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Thread Statistics | Show CCP posts - 63 post(s) |
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CCP Affinity
C C P C C P Alliance
1092

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Posted - 2013.10.20 00:44:00 -
[1] - Quote
Greetings,
I'm CCP Affinity from Team Kuromaku and we have been working on Ghost Sites for Rubicon. I will use this thread to answer questions as they start to appear on SISI and reveal information as we get closer to release.
What are Ghost Sites?
Ghost sites are a new, rare type of cosmic anomaly. They will appear on your system scanner and will be a new style of exploration site featuring fast paced hacking and combat.
Where will they be located?
Ghost Sites will be in ALL areas of space - including WH
What loot can I get in Ghost Sites?
Sites in each area of space will drop slightly different items, including blueprints for the first ever implant set to be manufactured by players. The blueprints and one of the required materials will be sourced from the Ghost Sites.
What are the Implants?
The new set of player manufactured pirate implants, called 'Ascendancy' implants will vastly improve your warp speed
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1093

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Posted - 2013.10.20 01:11:00 -
[2] - Quote
Phoenix Jones wrote:Guess we can all say you added something to wormhole space :-/
When we add content we should think about adding it to WH space also :) This is not supposed to be a huge WH feature, but they will get the best blueprint and it's worth mentioning they will be in WH space also as that is not always a given. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1093

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Posted - 2013.10.20 01:22:00 -
[3] - Quote
Phoenix Jones wrote:CCP Affinity wrote:Phoenix Jones wrote:Guess we can all say you added something to wormhole space :-/ When we add content we should think about adding it to WH space also :) This is not supposed to be a huge WH feature, but they will get the best blueprint and it's worth mentioning they will be in WH space also as that is not always a given. Appreciate it. Let's hope they all return... Someday... On another note, what constitutes the "slightly different" items? Or they just specifically the stuff for making these implants. Also, requires a pos to build the implants or can they be made in a station?
I don't want to go into specifics right now ... but the blueprints to complete the set will be spread around the various sites.. with the best blueprint only appearing in WH sites and manufacturing will work very similar to modules :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1107

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Posted - 2013.10.20 12:39:00 -
[4] - Quote
Joyce Antura wrote:CCP Affinity wrote:Greetings,
I'm CCP Affinity from Team Kuromaku and we have been working on Ghost Sites for Rubicon. I will use this thread to answer questions as they start to appear on SISI and reveal information as we get closer to release.
What are Ghost Sites?
Ghost sites are a new, rare type of cosmic anomaly. They will appear on your system scanner and will be a new style of exploration site featuring fast paced hacking and combat.
Where will they be located?
Ghost Sites will be in ALL areas of space - including WH
What loot can I get in Ghost Sites?
Sites in each area of space will drop slightly different items, including blueprints for the first ever implant set to be manufactured by players. The blueprints and one of the required materials will be sourced from the Ghost Sites.
What are the Implants?
The new set of player manufactured pirate implants, called 'Ascendancy' implants will vastly improve your warp speed
You fix graphical lag from clouds yet. ( I didn't use a question mark because I know you haven't and never will)
There are no clouds used in Ghost Sites and every content feature I iterate on or create contains no clouds. However, I am a content designer not a graphics programmer, so I can't fix graphical lag from clouds :)
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1107

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Posted - 2013.10.20 12:42:00 -
[5] - Quote
Omnathious Deninard wrote:While the sites sound cool, and the BPCs for the implants are going to be a neat step in the right direction for T2 implants, what other types of loot can we expect to see in these sites?
I say T2 implants because t1 are still a good isk sink from LP stores and should stay there for that very reason.
Loot tables aren't finalised yet but I will let you know as soon as I can :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1107

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Posted - 2013.10.20 12:42:00 -
[6] - Quote
Flamespar wrote:Have there been any changes to the hacking minigame?
Not for this release but we still have plans to iterate on this as soon as we can. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1107

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Posted - 2013.10.20 12:43:00 -
[7] - Quote
Makoto Priano wrote:DMC;
There's already a warp speed implant. +5% to +18% -- Eifyr and Co. 'Rogue' Warp Drive Speed WS-6XX
And evidently there's also already a rig, too? I mean, CRAZY. Guess everyone just ignored it because the stat was so unimportant. :x
Affinity! Question for you! What's the total bonus from the full set?
54% but this is subject to change
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1108

