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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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Mike Azariah
DemSal Corporation DemSal Unlimited
680
|
Posted - 2013.10.20 01:03:00 -
[2] - Quote
Oh lordy, warp speed implants? those are gonna be populare for both extremes of ship size range . . . I like
m Mike Azariah-á CSM8 |

Phoenix Jones
Shockwave Innovations Surely You're Joking
177
|
Posted - 2013.10.20 01:07:00 -
[3] - Quote
Guess we can all say you added something to wormhole space :-/ Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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CCP Affinity
C C P C C P Alliance
1093

|
Posted - 2013.10.20 01:11:00 -
[4] - 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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Phoenix Jones
Shockwave Innovations Surely You're Joking
177
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Posted - 2013.10.20 01:20:00 -
[5] - Quote
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? Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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CCP Affinity
C C P C C P Alliance
1093

|
Posted - 2013.10.20 01:22:00 -
[6] - 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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Wrayeth
Inexorable Retribution
120
|
Posted - 2013.10.20 01:40:00 -
[7] - Quote
With the current planned nerf to warp speeds, these will become pretty much required if you want to fly a BS. While that, IMO, is a bad mechanic in and of itself, it's made worse by the fact that the omega will take up the same slot as certain other implants that are extremely useful and, in some cases, required, such as the powergrid implants.
If not for the warp speed nerf for BCs and BS, I would be totally supportive of the addition of these implants to the game. Instead, I find myself less than enthusiastic about their introduction. |

Omnathious Deninard
Novis Initiis
1704
|
Posted - 2013.10.20 02:02:00 -
[8] - Quote
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. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Joyce Antura
YC 112
2
|
Posted - 2013.10.20 04:19:00 -
[9] - Quote
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) |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5113
|
Posted - 2013.10.20 04:21:00 -
[10] - Quote
Wrayeth; I'd say warp speeds got a massive buff. Depends on the class you fly, I guess. ;)
Priano Trans-Stellar: elegant solutions for the State's needs. |
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Wrayeth
Inexorable Retribution
121
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Posted - 2013.10.20 04:33:00 -
[11] - Quote
Makoto Priano wrote:Wrayeth; I'd say warp speeds got a massive buff. Depends on the class you fly, I guess. ;)
I actually like the smaller ships getting faster; it allows them to better fulfill their role. 
I just don't like BS and BCs getting slower.  |

Seminole Mernher
Quantum Reality R n D The Methodical Alliance
0
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Posted - 2013.10.20 04:41:00 -
[12] - Quote
I would like to propose a new title for running the 'ghost' sites. "GHOSTBUSTER'. Cheesy maybe but there I coined it.  |

Flamespar
Woof Club
836
|
Posted - 2013.10.20 04:43:00 -
[13] - Quote
Have there been any changes to the hacking minigame? I can post on a forum, therefore I represent everyone. |

DeMichael Crimson
Republic University Minmatar Republic
13822
|
Posted - 2013.10.20 04:51:00 -
[14] - Quote
CCP Affinity wrote: What are the Implants?
The new set of player manufactured pirate implants, called 'Ascendancy' implants will vastly improve your warp speed
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 |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5113
|
Posted - 2013.10.20 05:05:00 -
[15] - Quote
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? Priano Trans-Stellar: elegant solutions for the State's needs. |

DeMichael Crimson
Republic University Minmatar Republic
13822
|
Posted - 2013.10.20 05:07:00 -
[16] - Quote
Seminole Mernher wrote:I would like to propose a new title for running the 'ghost' sites. "GHOSTBUSTER'. Cheesy maybe but there I coined it. 
So a Ghostbuster running Ghost Sites would have a Ghost Protocol, right?
Course that just might make it Mission : Impossible.

DMC |

Seminole Mernher
Quantum Reality R n D The Methodical Alliance
0
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Posted - 2013.10.20 05:12:00 -
[17] - Quote
DeMichael Crimson wrote:Seminole Mernher wrote:I would like to propose a new title for running the 'ghost' sites. "GHOSTBUSTER'. Cheesy maybe but there I coined it.  So a Ghostbuster running Ghost Sites would have a Ghost Protocol, right? Course that just might make it Mission : Impossible.  DMC
Right on |

DeMichael Crimson
Republic University Minmatar Republic
13822
|
Posted - 2013.10.20 05:17:00 -
[18] - 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? Yeah, those are Hardwiring Implants for slots 6 to 10. Doesn't affect Attributes.
The Pirate Implants are for Attribute slots 1 to 5 with a small bonus to Attributes. There's also an extra Hardwiring Implant for slot 6 which increases the effect of the whole set.
Since these new implants are like the Pirate sets, then these new implants should also have a bonus to Attributes as well.
DMC |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5113
|
Posted - 2013.10.20 05:19:00 -
[19] - Quote
Oh! Right. Omega implant for Ascendancy set. Right. Got it now. Priano Trans-Stellar: elegant solutions for the State's needs. |

baltec1
Bat Country
8303
|
Posted - 2013.10.20 06:02:00 -
[20] - Quote
When can we expect these implants on SiSi? I have a pressing need to test them to see what fleets my mega is still viable for. |
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Mioelnir
Cataclysm Enterprises Easily Offended
152
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Posted - 2013.10.20 06:43:00 -
[21] - Quote
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? |

