced and a lot of salvage is necessary for that.
Now i don't see t2 cap rigs to ever become more then a niche. So we have to look what other ways to increase demand for t2 rigs. And as i see it the biggest limiting factor are the fitting requirements. Without this fitting small, medium and large t2 rigs suddenly would be viable on a much wider scale. |

Titan Ace
United Nomadic Navy Consortium Collective
3
|
Posted - 2013.06.29 16:09:00 -
[128] - Quote
Johan Toralen wrote:Titan Ace wrote:It may well increase demand of T2 rigs but may not see more use of them as cost is a major factor in rig buying. I don't know anyone who will fit T2 rigs to a T1 ship due to cost. Decrease cost of T2 rigs you kill hacking as a profession.
T2 rig prices decrease as we speak because of the t2 salvage price crash. This killing of the profession as you call it happens before your very eyes right now. The change of the fitting requirements would increase demand. How often do i sit in front of EFT messing around only to find that the t2 rigs don't fit. Now obviously nobody's gonna fit them on cheap t1 pvp frig. But ther's enough hisec dwellers with too much isk who wouldn't mind to put t2 rigs on any of their missions boats or whatever as long as it fits. This is the increase of the demand. What then follows is more producers will hop on this train, buy more t2 salvage from the market and salvage prices go up. CCP thought the capital rigs would offset the incoming flood of salvage from Odyssey. Obviously that didn't work out for t2 salvage. The t2 cap rig market is so niche a handful explorers and a single producer could cover it. But that the thought wasn't completely naive can be seen in the t1 salvage market where prices actualy went up despite the loot flood. That is because t1 cap rigs actualy get produced and a lot of salvage is necessary for that. Now i don't see t2 cap rigs to ever become more then a niche. So we have to look what other ways to increase demand for t2 rigs. And as i see it the biggest limiting factor are the fitting requirements. Without this fitting small, medium and large t2 rigs suddenly would be viable on a much wider scale. May be just me but being someone who builds both T1 and T2 rigs I have noticed most of the commonly used items I use have gone up in price for T2 and T1 salvage. For instance, pre odyssey Tripped Power Circuits, I had buy orders for 125k average market price of 140k. Post odyssey the prices are now average buy order 140k market price 160k.. Current T2 salvage prices have added an extra 12mil to the cost of building 1 T2 medium shield extender. I can't build enough T2 rigs to keep up with demand, I have never had to put a T2 rig on the market as they are generally prepurchased. T2 capital rigs will be a very specialized niche market, with estimated costs of over 1.5 bil each, I see them only being built to order and not fitted to anything other than supers. Where pre odyssey I was building a substantial number of large T2 rigs for for capitals this market will now completely dry up as no-one (unless stupidly rich) is going to fit T2 capital rigs to a T1 capital. In most cases the rigs would cost more than the ship itself.
Ps; if you have noticed a crash in the prices of T2 salvage I'd be interested to know what region you are in. I'll go there and buy as much as I can carry. |

Laura Gannon
EDGE Alliance Holding EDGE Alliance
13
|
Posted - 2013.06.30 14:04:00 -
[129] - Quote
Site Nerfs, Sov wars and the like causing a reduction in ratting overall,
The extraordinary amount of time required wasted for little reward these days after successive Loot nerfs,
Not to mention the sheer boredom of salvaging, not really surprised salvaged component prices are on the rise really.
Pre-update few people I know salvaged anything, not enough isk for time consumed to make it worth it, unless they had a need for there own production, since the update there still not salvaging, but there is little to salvage as there just not ratting as they used to anyway. |

Zeera Tomb-Raider
Aliastra Gallente Federation
0
|
Posted - 2013.06.30 17:01:00 -
[130] - Quote
Exploration !!! ther is none explorations added bay oddyssey only remowal.the only thing that was needed to gett more peopol in to "exploration" was the the only good feature in oddyssey the option to juse a pre fixed probe formation,making the probe scanner task better for neew people to juse shud hawe been your most importent task.and not making exploration in to a mundane farming game whid no feel of accomplishment.what you hawe don to exploration is to remowe a grate nich in the game and redused more of your content in the game to just farming as the so called hacking game is based on trained skill and just pure luck.and no player skill !!!!javascript:insertsmiley(' ','/Images/Emoticons/ccp_sad.png') |
|