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Posted - 2013.10.20 12:53:00 -
[8] - Quote
Max Kolonko wrote:CCP Affinity wrote: What are Ghost Sites?
Ghost sites are a new, rare type of cosmic anomaly. They will appear on your system scanner and will be a new style of exploration site featuring fast paced hacking and combat.
a few questions: define "fast paced hacking and combat" is it tailored for big team of players is it maybe for small group of 1-5 players? will those sites scale with WH class (from 1 man sites in c1 to triage/dread fleet in c6) how rare/abdundant You want those sites to make will they appear in addition to existing sites or will they be just added to "spawn table" so overall sites in one WH system will be similar? I hope they are made as addition so we can have more things to do in WH does all material needed for production of those impalnts be available in WH or do we need materials from diffrent types of space (i.e. can we produce them in WH or do we have to move stuff from hi sec into wh first)
It's tailored to be run solo if you want to but to allow for disruption gameplay. It may be beneficial to take a team with you, but there will be nothing in the site that forces you to take a group of be at a disadvantage.
Fast paced just means perhaps it is in your best interests to not stick around for too long...
The highest level of site will be in WH space, but they won't scale with class
The sites will be rare enough that if you happen to be lucky and spot one, it is worth your while to drop what you are doing and go to the site
They will be an addition
All materials needed for production will not be available in WH space - no single area of space will have everything they need without moving stuff
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1108

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Posted - 2013.10.20 12:57:00 -
[9] - Quote
seth Hendar wrote:CCP Affinity wrote:Greetings,
I'm CCP Affinity from Team Kuromaku and we have been working on Ghost Sites for Rubicon. I will use this thread to answer questions as they start to appear on SISI and reveal information as we get closer to release.
What are Ghost Sites?
Ghost sites are a new, rare type of cosmic anomaly. They will appear on your system scanner and will be a new style of exploration site featuring fast paced hacking and combat.
Where will they be located?
Ghost Sites will be in ALL areas of space - including WH
What loot can I get in Ghost Sites?
Sites in each area of space will drop slightly different items, including blueprints for the first ever implant set to be manufactured by players. The blueprints and one of the required materials will be sourced from the Ghost Sites.
What are the Implants?
The new set of player manufactured pirate implants, called 'Ascendancy' implants will vastly improve your warp speed
so basically, you are introducing a brand new feature that was in fact an old feature you deleted in the previous patch? and you want us to applaud? where did i saw that earlier....oh yeah, the hurricane, nerf it, then introduce brand new cane fleet which is the old cane witha x3 price tag.... and in the meantime, crazy bugs still won't get fixed like the server tick / the overview / local tag refresment / broken grids.... sorry to sound so bitter, but yeah....that is what almost all the annoucements for the last 3 patches makes me feel....
Content Designers don't work on lag, overview, broken grids :)
Lets keep this on topic :) I will use this thread to answer questions or concerns you have about ghost sites or the new implant set CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1112

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Posted - 2013.10.20 17:47:00 -
[10] - Quote
Abdiel Kavash wrote:CCP Affinity wrote:What are Ghost Sites?
Ghost sites are a new, rare type of cosmic anomaly Does this mean they will only require the on-board scanner to find, and won't need to be probed down?
Yes, just the on-board scanner CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1112

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Posted - 2013.10.20 17:47:00 -
[11] - Quote
Sir Mattsimus wrote:I this a newly announced feature? I don't recall reading anything about this in the features and ideas discussion section.
Yes, was announced at EVE Vegas CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1112

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Posted - 2013.10.20 17:48:00 -
[12] - Quote
Sushi Nardieu wrote:Any clue on the difficulty of ghost sites in wormholes?
Can they be capital escalated in C5/6s? Like radar and mag sites can. Is loot different in anyway between W-space and K-space?
WH sites will be the most difficult but they will not scale CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1113

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Posted - 2013.10.20 17:57:00 -
[13] - Quote
Schmata Bastanold wrote:CCP Affinity wrote:Content Designers don't work on lag, overview, broken grids :) So what exactly did you work on for last 2 years? Because nothing new was introduced in term of content and environment and what was released consisted basically of attributes shifting (rebalance / tiercide team), artsy stuff (art team), sounds/music (audio team), few old hulls in new colors. In the meantime lowsec pvp focal points were removed (static 2/10 DEDs), exploration switched into "go where lights are blinking and click on dots then grab whatever pinata spews on you", probing got broken on many levels from basic stuff up to meta level because apparently devs don't play their own game or even test for regressions. Oh, and you still didn't solve spaghetti code since what, 5 years ago? So no new POS system, no new corp management, no overview or d-scan revamp, no new anything. So, what exactly Content Designers do for Eve?
Last 2 years... I think incursion rebalance, tutorial overhaul, FW overhaul inc missions and sites, exploration and now ghost sites. Even if I hadn't done these sites I still would not do a POS system, corp management, overview etc.. you are looking for a programmer to speak to about those :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1113

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Posted - 2013.10.20 17:58:00 -
[14] - Quote
Snape Dieboldmotor wrote:It's good to see new content. I look forward to even more new stuff
Thanks :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1114