Nar Tha
Neural-Boost.com
162
|
Posted - 2013.10.20 07:23:00 -
[22] - Quote
Ah, I'm dumb.
I had a question about ghost sites and opened a new thread when this one was already here. Please look here for my question. |

Igor Nappi
Perkone Caldari State
21
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Posted - 2013.10.20 07:46:00 -
[23] - Quote
Hmm... Sites with both hacking and rats. Where have I seen this before, I wonder? |

Edward Olmops
Sirius Fleet
103
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Posted - 2013.10.20 07:58:00 -
[24] - Quote
I hope these sites won't get lost in an uninhabitet WH: :-D
Uh. And do they drop SoE BPCs? |

Falkor1984
The Love Dragons
19
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Posted - 2013.10.20 08:52:00 -
[25] - Quote
First slow down big ships to a crawl and then add implants to mitigate it. Are you guys for real? What happened to creating actual content instead of breaking stuff and then create other stuff to mitigate the broken stuff? Maybe it is time to actually develop the game instead of adding boredom and dumbing it down.
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Ilaister
Task Force Proteus Protean Concept
21
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Posted - 2013.10.20 09:35:00 -
[26] - Quote
The ouin ouin is strong in this thread.
Looks like no more details are forthcoming, so cheers for adding the sexy stuff in w-space. As it should be :D |

Max Kolonko
High Voltage Industries Ash Alliance
347
|
Posted - 2013.10.20 09:36:00 -
[27] - Quote
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) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Random Woman
Federal Navy Academy Gallente Federation
68
|
Posted - 2013.10.20 10:03:00 -
[28] - Quote
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. |

OldWolf69
IR0N. SpaceMonkey's Alliance
82
|
Posted - 2013.10.20 10:59:00 -
[29] - Quote
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?

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Atlantis Fuanan
Uncharted Skies Cerberus Unleashed
40
|
Posted - 2013.10.20 11:06:00 -
[30] - Quote
Awesome Idea, i like it, the implants will cause again: Decision and Consequence
Things that would make EVE better: NRDS - Remove Local - Balance Cloak - Sov-Mechanic Changes - Less QQ |
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CCP Affinity
C C P C C P Alliance
1107

|
Posted - 2013.10.20 12:39:00 -
[31] - 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

|
Posted - 2013.10.20 12:42:00 -
[32] - 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

|
Posted - 2013.10.20 12:42:00 -
[33] - 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

|
Posted - 2013.10.20 12:43:00 -
[34] - 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 |
|

seth Hendar
I love you miners
202
|
Posted - 2013.10.20 12:46:00 -
[35] - Quote
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.... |

seth Hendar
I love you miners
202
|
Posted - 2013.10.20 12:50:00 -
[36] - Quote
CCP Affinity wrote: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 :) i understand you cannot fix them, but please until they are fixed by the team in charge, remove them |
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CCP Affinity
C C P C C P Alliance
1108

|
Posted - 2013.10.20 12:53:00 -
[37] - 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

|
Posted - 2013.10.20 12:57:00 -
[38] - 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 |
|

Chitsa Jason
Future Corps Sleeper Social Club
809
|
Posted - 2013.10.20 13:20:00 -
[39] - Quote
I am super excited about this one. Especially because these things gonna be in whs :) CSM8 Member Twitter:-á@ChitsaJason Skype: Casparas
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Abdiel Kavash
Paladin Order Fidelas Constans
1394
|
Posted - 2013.10.20 13:40:00 -
[40] - Quote
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? |
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Snape Dieboldmotor
Minotaur Congress
28
|
Posted - 2013.10.20 13:55:00 -
[41] - Quote
It's good to see new content. I look forward to even more new stuff |

Warde Guildencrantz
TunDraGon
925
|
Posted - 2013.10.20 14:02:00 -
[42] - Quote
i'll reserve a jump clone for those implants right now, throw em on my indy alt and go to jita in 1 minute from 10 jumps out :D |

Sir Mattsimus
Chaotic Tranquility Casoff
11
|
Posted - 2013.10.20 14:35:00 -
[43] - Quote
I this a newly announced feature? I don't recall reading anything about this in the features and ideas discussion section. |