Zeera Tomb-Raider
Aliastra Gallente Federation
0
|
Posted - 2013.06.30 18:17:00 -
[131] - Quote
ghosttr wrote:Epsilon Knight wrote:Johan Toralen wrote:Hope the diving income gets adressed soon. Looks like you expect the number of explorers to stay higher then before Odyssey so i think what's needed is a much wider range of loot so the market doesn't get flooded with the same couple items from everyone. Or more jackpot items to set off the lower income from the regular loot. Tho i'm not so sure what it could be because i sorta expect everything to dive that will be put in these sites :/
Something something free market. Prices are going to get hosed until people start saying "this isn't worth doing", or "this is barely worth doing." Then they will stabilize. You're pretty much right in whatever they put into these sites is going to drop in value, and any fix other than letting the player economy come up with the value for for the labor performed and risk taken is going to flop. The only alternative might be expanding the hacking game so that arch V and hack V are required for some sites, or so that the sites with high value items are extremely difficult to probe down without high skills. Changing the time sink for becoming moderately profitable will stem the number of people who pursue the profession, and limit the item flood. More people will still train to do it, because probing and hacking is no longer brain-hemorrhaging-ly boring, but it'll shave off some of the mission-running interlopers who can't tack a month onto their skill time before cruise missiles V. But then, limiting the exploration crowd is exactly what CCP doesn't want to do. You've seen their trailer for the expansion, right? All bets: get ready for new, permanent lower prices on salvage, blueprints, etc. Its not the items that are the issue its the demand, demand was already relatively weak prior to odyssey. CCP needs to create more demand for exploration related materials. Add bpc merging that uses some materials, shift datacore to supply from passive research agent farming, make data interfaces have finite amount of uses (so that people need to purchase more than one). I if they just ad a smal amount of salvage parts needed for tech 1 productions the demands for low lvl salvage will go up a lott.i dont think its a good ide to lett production be dependent of explorers !!!
|

Indahmawar Fazmarai
2505
|
Posted - 2013.06.30 21:49:00 -
[132] - Quote
Titan Ace wrote:Indahmawar Fazmarai wrote:And by the way, to the developer who made those diminutive fast moving tick boxes: I've been minding your family thoroughly each time I ended a hack and lost the loot struggling to see the cans with my eyes 10 centimeters away from the screen (compared to the usual 20 centimeters), and then turn that I picked the wrong can because the labels are so unreadable.  Maybe they should be affected by the UI settings, as 110% zoom was the best thing the EVE UI did for me in a while... My eyesight has become a huge factor in not doing something I used to enjoy (and make my primary income from). I have been unable to read any tags on the fast moving little reward cans and simply grab what I can before they simply expire. (...)
Heh, thanks for sharing that. I was beginning to wonder wether I was the only player with poor eyesight playing this game... it's very frustrating to try to click those diminutive moving tick boxes and be unable to tell which ones are trash and which ones are supposed to be your reward for playing the game.
Certainly if I was to implement the idea my way, I would make the tags 2x larger and clicking on the tag would select the box too... The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |

Salaphiel
L'ove
2
|
Posted - 2013.07.01 13:15:00 -
[133] - Quote
I'd say at least part of the reason for stuff going uncollected is that it spreads out and disappears too fast. Or maybe that after you click something it's not collected fast enough. No one plans to fail, some fail to plan. |

Blue Absinthe
Fur Industries
10
|
Posted - 2013.07.01 22:31:00 -
[134] - Quote
CCP Affinity wrote:Gilbaron wrote:how and when do you plan to address the price drop for pretty much everything found in these sites ? in your internal priority list, does it come before or after the increased complexity you have planned for the hacking minigame itself or after ?`
do you have any data on people dying in these sites compared to before the new mechanics ? (not paying much attention to local was something i immediately realized on myself) It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue.
Could someone adjust the loot tables for the drone sites? Right now that's a lot of content that you've already created and have sitting their that is pretty much totally ignored due to awful loot. A simple change to the loot table for drones would open up a lot of content that already exists.... Seems like a quick win! |