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Posted - 2013.10.20 18:07:00 -
[15] - Quote
Witchway wrote:CCP Affinity wrote:Phoenix Jones wrote:Guess we can all say you added something to wormhole space :-/ When we add content we should think about adding it to WH space also :) This is not supposed to be a huge WH feature, but they will get the best blueprint and it's worth mentioning they will be in WH space also as that is not always a given. I think what he means is that wormholes need some serious love all the way around and specifically in terms of security within corps and we got an entire team of devs working on a useless feature that no one would give two ***** about had you not just announced it. so to recap, fuckfuck this shitshit.
Just to answer this WH issue I have noticed creeping up a lot in this thread. I totally get that WHs need some attention and it is definitely something we are very aware of and it was raised several times during the CSM summit.
This feature was worked on for half a release by 2 members of a team, myself and CCP Bayesian, while we also worked on other things (internal tool fixes so we can deliver more awesome things in the future) and to repeat the answer I have given many times .. not all devs can work on all things, that is not how any company works. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1114

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Posted - 2013.10.20 18:20:00 -
[16] - Quote
Weaselior wrote:CCP Affinity wrote:Phoenix Jones wrote:Guess we can all say you added something to wormhole space :-/ When we add content we should think about adding it to WH space also :) This is not supposed to be a huge WH feature, but they will get the best blueprint and it's worth mentioning they will be in WH space also as that is not always a given. Is the best bpc WH-only or is it that it also spawns in WH space?
The blueprint for the best implant will only be in the loot tables in WH space but can be manufactured anywhere you can manufacture modules CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1127

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Posted - 2013.10.20 18:58:00 -
[17] - Quote
Alex Tutuola wrote:Kurtz wrote:
Since these sites are to be located in all areas. Please consider changing the Ghost sites to require probing them out in order to warp to them. The rewards seem to have value. I think the difficultly level, logistically speaking should be high as well, in addition to the combat and hacking challenges.
Strongly agree. If it needs to be probed, it will make the items found in these sites rarer, thus more profitable for those of us that did exploration before it was made easier.
The design intentions are not to have high level entry point content for experienced players. The sites will be timed, the first player to enter sets off the trigger and the site timer trigger will be random. Sometimes you will have 5 minutes in the site... sometimes 20 and lots of variations in between. They are meant to be rare distribution, fast paced sites that are accessible to everyone in the system they appear in.
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1128

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Posted - 2013.10.20 19:25:00 -
[18] - Quote
DeMichael Crimson wrote:CCP Affinity wrote:Lets keep this on topic :) I will use this thread to answer questions or concerns you have about ghost sites or the new implant set Now that the off topic issue has been addressed, maybe my questions about the Implant set could be answered now? DeMichael Crimson wrote: This new set of implants, will it be like the other Pirate Implant sets that have an attribute bonus?
And will there be an extra Hardwiring Implant to go with the set to increase the primary bonus to warp speed?
DMC
Specifically I'd like to know if an attribute bonus is included and how much of an increase does it include. Mioelnir wrote: Why is this a high-grade set? The minor factions only got LG sets since - official explanation at the time - this was their first venture into advanced implant technology. Now the first player built implant will start as a HG t2 implant set?
Where did you get this information? Link please. If it's true, then these implants probably won't be used by the majority of the playerbase. DMC
Sorry, I must have missed your post :) Yes they will be like the other pirate sets with an attribute bonus but we don't have final numbers yet No hardwiring planned for now We haven't announced any more about them yet :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1129

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Posted - 2013.10.20 20:14:00 -
[19] - Quote
Alex Tutuola wrote:CCP Affinity wrote:
The design intentions are not to have high level entry point content for experienced players. The sites will be timed, the first player to enter sets off the trigger and the site timer trigger will be random. Sometimes you will have 5 minutes in the site... sometimes 20 and lots of variations in between. They are meant to be rare distribution, fast paced sites that are accessible to everyone in the system they appear in.
Oh well. Are there any plans for old fogeys like us? :) Thank you so much for your timely response. I'm unaccustomed to such punctuality on these forums.
Who knows what next release will bring :) These sites are just for everyone! CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1129

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Posted - 2013.10.20 20:48:00 -
[20] - Quote
Alexander the Great wrote:I have two questions:
1) Why did you decide that EVE really needs this?
2) Why did you decide that EVE needs this more than complete PvE or mining redesign to make those activities interesting?
We are in the process of redesigning our 10 year old content/universe tools and we spent most of this release working on the redesign of the tools, which will be an ongoing process. Alongside that we decided to also release a small content site. Obviously there are many areas of EVE PvE that need an overhaul but trying to do a major system overhaul while updating tools would be terrible. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1135