SKINE DMZ
Stay Frosty.
230
|
Posted - 2013.10.20 14:45:00 -
[44] - Quote
Ghost site sounds awesome, do think it should be a cosmic signature. 
Also Sir Mattsimus I think this was announced at EVE Vegas. I disagree |

Barrogh Habalu
Imperial Shipment Amarr Empire
548
|
Posted - 2013.10.20 14:47:00 -
[45] - 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? OP states that you'll be able to find it with system scanner, so I guess that the answer is positive. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
280
|
Posted - 2013.10.20 15:04:00 -
[46] - Quote
Will there be a new type of salvager to salvage implanted corpses or will we be able to do that with a regular one?
https://forums.eveonline.com/default.aspx?g=posts&m=3633385&#post3633385 - 15% more tank since the 1.1-patch. |

Reaver Glitterstim
Dromedaworks inc Forsak3n.
637
|
Posted - 2013.10.20 15:29:00 -
[47] - Quote
I want to see one of the implant material requirements be a special type of scrap collected from used implants either through willful removal or frozen corpse exploitation.
I wonder if that could make for a new kind of ransom: "We'll let you keep your golem if you pull your snake set out and give us the scrap!" Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5115
|
Posted - 2013.10.20 15:34:00 -
[48] - Quote
Lloyd; nothing about corpses yet. ;)
Affinity;
So. I'm trying to think of where these will see use, outside of convenience-- and the obvious use cases seem to be freighters (between this and the Rogue set, they can probably hit ~2.72 au/s if they're motivated, though for the discerning freighter pilot Slaves might be better for anti-gank hilarity), and interceptor pilots for truly insane arrival speeds. The trick is-- if these end up anywhere near the cost of existing pirate implants, will that dissuade pilots from using them?
Which is to say-- people buy expensive implants when they specifically speak to the strengths of a ship, and expand those needs. Couching this new PvE's desirability on a single (admittedly powerful, but niche) implant series may be risky, given that for the heavy spenders there will often be more relevant implants. Perhaps it might not be a bad idea to do two or three implant series?
Also: what NPC types will be in these sites? Sleeper-based, or...?
Priano Trans-Stellar: elegant solutions for the State's needs. |

Random Woman
Federal Navy Academy Gallente Federation
69
|
Posted - 2013.10.20 15:48:00 -
[49] - Quote
Chitsa Jason wrote:I am super excited about this one. Especially because these things gonna be in whs :)
Not excluding WHs sure is strange for CCP, but nowhere where it should be. |

Sushi Nardieu
0utbreak Outbreak.
159
|
Posted - 2013.10.20 16:13:00 -
[50] - Quote
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? The Guns of Knowledge-á |
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David Laurentson
Laurentson INC StructureDamage
71
|
Posted - 2013.10.20 16:16:00 -
[51] - Quote
Makoto Priano wrote:Lloyd; nothing about corpses yet. ;)
Affinity;
So. I'm trying to think of where these will see use, outside of convenience-- and the obvious use cases seem to be freighters (between this and the Rogue set, they can probably hit ~2.72 au/s if they're motivated, though for the discerning freighter pilot Slaves might be better for anti-gank hilarity), and interceptor pilots for truly insane arrival speeds. The trick is-- if these end up anywhere near the cost of existing pirate implants, will that dissuade pilots from using them?
Which is to say-- people buy expensive implants when they specifically speak to the strengths of a ship, and expand those needs. Couching this new PvE's desirability on a single (admittedly powerful, but niche) implant series may be risky, given that for the heavy spenders there will often be more relevant implants. Perhaps it might not be a bad idea to do two or three implant series?
Also: what NPC types will be in these sites? Sleeper-based, or...?
Blockade runner pilots looking to out-warp baseline interceptors, maybe? Without sacrificing cargo space, at least. |

Max Kolonko
High Voltage Industries Ash Alliance
348
|
Posted - 2013.10.20 16:16:00 -
[52] - Quote
CCP Affinity wrote: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
Thak You for those answers, but what You wrote makes me kind of sad :(
First of all with introduction of new content that also affected WH (FInally You guys fought about us when introducing something that can be used everywhere) You missed the biggest chance to add actual gameplay so people that have nothing to do but spin pos'es will get their hands dirty. Instead we get a very rare site that will be cleared by single person and we will not see another in a day or so (example numbers)
Instead You guys could increase the amount of appearances of those sites but decrease the value of single site. That way people will actually venture and look for them instead of having just "lucky find" when they went for boring gas mining.
With rare occurances this will not solve another problem - it will not bring more people into WH that are searching for those sites. Its to big risk to go to WH to begin with and now they will also be lucky if they will find one site? Nahhhh, i'll just look in hi-sec for the lesser versions.
Last question: What kind of combat do You have in mind - just like the old hi/low/null hacking/archeo sites? if yes than this is the worse joke CCP pulled on us - taking away content with one hand and reintroduce as "New Content" with another. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1040
|
Posted - 2013.10.20 16:51:00 -
[53] - Quote
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? I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Random Woman
Federal Navy Academy Gallente Federation
69
|
Posted - 2013.10.20 17:16:00 -
[54] - Quote
Schmata Bastanold wrote: So, what exactly Content Designers do for Eve?
WHs got new Radar and Mag site containers (the sites are still the same), that end up being ignored completly because the new system sucks donkey balls.
The last big content update was incursions?! They seem to be rather pupular, but then thats like 2 years old now I guess.
Oh there are a few new gates in lowsec, hauling them there sure took half a year of content designer work. |

