Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 .. 13 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 63 post(s) |
Shilalasar
Dead Sky Inc.
16
|
Posted - 2013.10.31 12:54:00 -
[271] - Quote
As many people stated these sites should be signatures not anomalies. Otherwise everyone not equipped to do them right now will just despawn them by warping so noone else can get the goodies. Isn-¦t it "exploration" not "even a freighter can see the site by just looking at his HUD"... Also the tactic will be to bombrush the site with a few people and clear it before rats spawn and the containers get blown up by the timer. Why even spawn rats then? Without payout I will just use a ship with maxed bonus to hacking and if rats show up I loose the ship and the few M it cost me. No reason to risk anything worth more since I-¦m not getting anything back from shooting the rats. Besides maybe some salvage. My wreck will still be there for 2 h so I can get the loot back. If the rats would blow up any wrecks that-¦d be interesting. |
Sme Ematu
The Scope Gallente Federation
4
|
Posted - 2013.11.01 16:56:00 -
[272] - Quote
Im a bit late to this discussion and only half way through the thread but i think i have an awesome suggestion!
CCP Affinity wrote:.... 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...
Would it be possible to do both, system scanner AND probing?
If you warp to the signature found by the system scanner you don't enter the ghost site itself, but a site with a few cans that add a bookmark to your journal once opened (like escallations) for the actual ghost site. On the other hand if you are probing the system to find the ghost site you get the advantage to directly warp to it. This way the site wouldn't be limited to players with probing ships but still provide a small advantage for someone putting effort into something.
The following part of my post isnt directly related to ghost sites alone so continue if you like to read more about my ideas based on this concept:
I have been thinking about this for some time now and i think it would really add to exploration in general if you would take the current escalation system from anomalies and weave it into signatures and expand the probing system through the use of the escalation mechanics:
1. make multiple anomalies spawn in the surrounding systems of the actual Ghost site and give them a chance to drop an item from hacking/analyzing cans that can be activated to generate an escalation entry in your journal pointing towards the actual ghost site a few jumps away. This wouldn't impact the rarity of ghost sites at all while enabling more player to find the site and tho increasing competition. I will continue to call those dropped items "hints" and i imagine them to be like those datasheets you get from Data cans in hacking/analyzer sites
2. add those "hints" to regular hacking and analyzer sites data cans which currently are basicly trash if there isnt a faction or good t2 bpc copy in it!
3. "Hints" can be activated to generate entries in your journal that point you to sites with more hints or other cool stuff. Those could be things like DED plexes or directions to constellations with ghost sites.
4. Those shouldn't spawn new sites!!! rather point you to already spawned ones (increases competition and encourages to travel).
5. "hints" can be sold at the market. This adds great choice to the system and new players could focus on hacking/analyzer and sell the "hints" to veteran players who focus on the combat sites requiring more sp and experience all the while everyone could still try to find and complete the sites them self.
I have many more ideas for those "hints" and the expansion of the current anomaly escalation system if there is an interest. If you like it i would make a dedicated thread in the ideas forum! |
IDGAD
Get in the van I have candy.
40
|
Posted - 2013.11.03 15:47:00 -
[273] - Quote
Why do you give us warp speed implants to make.....
I think the BEST launch for manufactured implants you could have ever made would be to allow us to craft the genolutions. There are already so many genolutions on the market to the point where people treat them less like a collector's item, and more like a moderately priced but VERY useful implant. Since they have next to no collector status, introducing them into the game as a naturally obtainable item I don't think would cause too much outcry. |
Jason Itiner
Sectatores Pax
23
|
Posted - 2013.11.03 19:00:00 -
[274] - Quote
Sme Ematu wrote:Im a bit late to this discussion and only half way through the thread but i think i have an awesome suggestion! CCP Affinity wrote:.... 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... Would it be possible to do both, system scanner AND probing? If you warp to the signature found by the system scanner you don't enter the ghost site itself, but a site with a few cans that add a bookmark to your journal once opened (like escallations) for the actual ghost site. On the other hand if you are probing the system to find the ghost site you get the advantage to directly warp to it. This way the site wouldn't be limited to players with probing ships but still provide a small advantage for someone putting effort into something. The following part of my post isnt directly related to ghost sites alone so continue if you like to read more about my ideas based on this concept: I have been thinking about this for some time now and i think it would really add to exploration in general if you would take the current escalation system from anomalies and weave it into signatures and expand the probing system through the use of the escalation mechanics:
1. make multiple anomalies spawn in the surrounding systems of the actual Ghost site and give them a chance to drop an item from hacking/analyzing cans that can be activated to generate an escalation entry in your journal pointing towards the actual ghost site a few jumps away. This wouldn't impact the rarity of ghost sites at all while enabling more player to find the site and tho increasing competition. I will continue to call those dropped items "hints" and i imagine them to be like those datasheets you get from Data cans in hacking/analyzer sites
2. add those "hints" to regular hacking and analyzer sites data cans which currently are basicly trash if there isnt a faction or good t2 bpc copy in it!