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Posted - 2013.10.20 21:13:00 -
[21] - Quote
DeMichael Crimson wrote:CCP Affinity wrote:Sorry, I must have missed your post :) Yes they will be like the other pirate sets with an attribute bonus but we don't have final numbers yet No hardwiring planned for now We haven't announced any more about them yet :) Thanks for the reply. In my opinion since LG Pirate sets have +2 to Attributes, the Ascendancy implants should have the same attribute bonus as well. CCP Affinity wrote:The design intentions are not to have high level entry point content for experienced players. The sites will be timed, the first player to enter sets off the trigger and the site timer trigger will be random. Sometimes you will have 5 minutes in the site... sometimes 20 and lots of variations in between. They are meant to be rare distribution, fast paced sites that are accessible to everyone in the system they appear in.
 So let me get this straight. Besides having to do a time consuming mini hacking game and chasing down random despawning loot spew containers while engaging hostile NPC's, the site itself will also include a random despawn timer that's activated when a player first lands on-grid? Let's not forget there's a very high chance of unfriendly players showing up as well, especially in w-space, low sec and null sec. Well, null sec is more like high sec so they don't have to worry about it too much. That means the player will also have to spam D-scan and watch local as well. Basically a Fleet with logistics will be needed just to complete these sites. To me this sounds more like an Incursion site than an Exploration site. Correct me if I'm wrong but exploration is mainly conducted as a solo profession, not a fleet opp. Guess us old solo explorers won't be able to enjoy this new content.  DMC
The sites do not have scattering - they are lootable containers after they are hacked. Hacking and scattering are two different mechanics :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1138

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Posted - 2013.10.20 21:46:00 -
[22] - Quote
Omnathious Deninard wrote:I am so glad to hear there is no scattering.
Is that something that is that may be considered for data and relic sites too? I know the scattering mechinac offset with a larger loot table to keep the solo income the same at the time, but now it has completely crashed the exploration market.
Potentially but not this release, not from my team anyway :)
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1138

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Posted - 2013.10.20 21:50:00 -
[23] - Quote
Schmata Bastanold wrote:CCP Affinity wrote:Schmata Bastanold wrote:So, what exactly Content Designers do for Eve? Last 2 years... I think incursion rebalance, tutorial overhaul, FW overhaul inc missions and sites, exploration and now ghost sites. Even if I hadn't done these sites I still would not do a POS system, corp management, overview etc.. you are looking for a programmer to speak to about those :) That is exactly my point: you cannot rebalance things and call it new content. Rebalancing means restoring balance so basically attributes of existing things shifted left and right until they match each other and some threshold. Tutorial is a content for what, first 15 minutes in Eve? FW is farmville, spinning around button is not exactly groundbreaking feature. And don't tell me you made new content for exploration because what you did there was raising the curtain and saying "look, here it is". And ghost sites took you all time since Odyssey? Wow, I really need to see those - after half a year of work they must be pure ossum. That meeting concluded with "hacking and rats and loot is bpc for implants players can make" had to be real brainstorming session. There is no new content in Eve for a long time, what CCP gives us are refurbished and fixed old things. And that fixing is not even done by you so you are not part of solution...
I have already answered this - https://forums.eveonline.com/default.aspx?g=posts&m=3763520#post3763520
I am going to start moderating the thread - it needs to get on topic. If you have any concerns or questions about the ghost sites or the new implants I am reading the thread and am happy to answer them. If your questions are about development priorities - this is not the thread for that discussion :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1139

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Posted - 2013.10.20 22:21:00 -
[24] - Quote
DeMichael Crimson wrote:CCP Affinity wrote:The sites do not have scattering - they are lootable containers after they are hacked. Hacking and scattering are two different mechanics :) Thanks again for the reply. OK, so no loot spew. Definitely a good step and positive point for these new Hacking sites. Players still have to do the mini hacking game click fest and engage hostile npc's at the same time while trying to complete the site within a random time frame before it despawns as well as watch out for unfriendly players via D-scan spam. Still gonna need a fleet with logistics support to complete these sites.  DMC EDIT: Guess what I'm really asking is will I be able to complete these sites solo in my Loki?
The NPCs do not spawn until the timer expires so yes, I don't see why you couldn't :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1145

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Posted - 2013.10.21 00:06:00 -
[25] - Quote
Zappity wrote:- Sabriz Adoudel wrote:Secondly, consider making looting one of the containers in these sites a Crimewatch yellow card offense. This will drive real conflict in highsec and make these sites play very, very differently to anything else in empire. - Absolutely - this could be a first step to making highsec a little more interesting.
I really like this idea :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1156

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Posted - 2013.10.21 10:30:00 -
[26] - Quote
Cheng Musana wrote:I would like to know which module type will be required for the hacking in the sites. Will it be the data or relic analyzer? Or maybe both? Will cans explode when you fail twice aswell like it is now?
Both will work and the cans will explode after 1 failed attempt CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1156