Witchway
Hard Knocks Inc. Kill It With Fire
31
|
Posted - 2013.10.20 17:37:00 -
[55] - Quote
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. |
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CCP Affinity
C C P C C P Alliance
1112

|
Posted - 2013.10.20 17:47:00 -
[56] - 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

|
Posted - 2013.10.20 17:47:00 -
[57] - 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

|
Posted - 2013.10.20 17:48:00 -
[58] - 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

|
Posted - 2013.10.20 17:57:00 -
[59] - 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

|
Posted - 2013.10.20 17:58:00 -
[60] - 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

|
Posted - 2013.10.20 18:07:00 -
[61] - 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 |
|

Weaselior
GoonWaffe Goonswarm Federation
5367
|
Posted - 2013.10.20 18:17:00 -
[62] - Quote
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? |
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CCP Affinity
C C P C C P Alliance
1114

|
Posted - 2013.10.20 18:20:00 -
[63] - 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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Kurtz
Eldorado Exploration Expedition
1
|
Posted - 2013.10.20 18:42:00 -
[64] - Quote
CCP Affinity wrote: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
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.
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Alex Tutuola
Specter Syndicate Tactical Narcotics Team
11
|
Posted - 2013.10.20 18:47:00 -
[65] - Quote
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. |

Falkor1984
The Love Dragons
21
|
Posted - 2013.10.20 18:58:00 -
[66] - Quote
CCP Affinity wrote: 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 :)
Not wanting to attack your personally, you probably do what you are told as a proper employee , but all the things you mentioned sucked donkey balls.
Incursions: fixing what was broken before, no new content FW overhaul: giving 1 week old characters hundreds of millions is bad, mkay Exploration: too stupid and too dumbed down now Ghost sites: old plexes recycled
The conclusion is obvious: we are lacking new and proper content.
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CCP Affinity
C C P C C P Alliance
1127

|
Posted - 2013.10.20 18:58:00 -
[67] - 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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Seminole Mernher
Quantum Reality R n D The Methodical Alliance
3
|
Posted - 2013.10.20 19:11:00 -
[68] - Quote
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 would think there would be a time difference between finding all the ingredients to make the implants and pilots getting used to the warp speed changes. By the time the first implants are finally on the market pilots will be longing for them |

DeMichael Crimson
Republic University Minmatar Republic
13853
|
Posted - 2013.10.20 19:16:00 -
[69] - Quote
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
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BearonKeila
The 4th Legion DARKNESS.
2
|
Posted - 2013.10.20 19:21:00 -
[70] - Quote
Seems like the point of this is "We know we're nerfing what you like to fly, but it's a fix. If you want to make your lumbering big ship the way it used to be, you're going to have to make some adjustments."
Thank you, CCP Affinity, for giving us an opportunity to adapt to the new change. |
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CCP Affinity
C C P C C P Alliance
1128

|
Posted - 2013.10.20 19:25:00 -
[71] - 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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Alex Tutuola
Specter Syndicate Tactical Narcotics Team
11
|
Posted - 2013.10.20 19:50:00 -
[72] - Quote
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. |

Alexander the Great
Imperial Academy Amarr Empire
146
|
Posted - 2013.10.20 19:53:00 -
[73] - Quote
So this is what 'content designers' work on currently? EVE doesn't need this **** now! Seriously, what's the reason to add it?
Go and design sov warfare system to make it enjoyable! Or is it too hard for you so you add some stupid site?
Or design PvE and mining to be exciting! What, again too hard? |

Zappity
Kurved Space
572
|
Posted - 2013.10.20 19:55:00 -
[74] - Quote
CCP Affinity wrote: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 :) You've announced plenty in this thread already :), thanks for the new content.
I'm split between anomaly vs signature. What was the thinking behind making them anomalies for such valuable sites? Just accessibility? It would be great if a highsec site escalated into a lowsec site to bring more people in.
I noticed your Faction Warfare comment above, too. Are you aware how many day one alts farm the plexes? Maybe this is another team's concern. Zappity's Adventures for a taste of lowsec. |

