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Thread Statistics | Show CCP posts - 63 post(s) |

DeadNite
2 Girls - 1 Corp
17
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Posted - 2013.11.19 05:01:00 -
[361] - Quote
SurrenderMonkey wrote:You spent too much time tinkering with your drones (except PvP). There's really no need to bother with offense of any kind. The rats aren't going to hang around for very long. Quote:- Not sure if frigs or destroyers will be viable here unless you don't mind loosing them. The retribution I've been testing with barely notices the explosions. I have a 400mm II plate on there and raw armor of 3023. 04:20:56Combat676 from Secure Lab - Hits 04:23:05Combat605 from Secure Databank - Hits Almost all of that damage was against my shield - the reason I took less damage the second time is because my shield hadn't fully recharged yet. In the first site, I hacked two cans, in the second I was midway through the second when it popped. I would probably scale the tank back quite a bit on TQ (and fly a 3-mid ship for a cargo scanner, obvi). Quite certain I could make a T1 frig work, too, at least for low and high sec. As it happened I had two in the same system, and warped straight from the first to the second, so the timestamps are pretty illustrative of the timers involved.
Somewhat unfortunate that these are just smash and grab type activities. I was hoping for a bit of combat/hacking to make things interesting. Beyond scramming you so you get hit by the explosion, what is the purpose of the NPCs? Why do they not take any damage from the explosion? Why not have them spawn or have a chance to spawn when you start hacking or defeat the first defense node in the minigame? I guess we will have to see how these shape up in the future. |

SurrenderMonkey
Space Llama Industries
105
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Posted - 2013.11.19 05:15:00 -
[362] - Quote
DeadNite wrote:SurrenderMonkey wrote:You spent too much time tinkering with your drones (except PvP). There's really no need to bother with offense of any kind. The rats aren't going to hang around for very long. Quote:- Not sure if frigs or destroyers will be viable here unless you don't mind loosing them. The retribution I've been testing with barely notices the explosions. I have a 400mm II plate on there and raw armor of 3023. 04:20:56Combat676 from Secure Lab - Hits 04:23:05Combat605 from Secure Databank - Hits Almost all of that damage was against my shield - the reason I took less damage the second time is because my shield hadn't fully recharged yet. In the first site, I hacked two cans, in the second I was midway through the second when it popped. I would probably scale the tank back quite a bit on TQ (and fly a 3-mid ship for a cargo scanner, obvi). Quite certain I could make a T1 frig work, too, at least for low and high sec. As it happened I had two in the same system, and warped straight from the first to the second, so the timestamps are pretty illustrative of the timers involved. Somewhat unfortunate that these are just smash and grab type activities. I was hoping for a bit of combat/hacking to make things interesting. Beyond scramming you so you get hit by the explosion, what is the purpose of the NPCs? Why do they not take any damage from the explosion? Why not have them spawn or have a chance to spawn when you start hacking or defeat the first defense node in the minigame? I guess we will have to see how these shape up in the future.
Yeah, I wouldn't mind there being a more protracted pewpew aspect of it. I think I saw a dev explanation that the pirates are just there to stop you from getting at the lab materials, so they roll up, pop the joint, and roll out. |

Sabriz Adoudel
Mission BLITZ
1204
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Posted - 2013.11.19 05:21:00 -
[363] - Quote
SurrenderMonkey wrote:Sabriz Adoudel wrote:Meh, I was looking forward to going into these in highsec in a massively buffer tanked battleship, failing them on purpose, then looting all the player wrecks created by the explosion.
Might not be able to do that now :( It will still be lulzy for loot denial and I am sure plenty of people will be rolling up into these with active mission fits and exploration ships. The major barrier to that kind of thing is going to be the fact that the sites are rare and unlikely to last but a few minutes.
Yeah, but there's a big difference between causing chaos for fun and causing it for profit. I prefer the latter. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |