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Posted - 2013.10.21 10:35:00 -
[27] - Quote
Sabriz Adoudel wrote:Circumstantial Evidence wrote:Affinity has said the loot needed to build the implants will be spread around different sec space with the best blueprint dropping in WH - so its premature to get worked up that a noob finding one of these rare anoms in highsec is going to out-win EVE, compared to older characters who will be finding the best stuff in null and WH, just like they always do. My understanding of the drops from posts so far is that the implant set will be somewhat similar to this: Blueprints: - Alpha in highsec only - Beta in high and low - Gamma in low only - Delta in low, non-sov null and sov null - Epsilon in non-sov null and sov null - Omega in WHs only Plus there will be requirements for both standard materials some unique materials that only come from these sites. Want a full set? You can't get it an any single type of space, and the most dangerous* space has the better implants. Highsec explorers will get heaps of the BPCs of the alphas and betas, the others will be quite a bit rarer. * Sovereign nullsec is arguably safer than lowsec, but that's just the way it is.
There will be no blueprints for the implants available in high sec at all. The high sec sites will only have access to the material needed to build the implants. If you want a blueprint - you need to go out of your comfort zone and go to low, null or WH space.
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1156

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Posted - 2013.10.21 10:36:00 -
[28] - Quote
Elindreal wrote:Can we has lore please? Who are the ghosts? Why Is their technology increasing our warp capabilities? Are they awakened infomorphs? Why are these sites appearing throughout known and unknown space?
I want to know their secrets
coming soon :) and lots of it CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1156

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Posted - 2013.10.21 10:40:00 -
[29] - Quote
Koban Agalder wrote:Hi CCP Affinity
Will this site require either hacking module or analysing module (so hacking skill or archaeology skill) ?
either will work :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1156

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Posted - 2013.10.21 10:42:00 -
[30] - Quote
gascanu wrote:hello there CCP Affinity . i don't do sites so i won't comment on that part; what i will comment on is the implant set and the time when this set will become available: atm, on test server small ships are warping so fast, that the d- scan is becoming almost worthless; there are several topics right on this subforum, where ppl are complaining that small tackle just "pop" right next to your ship, at about the same time they appear on your d-scaner, or even faster in some cases; so, adding such an implant set, right at this moment will imbalance things even more?! now, if someone at CCP considered this scenario, and concluded this is a good thing for eve, i can live with that. but i'm more inclined to think that that noone did, since this change is a bad one, esp for wh space, where d- scan is one of the most important surviving tools ppl have 
both the warp speeds and implants are still being balanced :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1159

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Posted - 2013.10.21 12:52:00 -
[31] - Quote
Koban Agalder wrote:CCP Affinity wrote:Koban Agalder wrote:Hi CCP Affinity
Will this site require either hacking module or analysing module (so hacking skill or archaeology skill) ? either will work :) Thanks for answer! (and grats for keeping with the thread!) One more question. It was said in the thread that NPC spawn will happen after ~5-20m from entering the site. It was also said that it will be only possible to try to hack a can once (and KABOM). Are you going to put several cans in one site, or is there a iteration to the hacking mechanic which will force us to stay on grid when NPC spawns? (currently hacking a can ONCE takes much less time than 5m) Or did I miss something?
There will be multiple containers in each site - 4 of them! The timer will be random so you never know when the NPCs will arrive so you will take a chance with each container CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1159