Seamus Donohue
EVE University Ivy League
40
|
Posted - 2013.10.20 20:07:00 -
[75] - Quote
Ghost sites, eh?
I call shenanigans. Clearly, this is a case for Scooby Doo.  Survivor of Teskanen. -áFan of John Rourke.
I have video tutorials for EVE Online on my YouTube channel: http://www.youtube.com/user/SeamusDonohueEVE |
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CCP Affinity
C C P C C P Alliance
1129

|
Posted - 2013.10.20 20:14:00 -
[76] - 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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Alexander the Great
Imperial Academy Amarr Empire
146
|
Posted - 2013.10.20 20:44:00 -
[77] - Quote
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? |
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CCP Affinity
C C P C C P Alliance
1129

|
Posted - 2013.10.20 20:48:00 -
[78] - 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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Ransu Asanari
Powder and Ball Alchemists Union The Predictables
28
|
Posted - 2013.10.20 21:03:00 -
[79] - Quote
I like the idea of this site, and it makes a nice tie-in with the SoE ships. I hope that Covert Ops frigates can still do the sites if they're quick, and get out before rats spawn.
I do think they should be Cosmic Signatures, not Anomalies, as it fits in well with the Relic/Data sites, as something that needs to be scanned down, and would be more exciting for the explorers, and capsuleers in the new SoE ships. Considering the buffs to the T1 Exploration Frigates, they could still work well for these sites, so there's no barrier to new players, especially since it's the same skills for hacking the containers (presumably).
I also hope that there is a good amount of lore around these new sites. "Ghost Site" sounds pretty lame... I love the lore around the Anokis and Sleepers.. I hope these new sites has as much backstory and tie in with the grander changes planned. |

DeMichael Crimson
Republic University Minmatar Republic
13854
|
Posted - 2013.10.20 21:05:00 -
[80] - Quote
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 |
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Wrayeth
Inexorable Retribution
127
|
Posted - 2013.10.20 21:06:00 -
[81] - Quote
CCP Affinity wrote:[quote=DeMichael Crimson] No hardwiring planned for now
That's good to hear. While I'm still very unhappy (read: angry) about these implants becoming a required item for larger ships, at least it can be done without the necessity of an omega preventing the use of a powergrid implant. |
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CCP Affinity
C C P C C P Alliance
1135

|
Posted - 2013.10.20 21:13:00 -
[82] - 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 |
|

Omnathious Deninard
Novis Initiis
1707
|
Posted - 2013.10.20 21:28:00 -
[83] - Quote
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. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
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CCP Affinity
C C P C C P Alliance
1138

|
Posted - 2013.10.20 21:46:00 -
[84] - 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 |
|

Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1045
|
Posted - 2013.10.20 21:47:00 -
[85] - Quote
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 am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
|

CCP Affinity
C C P C C P Alliance
1138

|
Posted - 2013.10.20 21:50:00 -
[86] - 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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Swiftstrike1
Interfector INC. Fade 2 Black
289
|
Posted - 2013.10.20 22:07:00 -
[87] - Quote
Any chance of a "Genoultion CA-5" implant that will sit in slot 5 and give a small bonus to warp speed? Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
277
|
Posted - 2013.10.20 22:09:00 -
[88] - Quote
CCP Affinity wrote:
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
Its all sounding reminiscent of trying to make augmented drones (where there is no point even looting the stuff unless you live in the region where the keypieces drop).
|

DeMichael Crimson
Republic University Minmatar Republic
13856
|
Posted - 2013.10.20 22:11:00 -
[89] - Quote
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? |
|

CCP Affinity
C C P C C P Alliance
1139

|
Posted - 2013.10.20 22:21:00 -
[90] - 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 |
|
|

Max Kolonko
High Voltage Industries Ash Alliance
350
|
Posted - 2013.10.20 22:31:00 -
[91] - Quote
CCP Affinity wrote: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 :)
What kind of dificulty level (WH sites) can we expect once NPC's finally shows up? I mean people will actually wait for NPC's to farm them so the question is are moobs comparable to.. lets say low class gas site/ ore site? or maybe instrumental/vital? or maybe to low class combat site?
I guess the short question is: Will NPC's be soloable? otherwise why would You want to finish it quickly and leave when You can get additional loot and a lucky Nanoribbon or two
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Max Kolonko
High Voltage Industries Ash Alliance
350
|
Posted - 2013.10.20 22:49:00 -
[92] - Quote
And another question: how will those sites actually be done.
Will it looks similar to the old magnet/radar sites (in K-space) where You warp t the site, see a bunch of cans. Open them and instead of rats appearing right after opening they will appear after timer passes? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Sabriz Adoudel
Mission BLITZ
1003
|
Posted - 2013.10.20 23:03:00 -
[93] - Quote
Strongly support these being anomolies, not scan down sites.
Anomolies will result in players having more opportunities to fight over the sites.
I understand from your posts that the site starts out as a little-guarded hacking site but after a semi random time elapses, overwhelming numbers of rats warp in to mess with you. Is this accurate?
A few thoughts on this.
- Firstly, please have low or no bounties/loot/salvage on the rats in the sites (at least the ones that are on a timer). Otherwise these will just be used to rat in. - 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. - Thirdly, you might find the thread I link in my signature interesting, it's a different but slightly related idea for rare anomolies (although one designed to drive ad-hoc fleet fights). https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Zappity
Kurved Space
574
|
Posted - 2013.10.20 23:53:00 -
[94] - Quote
- 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. Zappity's Adventures for a taste of lowsec. |
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CCP Affinity
C C P C C P Alliance
1145