3. "Hints" can be activated to generate entries in your journal that point you to sites with more hints or other cool stuff. Those could be things like DED plexes or directions to constellations with ghost sites.
4. Those shouldn't spawn new sites!!! rather point you to already spawned ones (increases competition and encourages to travel).
5. "hints" can be sold at the market. This adds great choice to the system and new players could focus on hacking/analyzer and sell the "hints" to veteran players who focus on the combat sites requiring more sp and experience all the while everyone could still try to find and complete the sites them self.I have many more ideas for those "hints" and the expansion of the current anomaly escalation system if there is an interest. If you like it i would make a dedicated thread in the ideas forum!
That sounds very good, I'd like to see it implemented. This way, the true exploration value would be undiminished, but everyone would get a crack at the sites, even if, say, their friend managed to find only an "artifact" that suddenly interfaces with their navigational computer and uploads a set of coordinates. |
Selnix
North Eastern Swat Pandemic Legion
4
|
Posted - 2013.11.03 20:19:00 -
[275] - Quote
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.
Thank you for catering to those of us who welcome the opportunity to randomly grief people. The ability to blitz around a region in an interceptor activating the timers on any ghost sites that may appear and then moving on if there are no pubbies in hacking frigates sitting there to gank sounds interesting and should generate some pretty good tears. With a few dedicated anomaly denial persons in addition to all of the random fellas that will warp in to them without any exploration gear fitted the prices and availability of these "very rare" implants should suffice to deny their use to anyone that doesn't have a supercap alt. |
Conventia Underking
Noir. Academy Noir. Mercenary Group
148
|
Posted - 2013.11.04 14:05:00 -
[276] - Quote
CCP Affinity wrote: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.
I'm glad to hear that you're improving internal tools and effectively using/testing them to produce content all at the same time. That's cool. For God; Salvation is Imperative, but not at the cost of our Humanity!
The Vitoc Problem - Conventia Underking |
Asuri Kinnes
Adhocracy Incorporated Adhocracy
755
|
Posted - 2013.11.04 22:08:00 -
[277] - Quote
Weaselior wrote:I like this and I think it'll make a great addition. My one concern is I'm not a fan of the highest-level bpc being WH-only. Even though 0.0 has as much access to WH's as anyone else.
Weaselior wrote: In my view the moneymaking balance between conquerable 0.0 and wormholes is too skewed towards WH, and I think it's a mistake to continue that. I believe that while wormholes are neat, the lack of a real draw to conquerable 0.0 is causing 0.0 to stagnate and decline, and it's the stories and conflicts in conquerable 0.0 that drive a lot of interest in EVE. Well, you're certainly entitled to your opinion - however WH's are *not* what is causing 0.0 to stagnate and decline. WH's are providing a relief valve so that experienced players who have -0- interest in Sov Null have end game content as well. You can disagree with CCP whether or not that is a good thing, that's entirely up to you - However, I know a lot of people who have no interest in Sov Null. Over the last couple of years we've been seeing more and more players with 0.0 backgrounds in WH's and applying to us and others (I know it's hearsay and not "proved", but it's my experience).
February will be 6 years in Eve for me, and I have no interest in 0.0 space if it's not WH's. vOv
Weaselior wrote:I don't expect you to be able to solve that entirely with these sites of course, but I think it's a mistake to continue to aggravate the isk imbalance between WHs and conquerable 0.0 and I think the apparent default bias towards making WH the most profitable sites (and the huge gulf between WHs and 0.0) should be looked at. It's not a major issue for this feature but I think it's a balancing assumption that should be looked at and changed. CCP could take these sites out of WH's completely, it still wouldn't have any effect on why "0.0 is stagnating and declining".