Hazen Koraka
FutureTech Industrial Inc.
179
|
Posted - 2013.07.02 09:49:00 -
[135] - Quote
Indahmawar Fazmarai wrote:Titan Ace wrote:Indahmawar Fazmarai wrote:And by the way, to the developer who made those diminutive fast moving tick boxes: I've been minding your family thoroughly each time I ended a hack and lost the loot struggling to see the cans with my eyes 10 centimeters away from the screen (compared to the usual 20 centimeters), and then turn that I picked the wrong can because the labels are so unreadable.  Maybe they should be affected by the UI settings, as 110% zoom was the best thing the EVE UI did for me in a while... My eyesight has become a huge factor in not doing something I used to enjoy (and make my primary income from). I have been unable to read any tags on the fast moving little reward cans and simply grab what I can before they simply expire. (...) Heh, thanks for sharing that. I was beginning to wonder wether I was the only player with poor eyesight playing this game... it's very frustrating to try to click those diminutive moving tick boxes and be unable to tell which ones are trash and which ones are supposed to be your reward for playing the game. Certainly if I was to implement the idea my way, I would make the tags 2x larger and clicking on the tag would select the box too...
You do realise that the "camera drones" have a zoom option? On a two buttoned mouse, hold down the right mouse button, then move the mouse up and down. Makes for some funky filming effects if you like taking videos of stuff. Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Hawke Nolen
SA-Brotherhood Recursive Error
2
|
Posted - 2013.07.02 10:42:00 -
[136] - Quote
[quote=Indahmawar Fazmarai]I still think that the way the hacking minigame has been implemented has been a terrible loss for solo and casual friendly content. CCP may disagree and maybe they don't like soloers nor people with a life, but I regret that nonetheless.
As for exploration itself, in my experience it has moved from being difficult and unrewarding to become easy, boring and unrewarding.
I agree.
CCP doenst want you to be able to solo and make enough ISK in game to fund plex. Before odyssey doing the MAg and Radar sites could rake in upwards of 500mill worth of t2 salvage in a slow day..
CCP WANTS you to spend money on your credit card to fund your plex.
The loot spew ensures that you have less chance of decent loot and increases useless crap to essentially spit in your face for the effort you have put in. Which means you scurry around to find more sites to get the EXACT same outcome.....
Add the market depreciation to the whole mix and you end up with a useless endevour.
Might as well find another way to try fund your plex , that is of course until CCp finds a way to screw that up as well 
|

Ralmar Kimnot
Okorer
23
|
Posted - 2013.07.02 12:41:00 -
[137] - Quote
In the dev post CCP say "... what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now."
It might have something to do with the war in Fountain. The CFC are deployed and spend their time grinding structures and fighting TEST and friends while TEST and friends spend their time defending their space.
It would be interesting to see if there is correlation between null sec PVE stats and null sec PVP stats. You will probably find that PVE stats dropped at the same time PVP ship and structure kill stats went up.
The moon resource rebalance has caused major changes that ripple through eve and the stats. |

Johan Toralen
IIIJIIIITIIII
163
|
Posted - 2013.07.02 14:18:00 -
[138] - Quote
Titan Ace wrote:Ps; if you have noticed a crash in the prices of T2 salvage I'd be interested to know what region you are in. I'll go there and buy as much as I can carry.
Please tell me you are a troll. Rig producer who hasn't noticed crash in t2 salvage?
http://i.imgur.com/uRMusJo.jpg |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
114
|
Posted - 2013.07.02 14:20:00 -
[139] - Quote
CCP Bayesian wrote:The changes to scanning aren't something I worked on directly or commented on apart from as an obvious confounding factor in the devblog, so it's not really a topic I can actually address.
But you can pass them on to everyone you know at CCP and tell them about the things we hate so far.
Loot spew lame. Auto scan upon entering a system, very very very annoying.
|

Kalenn Istarion
Northstar Cabal Tactical Narcotics Team
10
|
Posted - 2013.07.04 09:03:00 -
[140] - Quote
CCP Bayesian wrote:
what on earth happened to null-sec Combat Sites? We'd need to gather some more information to find out exactly but clearly people are much less interested in them now.