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Posted - 2013.10.21 12:57:00 -
[32] - Quote
Crysantos Callahan wrote:CCP Fear wrote:Good morning all! I wanted to chime in on the implant set.
- The set will follow the standard pirate high-grade sets.
- All implants will provide a +3 in their respective Character Attribute.
- We chose high-grades over low-grades due to the rarity level we wanted them to be at
- The ingredients will be a mix of PI materials, some trit and items dropped from the ghost sites
- The implants can be manufactured in all stations that have manufacturing lines and in Equipment Assembly Arrays
- The current total bonus to warp speed is 53.6% with all 6 slots (Alpha-Omega)
- The current stats might not be the final numbers as we want to look at over-all speeds and make sure it's not breaking something unexpected. (Everything is still WIP obviously)
Overall I believe this implant set will be a nice additional choice for you to make, but we obviously want to make sure things aren't breaking. CCP Fear Thx for the info. Three questions: 1. Why did you decide not to make it probable? With the introduction of easy-peasy scanning it shouldn't be a big issue and add a little spice / difficulty. 2. So either module will open the cans, I won't need both of em (relic/data)? 3. Will the high-grades only be available in WH or also in 0.0? Thx in advance, always love new stuff
1. We may introduce similar content in the future with higher rewards that requires scanning but for now we decided to use the system scanner for this particular site 2. Either module will open the containers in Ghost Sites 3. the top implant BP will only be available in WH sites but there will be others only available in 0.0
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Posted - 2013.10.21 14:06:00 -
[33] - Quote
Crysantos Callahan wrote:CCP Affinity wrote:Crysantos Callahan wrote:CCP Fear wrote:Good morning all! I wanted to chime in on the implant set.
- The set will follow the standard pirate high-grade sets.
- All implants will provide a +3 in their respective Character Attribute.
- We chose high-grades over low-grades due to the rarity level we wanted them to be at
- The ingredients will be a mix of PI materials, some trit and items dropped from the ghost sites
- The implants can be manufactured in all stations that have manufacturing lines and in Equipment Assembly Arrays
- The current total bonus to warp speed is 53.6% with all 6 slots (Alpha-Omega)
- The current stats might not be the final numbers as we want to look at over-all speeds and make sure it's not breaking something unexpected. (Everything is still WIP obviously)
Overall I believe this implant set will be a nice additional choice for you to make, but we obviously want to make sure things aren't breaking. CCP Fear Thx for the info. Three questions: 1. Why did you decide not to make it probable? With the introduction of easy-peasy scanning it shouldn't be a big issue and add a little spice / difficulty. 2. So either module will open the cans, I won't need both of em (relic/data)? 3. Will the high-grades only be available in WH or also in 0.0? Thx in advance, always love new stuff 1. We may introduce similar content in the future with higher rewards that requires scanning but for now we decided to use the system scanner for this particular site 2. Either module will open the containers in Ghost Sites 3. the top implant BP will only be available in WH sites but there will be others only available in 0.0 Thx a lot, diversity in activity in Eve is always a good thing. One final question, will there be a filter option or a distinction colour-wise to seperate this particular site from regular sigs?
yes CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 14:07:00 -
[34] - Quote
MeBiatch wrote:I would like to say thank you for working on new PVE content... i am happy to here you have new back room tools that should allow not only enhancements to current PVE conent but all the addition of new content!
big high five from me!
The new tools will be a long process, however progress is happening so that is good news for everyone :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 14:11:00 -
[35] - Quote
Von Keigai wrote:Two questions.
First, will the can blow up (or otherwise be inaccessible) when the spawn happens? Can I hack it while the spawn is present, if I can tank the spawn? Can I trigger the site, wait around 20 minutes, then fly in and kill everything, and then hack the can?
Second, what sort of spawn is it? I live in wspace; we make most of our living off of killing sleepers. My assumption is that the spawn will be of the already-known sleeper types, such that it will be equally profitable as those types in current PVE sites. (Please correct that if I am wrong.) Will the spawn be relatively nasty for the wspace level (like a radar site)? Will it be easy for the wspace level (like gas/rocks)? Or it will it be comparable to an anom at that level?
When the NPCs appear, the cans will explode (and potentially do damage to nearby player ships)
They will be pirate spawns with no bounty - not NPCs there for farming CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 14:56:00 -
[36] - Quote
Von Keigai wrote:CCP Affinity wrote:They will be pirate spawns with no bounty - not NPCs there for farming Will they have normal loot and salvage? Specifically, for sleepers: will you implement a new type of sleeper (or perhaps a flag on existing types) that disables the normal generation of blue loot? I don't see any problem with farming them, except that you seem to intend otherwise. Can you explain what the reasoning is?
They will have no loot - they will be standard pirate NPCs with no bounty or loot. The sites are freely available to everyone with a chance of very valuable loot - thematically the NPCs are there to stop you getting access to the loot and would rather blow up the containers than have you receive anything. When the timer expires, the NPCs will appear and a minute or two later the cans will explode - if you wish to take your chances and tank the NPCs to give yourself an extra few minutes to continue hacking then that is a choice you will have to make knowing that if they damage you too much, the exploding can may kill you. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 17:17:00 -