|
Posted - 2013.10.21 00:06:00 -
[95] - 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 |
|

Mioelnir
Cataclysm Enterprises Easily Offended
155
|
Posted - 2013.10.21 00:22:00 -
[96] - Quote
DeMichael Crimson wrote: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. If you mean the historical stuff about LG implants, forum search for posts from CCP Greyscale iirc from the time of their release.
If you mean that the Ascendancy is HG, there are screenshots floating around from EVE Vegas that display a show info window of a HG implant (ie. "Ascendancy Epsilon" instead of "Low-Grade Ascendancy Epsilon"). The 50%+ bonus is also in-line with HG sets.
Also, I take the last 3 pages as confirmation that Industry I is once again the aimed skill requirement. Because it is only natural that a producer has to hire Mercs, but every PVP focused character must be able to produce after 15 minutes of training time (no implants, wrong respec). |

Dring Dingle
Polaris Rising Gentlemen's Agreement
69
|
Posted - 2013.10.21 01:36:00 -
[97] - Quote
Affinity, why are these anoms? We have data and relic sites as anoms... Bring back a exploration sites that are required to be scanned down.
MAKE THEM SIGS PLEASE!
|

Senn Denroth
Lead Farmers Kill It With Fire
104
|
Posted - 2013.10.21 01:46:00 -
[98] - Quote
CCP Affinity wrote: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 Are you kidding? I thought you meant this as a joke to start off with but you're seriously just adding it in as an anomaly aren't you?
I read your comment about having it easily accessible to all players and ever since the latest scanning changes I've felt that the months training my scanning skills have been wasted since it's so easy to scan signatures now.. no reward for those that have refined their scanning skills to scan down the hard sites.
So what you're saying.. on top of the above, you're just going to throw these new rare sites out there for people to see as soon as they jump in to a system? Instead of rewarding the players that actually spend time scanning and playing their game regularly? What a slap to the face this is.
Yep... thanks for this. I'm looking forward to getting home tonight and NOT playing EVE. Which is becoming a more common occurrence for me as of late. |

Vladimir Norkoff
Income Redistribution Service
273
|
Posted - 2013.10.21 01:46:00 -
[99] - Quote
CCP Affinity wrote: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. Oh cool! So "plans to iterate"... Like CCP's plans to iterate Black Ops... and POSes... and Sov... and PI... and... and.... Not to be a raging ass, but come on. Nobody is buying that bullshite anymore. Hell, there was big talk of a Hacking iteration "before the next expansion" when the half-assed version was first released. If CCP ever actually followed thru, maybe you guys would have a bit more credibility. |

Zappity
Kurved Space
575
|
Posted - 2013.10.21 02:03:00 -
[100] - Quote
Senn Denroth wrote:CCP Affinity wrote: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 Are you kidding? I thought you meant this as a joke to start off with but you're seriously just adding it in as an anomaly aren't you? I read your comment about having it easily accessible to all players and ever since the latest scanning changes I've felt that the months training my scanning skills have been wasted since it's so easy to scan signatures now.. no reward for those that have refined their scanning skills to scan down the hard sites. So what you're saying.. on top of the above, you're just going to throw these new rare sites out there for people to see as soon as they jump in to a system? Instead of rewarding the players that actually spend time scanning and playing their game regularly? What a slap to the face this is. Yep... thanks for this. I'm looking forward to getting home tonight and NOT playing EVE. Which is becoming a more common occurrence for me as of late. Nonsense. Make them anomalies, apply a suspect flag when looting containers, watch the Mexican standoffs. Why should high value loot be risk free? This is the start of a new market (player-made implants) and it should be done right. Zappity's Adventures for a taste of lowsec. |
|

Cheng Musana
BetaMax Beta
6
|
Posted - 2013.10.21 02:08:00 -
[101] - Quote
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? |

Zappity
Kurved Space
575
|
Posted - 2013.10.21 02:10:00 -
[102] - 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? Make it a scram or long point to encourage PvP fits. See? All it needs is a little imagination  Zappity's Adventures for a taste of lowsec. |