JUST FYI: http://i-pirate.blogspot.com/ (Flashfresh the Pirate is what got me interested in trying Eve all those years ago). So even though there is a *LOT* of interest in the story lines from 0.0 (legitamately!) it's not the only attraction. |
Hi O
Galactic Organization of Tariff and Trade.
0
|
Posted - 2013.11.06 21:55:00 -
[278] - Quote
Does the random timer have a minimum amount? Or is your goal to make players literally sick with anger?
Ghost Site prediction: You finally find a ghost site and it FINALLY has something valuable in it but 10 seconds after warping in NPC spawns, container explosion damage, all while being gang raped by ccp's beloved content generating campers |
Asuri Kinnes
Adhocracy Incorporated Adhocracy
755
|
Posted - 2013.11.06 22:55:00 -
[279] - Quote
Hi O wrote:Does the random timer have a minimum amount? Or is your goal to make players literally sick with anger?
Actual Ghost Site Mechanics: You finally find a ghost site and it FINALLY has something valuable in it but every single node is a Defensive Subsystem and 10 seconds after warping in the NPCs "randomly" spawn and give you a hot container explosion facial, which eradicates your helio's absurdly small shield but none of it mattered anyway because you're being gang raped by ccp's beloved content generating campers and didn't have a chance in any multiverse of getting anything out of that site anyway.
Cool expansion, bro. Ahhhhh, the voice of reason, I knew it wouldn't be long before you showed up... |
Matokin Lemant
5
|
Posted - 2013.11.07 03:45:00 -
[280] - Quote
I think the "Ascendancy" implant is rather over powered with the up coming warp speed changes , to me it just seems like another lets call it "buff" to the pvp side of things.
And OH if your interceptor was not over powered enough with the new buff/reblance...how about implanting your clone with a set of these babies and really make it OP'ed
The sights them selves sound fun but the implants/rewards leave me with a feeling of "meh" another pvp buff |
|
LiKuei
Royal Amarr Institute Amarr Empire
2
|
Posted - 2013.11.07 04:12:00 -
[281] - Quote
CCP RedDawn wrote:Photon Ceray wrote:13 pages and no feedback on the actual sites, probably because no one found any!
if you want people to test these sites then you should make them much more abundant on SiSi so that people can actually find and test them. The Ghost sites haven't been distributed yet so these are currently unreachable on SISI. We'll let you know as soon as they're available for testing.
Don't understand why they aren't ... this is old content with the new hacking game added ... like we asked for in the beginning. If you could ... please make them invisible like the sites use to be ... since you are bringing back old content, so they are actually profitable. |
LiKuei
Royal Amarr Institute Amarr Empire
2
|
Posted - 2013.11.07 04:16:00 -
[282] - Quote
Jason Itiner wrote:Sme Ematu wrote:Im a bit late to this discussion and only half way through the thread but i think i have an awesome suggestion! CCP Affinity wrote:.... 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... Would it be possible to do both, system scanner AND probing? If you warp to the signature found by the system scanner you don't enter the ghost site itself, but a site with a few cans that add a bookmark to your journal once opened (like escallations) for the actual ghost site. On the other hand if you are probing the system to find the ghost site you get the advantage to directly warp to it. This way the site wouldn't be limited to players with probing ships but still provide a small advantage for someone putting effort into something. The following part of my post isnt directly related to ghost sites alone so continue if you like to read more about my ideas based on this concept: I have been thinking about this for some time now and i think it would really add to exploration in general if you would take the current escalation system from anomalies and weave it into signatures and expand the probing system through the use of the escalation mechanics:
1. make multiple anomalies spawn in the surrounding systems of the actual Ghost site and give them a chance to drop an item from hacking/analyzing cans that can be activated to generate an escalation entry in your journal pointing towards the actual ghost site a few jumps away. This wouldn't impact the rarity of ghost sites at all while enabling more player to find the site and tho increasing competition. I will continue to call those dropped items "hints" and i imagine them to be like those datasheets you get from Data cans in hacking/analyzer sites
2. add those "hints" to regular hacking and analyzer sites data cans which currently are basicly trash if there isnt a faction or good t2 bpc copy in it!
3. "Hints" can be activated to generate entries in your journal that point you to sites with more hints or other cool stuff. Those could be things like DED plexes or directions to constellations with ghost sites.
4. Those shouldn't spawn new sites!!! rather point you to already spawned ones (increases competition and encourages to travel).