SurrenderMonkey
Space Llama Industries
105
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Posted - 2013.11.19 06:26:00 -
[364] - Quote
Sabriz Adoudel wrote:SurrenderMonkey wrote:Sabriz Adoudel wrote:Meh, I was looking forward to going into these in highsec in a massively buffer tanked battleship, failing them on purpose, then looting all the player wrecks created by the explosion.
Might not be able to do that now :( It will still be lulzy for loot denial and I am sure plenty of people will be rolling up into these with active mission fits and exploration ships. The major barrier to that kind of thing is going to be the fact that the sites are rare and unlikely to last but a few minutes. Yeah, but there's a big difference between causing chaos for fun and causing it for profit. I prefer the latter.
Yeah, can't really help you with that. Like I've said a few times, I think the sites are far, FAR too easy right now.
At present, I think they're much too easy to survive, but the timer also veers a bit toward the short side on average. I was able to open two cans in the first site and only 1 in the second. I was getting through 3 or 4 the other day, random is random and all that, but I think there is room for improvement in both regards.
In broad strokes, I would say... -Separate rat spawns from the explosion timer. -Substantially increase the floor value of the explosion timer, but since we've separated spawns from the timer, rats should spawn fairly quickly. -Rat spawns should escalate as time goes on - this could also be event driven (more spawn for each hack initiation, etc.). -Rats should be mean. Possibly sleeper-mean. -Lose the rat warp scrams/webs - makes sense when they're just a part of the explosion mechanic. -Buff the explosion.... somehow. Maybe lower the damage output substantially, but make it an unresistable/typeless/true damage. Right now it just tickles. -Hacking high or low sec cans should give a suspect flag. Admiral Chinballs said there would be consequences, and while I'm sure that pertains more to the ongoing dev cycle/rubicon theme/player stargate macro-scale type stuff than the microscale "Bob hacked a can, Concord hates bob" type stuff, it seems sensible.
They're not really "combat exploration" right now - they're just hacking sites that require a sizable buffer tank. |

ChromeStriker
The Riot Formation Fatal Ascension
610
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Posted - 2013.11.19 11:31:00 -
[365] - Quote
Please release modules "Proton Pack", "Neutrino Wand"... These are very important to completing ghost sites.
Please refer to failing to hack the containers as "crossing the streams" - Nulla Curas |

Batelle
Komm susser Tod
375
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Posted - 2013.11.19 15:26:00 -
[366] - Quote
i'm interested to see how big the explosions are in null/w-space Fighting is Magic |

SurrenderMonkey
Space Llama Industries
107
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Posted - 2013.11.19 15:43:00 -
[367] - Quote
Batelle wrote:i'm interested to see how big the explosions are in null/w-space
The actual visuals, or the damage?
They were 10K and 12K explosive damage, respectively, as of the last update on singularity. |

Batelle
Komm susser Tod
376
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Posted - 2013.11.19 16:20:00 -
[368] - Quote
SurrenderMonkey wrote:Batelle wrote:i'm interested to see how big the explosions are in null/w-space The actual visuals, or the damage? They were 10K and 12K explosive damage, respectively, as of the last update on singularity. High sec was 6K and low sec was 8K. My numbers from testing with a Retribution earlier were in low sec. WH site would do about 1000 damage to same fit if had full shield when the bomb went off.
Fantastic. So because the rats do tackle, eating the explosion isn't supposed to be total hell death. But then the explosion happens and the rats take off? Fighting is Magic |

SurrenderMonkey
Space Llama Industries
110
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Posted - 2013.11.19 16:34:00 -
[369] - Quote
Batelle wrote:SurrenderMonkey wrote:Batelle wrote:i'm interested to see how big the explosions are in null/w-space The actual visuals, or the damage? They were 10K and 12K explosive damage, respectively, as of the last update on singularity. High sec was 6K and low sec was 8K. My numbers from testing with a Retribution earlier were in low sec. WH site would do about 1000 damage to same fit if had full shield when the bomb went off. Fantastic. So because the rats do tackle, eating the explosion isn't supposed to be total hell death. But then the explosion happens and the rats take off?
Basically.
-Rats spawn, tackle you, maybe shoot you once or twice until... -5-6 seconds later, the site blows -Rats continue to shoot for another 15 seconds or so and then leave.
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marVLs
517
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Posted - 2013.11.24 08:47:00 -
[370] - Quote
I really like those ghost sites, they're simple but they give good thrill (catching containers in data/relic sites is not good thrill) thanks to random spawn timer, combined with hacking minigame it's very good and fun mechanic.
I hope we will also get more new PVE (with remodeled current) with booby traps, npc ambushes, some other kind of traps. PVE that will be very randomized and dangerous. Pockets environment should be used more but not only by NPC, also give players possibility to e.g. shoot some kind of space barrels with explosive materials to damage npc or other players. |
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