Senn Denroth
Lead Farmers Kill It With Fire
105
|
Posted - 2013.10.21 02:42:00 -
[103] - Quote
Zappity wrote:Nonsense. Make them anomalies, apply a suspect flag when looting containers, watch the Mexican standoffs. Why should high value loot be risk free? This is the start of a new market (player-made implants) and it should be done right. What on earth are you SMOKING?!?! There is this already for Kspace combat sites that get this... have to be scanned down.
These super rare awesome etc etc sites however, can just be found and warped to by all the noobies thus making any veteran and his alt miss out.
Why doesn't CCP have any loyalty for the players that have stuck with the game all these years and spent time training for all the modules/ships/abilities that have been destroyed in all the rebalancing?? They just want all this alluring new content smacking all the potential young payers in the face when they undock from their station.
You might as well just remove probes altogether and add a new scanning module that you activate and it slowly but surely scans down all the wormholes, in the mean time have an auto site find & run button for all the noobs to press which takes them to a site and automatically runs it for them.
Amazin' |

Zappity
Kurved Space
575
|
Posted - 2013.10.21 02:51:00 -
[104] - Quote
I don't smoke. It's bad for you. And what do you mean "there are already sites that do thid". I wasn't aware of any sites that give you a suspect flag when you hack them.
I am more interested in opportunities for player interactions (read "shooting each other") than isk rewards in the relative safety that a sig site affords. If they don't provide a suspect flag in high then, meh, I don't care either way. Zappity's Adventures for a taste of lowsec. |

Senn Denroth
Lead Farmers Kill It With Fire
105
|
Posted - 2013.10.21 03:12:00 -
[105] - Quote
Zappity wrote:I don't smoke. It's bad for you. And what do you mean "there are already sites that do thid". I wasn't aware of any sites that give you a suspect flag when you hack them.
I am more interested in opportunities for player interactions
Empire: site ninja's Lowsec: turn safety off, go suspect Null: no suspect flag even needed, then hot dropped by blobs WH: you're already dead |

Zappity
Kurved Space
576
|
Posted - 2013.10.21 03:15:00 -
[106] - Quote
Site ninjas? I mean for the person who actually hacks the thing. You know, the one who gets the isk and should therefore have the risk. Zappity's Adventures for a taste of lowsec. |

Senn Denroth
Lead Farmers Kill It With Fire
105
|
Posted - 2013.10.21 03:25:00 -
[107] - Quote
Zappity wrote:Site ninjas? I mean for the person who actually hacks the thing. You know, the one who gets the isk and should therefore have the risk.
Ok, so this is the opposite of what CCP want at the moment. Good luck with this. |

Vincent Athena
V.I.C.E.
2221
|
Posted - 2013.10.21 03:36:00 -
[108] - Quote
CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed. http://vincentoneve.wordpress.com/ |

Cheng Musana
BetaMax Beta
7
|
Posted - 2013.10.21 04:46:00 -
[109] - Quote
Vincent Athena wrote:CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed. Problem is lowsec is much more populated and as soon you get trough the gate with a PVE fit you are getting scanned down and if you dont react fast enough you are dead. In lowsec every 1 is looking for a kill while in nullsec every 1 runs to their pos when you try to run a relic site with a cover ops. Only exceptions to this are the bottleneck systems with bubble camps. |

Sabriz Adoudel
Mission BLITZ
1005
|
Posted - 2013.10.21 04:59:00 -
[110] - Quote
Senn Denroth wrote:Zappity wrote:Nonsense. Make them anomalies, apply a suspect flag when looting containers, watch the Mexican standoffs. Why should high value loot be risk free? This is the start of a new market (player-made implants) and it should be done right. What on earth are you SMOKING?!?! There is this already for Kspace combat sites that get this... have to be scanned down. These super rare awesome etc etc sites however, can just be found and warped to by all the noobies thus making any veteran and his alt miss out. Why doesn't CCP have any loyalty for the players that have stuck with the game all these years and spent time training for all the modules/ships/abilities that have been destroyed in all the rebalancing?? They just want all this alluring new content smacking all the potential young payers in the face when they undock from their station. You might as well just remove probes altogether and add a new scanning module that you activate and it slowly but surely scans down all the wormholes, in the mean time have an auto site find & run button for all the noobs to press which takes them to a site and automatically runs it for them. Amazin'
Those skills have plenty of uses as-is. If you have excellent Astrometrics skills, you can scan down existing sites with a normal probe, or you can fit an expanded launcher and put your skills to the test scanning down mission runners in highsec (to bait them) or people running expeditions in low/null. They are exceptionally useful skills in all types of space, ones I wish I had trained to higher levels myself.
If these new sites are scanning-required and (relatively) safe from PVP, we will not see more opportunities for highsec explorers to make ISK. We will see a flow of some highsec bears from missions toward running the new sites, until a new equilibrium in average perceived ISK/hour is reached between Ghost sites and L4s. You can see this dynamic in action now - we are seeing a minority of Incursion bears shifting focus to blitzing Sisters missions due to a (correct) perception that Sisters LP are worth more than a month ago. (Or at Odyssey launch, when for a week or so after decryptor drop rates increased every bear with the skills started hacking for a while until the equilibrium returned).
Finally, because these sites will not be up for long and will be completed quickly, making them scan-down sites means that anyone that does not have a scanning ship fitted within at most two jumps is out of contention for them in highsec. Correct me if I'm wrong, but I believe that the percentage of highsec players that are too risk averse to consider going suspect is smaller than the percentage that do not have an exploration fitted ship available 'right now'.
One further thought in support of the Crimewatch yellow card idea. When I was a carebear, I wasn't so much afraid of lowsec as I was of high to low gates, and I believe this fear is pretty widespread and not totally unfounded. Yellow carding people for looting gives you a choice - prealign and take one can (the safe way), or stand your ground and dabble in PVP in an environment where neutral logistics and off-grid boosting are less likely than in the rest of highsec. (Neutral logi and OGB are a given whenever PVP occurs in a highsec system where one side had planned for it, but are rare when you need to engage spontaneously). https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |
|