5. "hints" can be sold at the market. This adds great choice to the system and new players could focus on hacking/analyzer and sell the "hints" to veteran players who focus on the combat sites requiring more sp and experience all the while everyone could still try to find and complete the sites them self.I have many more ideas for those "hints" and the expansion of the current anomaly escalation system if there is an interest. If you like it i would make a dedicated thread in the ideas forum! That sounds very good, I'd like to see it implemented. This way, the true exploration value would be undiminished, but everyone would get a crack at the sites, even if, say, their friend managed to find only an "artifact" that suddenly interfaces with their navigational computer and uploads a set of coordinates.
Love the idea.
|
xXxGaNj4L0RD1337xXx
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.07 10:27:00 -
[283] - Quote
It was mentioned earlier that the cans would explode after one failed attempt. What would happen if I stumbled upon someone completing a ghost site in a covops, and killed them in a destroyer? Would I then lose my ship to the can's explosion? Would the person originally in the site be podded by the can's explosion? Does this mean the only ways to get any rewards from a site someone else discovered first are to kill them after they loot the can and hope the valuable items drop, and to hack one of the remaining cans while they work on their own? |
Shamus en Divalone
Dip Dip Potatoe Chip
7
|
Posted - 2013.11.07 17:49:00 -
[284] - Quote
Sme Ematu wrote:Im a bit late to this discussion and only half way through the thread but i think i have an awesome suggestion! CCP Affinity wrote:.... 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... Would it be possible to do both, system scanner AND probing? If you warp to the signature found by the system scanner you don't enter the ghost site itself, but a site with a few cans that add a bookmark to your journal once opened (like escallations) for the actual ghost site. On the other hand if you are probing the system to find the ghost site you get the advantage to directly warp to it. This way the site wouldn't be limited to players with probing ships but still provide a small advantage for someone putting effort into something. The following part of my post isnt directly related to ghost sites alone so continue if you like to read more about my ideas based on this concept: I have been thinking about this for some time now and i think it would really add to exploration in general if you would take the current escalation system from anomalies and weave it into signatures and expand the probing system through the use of the escalation mechanics:
1. make multiple anomalies spawn in the surrounding systems of the actual Ghost site and give them a chance to drop an item from hacking/analyzing cans that can be activated to generate an escalation entry in your journal pointing towards the actual ghost site a few jumps away. This wouldn't impact the rarity of ghost sites at all while enabling more player to find the site and tho increasing competition. I will continue to call those dropped items "hints" and i imagine them to be like those datasheets you get from Data cans in hacking/analyzer sites
2. add those "hints" to regular hacking and analyzer sites data cans which currently are basicly trash if there isnt a faction or good t2 bpc copy in it!
3. "Hints" can be activated to generate entries in your journal that point you to sites with more hints or other cool stuff. Those could be things like DED plexes or directions to constellations with ghost sites.
4. Those shouldn't spawn new sites!!! rather point you to already spawned ones (increases competition and encourages to travel).
5. "hints" can be sold at the market. This adds great choice to the system and new players could focus on hacking/analyzer and sell the "hints" to veteran players who focus on the combat sites requiring more sp and experience all the while everyone could still try to find and complete the sites them self.I have many more ideas for those "hints" and the expansion of the current anomaly escalation system if there is an interest. If you like it i would make a dedicated thread in the ideas forum!
Sounds great! |
Caviar Liberta
Moira. Villore Accords
203
|
Posted - 2013.11.08 02:03:00 -
[285] - Quote
OldWolf69 wrote:Random Woman 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. Now you have done something to WH space (not forcefully excluded the systems from the "spawns in" list) , i think its save to say you can leave it alone for the next 15 year. Everyone in WHs was starving for new pve content that is showing up on our favourite new tool the team trisomie 21 friendly discovery scanner. You might want to think about adding local to WHs and gates that would improve wh space even more. Why not NPC stations then? Full upgraded ones? Maybe a Sleeper Epic Arc too?
You forgot an NPC group to punish players also. |
Photon Ceray
Damascus Enterprise
187
|
Posted - 2013.11.08 10:03:00 -
[286] - Quote
I did 70 jumps on SiSi looking for one and didn't find anything!
If you want players to test those sites then SEED THEM properly! |
|
CCP Habakuk
C C P C C P Alliance
796
|
Posted - 2013.11.08 11:33:00 -
[287] - Quote
Hi all!