[37] - Quote
This is on its way to SISI any day now so I did not want to make two threads within a few days. Even if you had missed this thread, there is a dev blog coming also. The dev blog will go into more details on the implants.
Sir Mattsimus wrote:CCP Affinity wrote:Sir Mattsimus wrote:I this a newly announced feature? I don't recall reading anything about this in the features and ideas discussion section. Yes, was announced at EVE Vegas Then... why isn't this thread in the Features and Ideas Discussion section where all the other new features had their debut threads posted? Having not seen the Eve Vegas announcement, If I had not come to the Test Server Feedback section I would have completely missed out on hearing about this new feature and it's discussion. Is this feature already running on Sisi? Why is this thread in the Test Server Feedback section? CCP Fear wrote:Good morning all!
I wanted to chime in on the implant set.
The set will follow the standard pirate high-grade sets. All implants will provide a +3 in their respective Character Attribute. We chose high-grades over low-grades due to the rarity level we wanted them to be at The ingredients will be a mix of PI materials, some trit and items dropped from the ghost sites The implants can be manufactured in all stations that have manufacturing lines and in Equipment Assembly Arrays The current total bonus to warp speed is 53.6% with all 6 slots (Alpha-Omega) The current stats might not be the final numbers as we want to look at over-all speeds and make sure it's not breaking something unexpected. (Everything is still WIP obviously)
Overall I believe this implant set will be a nice additional choice for you to make, but we obviously want to make sure things aren't breaking.
CCP Fear New items? Perhaps unique to the Ghost Sites? This would appeal to me. I enjoy manufacturing odd/unique/niche things with odd/unique/niche materials. It was why manufacturing storyline/cosmos items appealed to me greatly at first, until I found out I could only procure the BPC's through a mission once. I just don't feel like quite the intrepid explorer and artificer when I have to get the special BPC from... someone else through contracts :\ With unique ingredients I would very much look forward to building these but... Mioelnir wrote: Implant set is ill timed. The effects of the warp speed changes on the pvp meta are still unknown. Introducing a warpspeed pirate set at the same time has the potential to create a game breaking defect.
Why is this a high-grade set? The minor factions only got LG sets since - official explanation at the time - this was their first venture into advanced implant technology. Now the first player built implant will start as a HG t2 implant set?
Will the implant BPCs have proper skill requirements or the usual "well, here you go, Industry I. Congratulations, you can now produce 75% of everything that exists?" ******* the production profession had to endure over the last decade?
I think Mioelnir makes a damning point here. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 17:18:00 -
[38] - Quote
MeBiatch wrote:i understand not having bounties due to isk faucet...
but there should be some sort of drops....
how about brining back alloys mixed with tags?
that way i can get commoditites wich can be traded for isk but no fresh isk added to the game.
i mean even when you do missions and fight navies there are drops and tags.
edit:
you can even make the drops from the npc's be components for manufacturing of the new items.
so npc drops components for manufacturing
the hacking site drops the BPC's...
The NPCs are there to guard the containers if you are foolish enough to stay around too long. They serve the sole purpose of trying to stop you leaving the site with the valuable loot - they will not have loot tables or bounties :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.21 17:19:00 -
[39] - Quote
Max Kolonko wrote:CCP Affinity wrote:Von Keigai wrote:CCP Affinity wrote:They will be pirate spawns with no bounty - not NPCs there for farming Will they have normal loot and salvage? Specifically, for sleepers: will you implement a new type of sleeper (or perhaps a flag on existing types) that disables the normal generation of blue loot? I don't see any problem with farming them, except that you seem to intend otherwise. Can you explain what the reasoning is? They will have no loot - they will be standard pirate NPCs with no bounty or loot. The sites are freely available to everyone with a chance of very valuable loot - thematically the NPCs are there to stop you getting access to the loot and would rather blow up the containers than have you receive anything. When the timer expires, the NPCs will appear and a minute or two later the cans will explode - if you wish to take your chances and tank the NPCs to give yourself an extra few minutes to continue hacking then that is a choice you will have to make knowing that if they damage you too much, the exploding can may kill you. Pirates in WH??? I hope there is some good lore explanation for this, otherwise it will not make sense
I have been working with CCP Abraxas and there will be a very good lore explanation for everything surrounding these sites and more :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.22 00:12:00 -
[40] - Quote
Yes, these sites will not always be available and they are fast paced in and out, no nonsense sites that trigger a timer the second the first capsuleer warps to them. I am reading the opinions on here about removing the sites from the system scanner but for a site that will appear so rarely... having it only be accessible to players in exploration fits when it happens to spawn is just a bit weird. If this was a new site that would be available as often as the exploration sites, I wouldn't even think twice about changing this area of the design... but I think when you test them out on SISI you will see how weird it would be to make this very rare content exclusively for players lucky enough to be in exploration fits at the time. It's enough that you will definitely need a data or relic analyser. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.22 09:48:00 -
[41] - Quote
Sabriz Adoudel wrote:One question unrelated to the previous argument (which I won't comment on again; I've stated my position enough).