Using Forsaken Hub activity as a measure of overall combat site activity ignores the fact that F-hubs were specifically rebalanced to make them less attractive relative to other sites, so probably isn't a very informative statistic. Would be much more useful to look at total combat site activity. Much of the activity lost from F-hubs has just switched to Havens and Sanctums given the more balanced risk/reward tradeoff. I'd be surprised if overall activity has declined much if at all.
CCP Bayesian wrote:
I'd be inclined to hypothesize that people are typically out exploring null-sec in cloaky frigates as rats have been removed from the Data and Relic sites and they are reasonably effective for avoiding other players, so the Combat Sites in null-sec are out of most ship capabilities without having to multi-box or reship.

I can't speak for NPC null, but this is just flat-out not true in most sov space. The clicky loot lottery set-up and generally higher effort to isk ratio of the exploration sites means that it remains less attractive for even newbie solo ratters. The need for relatively good probing / hacking skills is a significant barrier to entry for the more difficult nullsec sites, while much of the ratting skills are part of the key training path for new null players in any case. Try Harder. |
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Nobani
Merch Industrial Goonswarm Federation
5
|
Posted - 2013.07.05 06:23:00 -
[141] - Quote
Ralmar Kimnot wrote:It might have something to do with the war in Fountain. The CFC are deployed and spend their time grinding structures and fighting TEST and friends while TEST and friends spend their time defending their space.
Exactly this.
I'm kind of surprised this wasn't mentioned in the article. It's not like every alliance which has sov in Guristas space being at war is a secret. |

Hazen Koraka
FutureTech Industrial Inc.
179
|
Posted - 2013.07.05 14:26:00 -
[142] - Quote
So is the idea of the loot-spew cans the reason why exploration is better done teamed up rather than solo now?  Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Lady Wrona
Republic Military School Minmatar Republic
0
|
Posted - 2013.07.08 07:21:00 -
[143] - Quote
Idea of loot-spew is fail. If i can grab all shiny loot, why bring someone with me? CCP will change it because they will defend all that "team work" exploration idea (on profession described as solo on main site...). It can be easy done btw. |

Johan Toralen
IIIJIIIITIIII
193
|
Posted - 2013.07.12 19:17:00 -
[144] - Quote
CCP Affinity wrote:It's prioritized very highly, in that I am already working on this :) I am currently looking at the income made for each site and we will balance accordingly if we see an issue.
Any word when we will see something done about it? This was posted more then two weeks ago. Intact Armor Plates meanwhile are down to 5m in Jita. Capacitor Consoles dropped below 3m. Decryptors have lost 80-90% of their value. This is getting ridiculous. It was promised before Odyssey that explorers would get roughly the same if not more. Sounds like a big joke now. It was also said that t2 cap rigs would offset increased supply for t2 salvage which didn't work out at all. Very disappointing. |

Hazen Koraka
FutureTech Industrial Inc.
180
|
Posted - 2013.07.13 16:29:00 -
[145] - Quote
Ventro69 wrote:"Whatever the reason for the dip in use of Combat Sites in null-sec"
Seriously??? I petitioned this 6 months ago.
THERE ARE NO LOOT DROPS!!!
I had 2 and a half weeks off from work last month. Did about 10-15 sites, 6/8/10/10 Guristas sites and I think I got maybe about 2 bill loot from it.
The new scanning/exploration mechanic made it so easy that it is not a viable source of income anymore. The least you could have done was kept combat sites as they were.
Loottable is broken?  Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Frying Doom
2524
|
Posted - 2013.07.18 04:51:00 -
[146] - Quote
Being that another month has just about past.
Would you care to update the graphs to show us the trends as time goes on? Any spelling and grammatical errors are because frankly, I don't care!! |