Ghost sites are now available for testing in Singularity! For your convenience we added them all (all factions and all difficulties) to the system EZA-FM, one jump from 6-CZ49.
The sites are NOT final in this version, here a log 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).
|
|
Bebeth Jasmone
Antisocial Tendencies
0
|
Posted - 2013.11.08 12:08:00 -
[288] - Quote
Thank you |
Photon Ceray
Damascus Enterprise
187
|
Posted - 2013.11.08 13:18:00 -
[289] - Quote
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. |
|
CCP Affinity
C C P C C P Alliance
1323
|
Posted - 2013.11.08 13:58:00 -
[290] - 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).''
|
|
|
Markku Laaksonen
EVE University Ivy League
208
|
Posted - 2013.11.08 15:47:00 -
[291] - Quote
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? |
Bienator II
madmen of the skies
2163
|
Posted - 2013.11.08 16:51:00 -
[292] - Quote
CCP Affinity wrote: Popup messages are still missing, when warping to the site
thats a good thing, right? |
Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
86
|
Posted - 2013.11.08 17:11:00 -
[293] - Quote
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 |
|
CCP Affinity
C C P C C P Alliance
1326
|
Posted - 2013.11.08 17:13:00 -
[294] - 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 :)
|
|
|
CCP Affinity
C C P C C P Alliance
1326
|
Posted - 2013.11.08 17:14:00 -
[295] - 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 |
|
Xavbian Deepleaf
SnaiLs aNd FroGs
3
|
Posted - 2013.11.08 17:43:00 -
[296] - Quote
Probably changing from "Cosmic anomaly - Combat site" to "Cosmic anomaly - Ghost site" would be a good idea too ? |
Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5428
|
Posted - 2013.11.08 18:13:00 -
[297] - Quote
Question: let's say you successfully hack everything, then the timer sounds. Will the loot still be destroyed by the NPCs? |
|
CCP Habakuk
C C P C C P Alliance
796
|
Posted - 2013.11.08 20:35:00 -
[298] - Quote
Makoto Priano wrote:Question: let's say you successfully hack everything, then the timer sounds. Will the loot still be destroyed by the NPCs?
The timer will keep running, even if everything is hacked. NPCs will appear and destroy the containers (including any remaining loot). Grab your loot as soon as possible and run (or tank). |
|
Raphael Celestine
The Scope Gallente Federation
40
|
Posted - 2013.11.09 06:01:00 -
[299] - Quote
As they're currently implemented on SISI, Ghost Sites are a land-mine just waiting for some new player to stumble over them.
There's no notification from either the system scanner or a warp-in message that these sites are - unlike basically everything else in EVE - time-limited and will kill you if you are too slow.
Nor is there any (obvious) indication while you're in the site that a timer is counting down and you need to hurry.
And finally (and most damning) when the cans do go off, there is absolutely no explanation as to why you're suddenly sitting in empty space in your pod thinking "WTF just happened!?"
None of that matters if you already know what Ghost Sites are and how they work ... but there are going to be a lot of players who don't.
CCP Habakuk wrote:The sites are NOT final in this version, here a long list of things to be changed / added / fixed: ... Popup messages are still missing, when warping to the site Hopefully this means that this will be at least partly fixed in the final version - when the popups get added, please make sure they make it clear what people are getting into.
Adding another message when the can(s) blow up would also be useful - possibly in Local rather than a popup since these are supposed to be fast-paced sites. Forcing people to stop and click away a popup message in a site where every second counts is probably a bad idea. |
Paxte Eriker
EVE University Ivy League
0
|
Posted - 2013.11.09 09:04:00 -
[300] - Quote
Just spent no more than 15-20 minutes running through a couple of each level of ghost site in a CovOps w/ Hacking 5 and a T2 Data Analyser and my first reaction was that the sites in their current form feel really easy to complete. After I worked out what container names corresponded to what level of the hacking minigame I didn't feel like I would be up against a time crunch unless I had to actively worry about another player warping in on me.
The difference between the high-sec (Lesser?) and low-sec (Standard?) sites also seemed non-existent as having the T2 analyser in a CovOps completely removes any difficulty from the very-easy level of the minigame and turns it into a straight clicking expedition to find the system core while the easy level can be rammed straight through with very little (if any) chance of failing as long as you make a little bit of effort to expose the most likely locations for the system core first. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 .. 13 :: one page |
First page | Previous page | Next page | Last page |