Will these sites be tuned to be roughly equally available at all times, or will there be a tendency to favor those that play immediately after downtime (as with some other site types)?
I'd suggest you have them instantly respawn somewhere else when cleared, and have them up in 2% of each type of system at any given time (highsec, lowsec, non-sovereign nullsec, sovereign nullsec and wormhole space); and have them somewhat favor more dangerous systems within each category (so non-contiguous highsec systems might be overrepresented on average; likewise C5/C6 systems).
They will not be linked at all to downtime - it will be random. The distribution and difficulty will both be tweaked along the way until we get to a place we are happy with :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.22 09:50:00 -
[42] - Quote
seth Hendar wrote:CCP Affinity wrote:Yes, these sites will not always be available and they are fast paced in and out, no nonsense sites that trigger a timer the second the first capsuleer warps to them. I am reading the opinions on here about removing the sites from the system scanner but for a site that will appear so rarely... having it only be accessible to players in exploration fits when it happens to spawn is just a bit weird. If this was a new site that would be available as often as the exploration sites, I wouldn't even think twice about changing this area of the design... but I think when you test them out on SISI you will see how weird it would be to make this very rare content exclusively for players lucky enough to be in exploration fits at the time. It's enough that you will definitely need a data or relic analyser. since we are speaking of anoms and exploration, could it be possible that the scanner overlay be really deactivated when i set it to off. actually, it cycle twice even in off. it' good looking and all, but only when i need it, in wich case i turn it ON, but when i travel or do any other think non related, this is just polluting my screen every jump. it's already a pita to do several jump because we cannot turn off the animation or AT LEAST the camera swinging, please make this change: overlay OFF => i don't see it when entering system / space at all... thanks
You should speak to Team Five 0 about this :)
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Posted - 2013.10.22 09:54:00 -
[43] - Quote
Sephira Galamore wrote:Re: probes vs. analyzers: Having probes out and scanning at the exact time such a site is in system seems very unlikely and I can see why they do not prefer this. Forcing you to quickly refit an analyzer, when not equipped, may still allow you to be at the site in time.
Also this gives you the option to go anyway, without the analyzer and get a chance at reclaiming the loot through less legitimate means CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.10.22 09:54:00 -
[44] - Quote
Jowen Datloran wrote:Hi.
Having digested this thread, I think I can see what you are aiming at with this new feature and I must applaude you for the design which I believe will bring a new interesting dynamic to the game.
In general the design appears good.
Will there be a slight warning, say 3 seconds, before the NPCs appear? Could be a change in the music *hint hint*.
Will these NPCs be comparable to the 'veteran' types used in the Epic Arcs? Because those guys are nasty in numbers.
The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Posted - 2013.11.08 13:58:00 -
[45] - Quote
Photon Ceray wrote:These sites are BADLY designed.
I was just doing a lesser guristas site in my 8/10 ded tanked tengu, then suddenly I got insta popped.
Explanation was that rats shot the labs and the explosion killed me. well i had 85/80 kin/therm resits, and the site was guristas. if a 1b ship gets insta popped in the easiest high sec site then it's NOT worth doing in any way or shape, especially not for the crappy implants.
cya.
Just to requote Habakuk ;)
''The sites are NOT final in this version, here a long list of things to be changed / added / fixed:
Balancing of the (hidden) timers Balancing of the area of effect damage Audio (missing in most sites) Graphics of the structures and surrounding objects Positions of the structures need to be tweaked Popup messages are still missing, when warping to the site Distributing the sites across the universe (they are way to frequent in some systems (mostly minmatar high-sec and not distributed at all in other areas) Loot: More frequent loot to be added (about 70% of the structures are empty at the moment).''
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Posted - 2013.11.08 17:13:00 -
[46] - Quote
Dark Drifter wrote:just ran all the sites.
can explosions seem to be:
omni damage profile have a base damage profile of 2800 across all site brackets damage is sig radios dependant after 2800 is applied (tanked stratios with WMD on took 3800 per can explosion) AOE of explosions are 10km.
things that need changing IMO:
-scale down base damage profile by: 75% high sec sites 50% low sec sites 0% null sec sites +25% WH sites
-scale AOE also Via site 2.5km in lesser 5km in standard 7.5km in improved 10km in superior
-should only need 1 WH site -timer should also scale per site class (scale UP) -can positioning should be square, inside the cans is full damage on site completion, outside of formation can expect to take 1-3 cans worth of damage -warp in should be at the center of said formation
GIVE US VISUAL/AUDIO QUES TO INDICATE TIMER STATUS
Rat spawns should scale. frigates with 1 cruiser for highsec cruisers with 1 BC for lowsec BCs with one BS for null 3 to 5 sleeper frigates and one sleeper cruiser for WH (these sites should also yeld normal sleeper rewards)
SITE NAMES: change them up a little and remove the surfix "covert" as they are any thing but..
apart from that well done
thank you, this is exactly the information we need :)
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Posted - 2013.11.08 17:14:00 -
[47] - Quote
Markku Laaksonen wrote:So I understand correctly that implants will be made entirely by Eve players? Or only these warp speed implants?
Was I dumb to hold out hope that implant manufacturing would rely on some Eve-Dust connection?
Just these implants for now |
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