War Kitten
Panda McLegion
2517
|
Posted - 2013.08.07 15:15:00 -
[147] - Quote
Frying Doom wrote:Being that another month has just about past.
Would you care to update the graphs to show us the trends as time goes on?
Yes, this please. I can't be the only person curious to see who else has stopped doing these sites entirely now. The hacking game is fun. The loot spew ruins it.
(More detailed feedback on this post about the continued aggravation of loot spew)
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Hazen Koraka
FutureTech Industrial Inc.
182
|
Posted - 2013.08.13 14:34:00 -
[148] - Quote
Nao as Guerras wrote:Hacking is way to booring. Also CCP, you have the incarna technology, so WAKE UP!!!
Make the site a maze, where you enter a site in person, and hack doors, computers and what not to get to the loot ... Then add some boobytraps (yes i like boobies too :-) and explode the whole thing with you inside if you are to dumb to get out in time.... That would be sooooo much more fun...
Now the only fun we have with these sites, is waiting for a poor solo hacker to enter, and then warp in after he got a few cans open.....
Sounds very like a free MMO called Warframe...
and yes, Boobies. Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Phasmatisss
Dancing with Elephants
1
|
Posted - 2013.08.21 16:13:00 -
[149] - Quote
I have done a lot of exploration over the years and generaly the improvements to exploration have been good and this some what includes the changes to exploration in this incarnation.
- Very nice change with the two default probe formations - Very nice being able to drag the edge of one probe and have all the others follow. - The new T1 and T2 probing modules are intersting and somewhat usefull ( the scan strength and pinpoint one specificaly)
However the data sites, relic sites and combat gas sites out and out suck. I have given up running data and relic sites in low sec and high sec, I will do the odd one in null.
- If I wanted to play a mini game I would find one in my browser on the internet and play there, (or in a bar) not doing some dumb mini game which distracts me from dir scan and local, while making me a huge target for some one that has pre scanned them.
- The two Gallente Gas combat sites are now a joke and I do not run them at all. First you have to kill everything at the site which leaves you open to being ganked. Then you have to warp to the cans, play the dumb mini game, leave yourelf vulneralbe yet again for a rather prolonged period of time. And the reward for all this risk is? Mostly trash.
My thoughts on the mini game is that it is a dumb idea and should be given the old heave ho, the deep six, trashed and punted taken right out of the game. The risk/reward ratio on relic and data sites is probably about 95% risk and 5% reward.
CCP score 95% on the changes to the mechanics of probing, CCP score zero on the mini game and risk/reward ration.
Phas |

Phasmatisss
Dancing with Elephants
1
|
Posted - 2013.08.21 16:22:00 -
[150] - Quote
I am in agreement with others in this forum that there seems to have been a change in the loot drop in plexes, low sec specificaly as that is where I run them. I have done a good number of them in the last 6 weeks and the isk value of the drops and escalation to an expedition have been incredibly low.
Phas |
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Alundil
Seniors Clan Get Off My Lawn
288
|
Posted - 2013.08.23 16:51:00 -
[151] - Quote
Frying Doom wrote:Being that another month has just about past.
Would you care to update the graphs to show us the trends as time goes on?
Yes - this would be good to know. Clone mechanics enchancements Deep Space Probe Revival |

DeMichael Crimson
Republic University Minmatar Republic
11594
|
Posted - 2013.09.20 03:39:00 -
[152] - Quote
Gonna voice my opinion too in agreeing with majority posting in this thread. Odyssey expansion has definitely dumbed down and nerfed exploration all the way back to the stone age.
Scanner sweep is ok, needs an off switch and should only show anomalies. Saved probe formations is also good.
All other aspects / changes are total fail.
Showing all sites in system map without launching a probe = fail. Everyone able to launch 8 probes at one time regardless of skill = fail. Automatic recall of probes when docking or jumping system = fail. Removal of Deep Space Probe = fail. Adding Mini Hacking Game = fail. Adding loot spew = fail. Removing NPC's = fail. Nerfed loot drops = fail.
There's a lot of other aspects that fail as well, such as the reduction of skill required for scanning, the annex of T3 Cruisers from DED 4/10 sites, moving Gravimetric sites and Ice Fields to Anomalies. The list goes on.
Best thing CCP Dev's should do is create a newb character and play this game a little bit before they start trying to make it better.
DMC
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coolzero
Mortis Angelus WHY so Seri0Us
91
|
Posted - 2013.09.20 13:18:00 -
[153] - Quote
coolzero wrote:fix....rogue drone...region.....no relics sites(and very very few data sites)
ticket ID: 3274491
quoting my own post again its just sad what you get from data sites in drone region.
please fix
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Harry666 Rin
Seal Bashers
0
|
Posted - 2013.09.22 00:45:00 -
[154] - Quote
How come the agent data site is not working as it had done before. I scaned down the agent mission data site, only to find that that cargo could not be oopened to retrive the said doc, in order to hand in to the agent in order to fininsh the mission,
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