Zappity
Kurved Space
578
|
Posted - 2013.10.21 04:59:00 -
[111] - Quote
Vincent Athena wrote:CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed. What is an expedition in this context?
I think it would get used. The lure of the loot would be too great. Such sites would get people used to aggression and weapons timers, getting their pods to safety - the basics required for being comfortable with low in the relative safety of high. Zappity's Adventures for a taste of lowsec. |

Senn Denroth
Lead Farmers Kill It With Fire
105
|
Posted - 2013.10.21 05:00:00 -
[112] - Quote
Vincent Athena wrote:CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed. And for those that wish to take advantage of this all they have to do is warp in after the site spawns, cloak up, wait for player x to come in and open a can, uncloak, gank expensive ship. The rage will be amazing.
If CCP don't make these sites sigs, I hope they do the above game breaking mechanic for bears everywhere. |

Texty
State War Academy Caldari State
78
|
Posted - 2013.10.21 05:05:00 -
[113] - Quote
Schmata Bastanold wrote: There is no new content in Eve for a long time
EVE is not about "new content" anyway. If anything, it's about new tools to interact with other players. If you are so desperate for new content and can't create one yourself, I strongly suggest you play a content-based themepark MMO. |

Sabriz Adoudel
Mission BLITZ
1005
|
Posted - 2013.10.21 05:07:00 -
[114] - Quote
Senn Denroth wrote: And for those that wish to take advantage of this all they have to do is warp in after the site spawns, cloak up, wait for player x to come in and open a can, uncloak, gank expensive ship. The rage will be amazing.
If CCP don't make these sites sigs, I hope they do the above game breaking mechanic for bears everywhere.
More likely, the ganker will get in location, cloak up, and the bear will 'complete' the site, then get the message "You cannot perform this action at green safety". They ask about it in local, then decide not to take the risk.
In my experience it is difficult to get carebears to go suspect, which is why I prefer AWOX piracy to piracy arising from ninja looting.
CCP released stats indicating that ~70% of the highsec population live on green safety.
I'd have nothing against the sites having some 'consolation prize' that can be safely opened alongside 3-4 containers that yellowcard you. The consolation prize could perhaps be the materials the implants are made from (while the blueprints are safely locked away). https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Sabriz Adoudel
Mission BLITZ
1005
|
Posted - 2013.10.21 05:10:00 -
[115] - Quote
Zappity wrote:Vincent Athena wrote:CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed. What is an expedition in this context? I think it would get used. The lure of the loot would be too great. Such sites would get people used to aggression and weapons timers, getting their pods to safety - the basics required for being comfortable with low in the relative safety of high.
Expeditions are also known as escalations. It's when you finish one site, then get sent to another, better one in more dangerous space.
As an example, an anomoly in 0.7 might have a 3-5% chance to trigger an escalation that leads to a deadspace pocket in a 0.6 system. Complete that, and you might have a 60% chance to get sent 11j into lowsec for a 6/10 complex. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Zappity
Kurved Space
578
|
Posted - 2013.10.21 05:15:00 -
[116] - Quote
Thanks. You can probably tell I have never missioned.
Locking the blueprints away under yellow is a good, balanced suggestion. Zappity's Adventures for a taste of lowsec. |

Circumstantial Evidence
82
|
Posted - 2013.10.21 05:27:00 -
[117] - Quote
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. |

Sabriz Adoudel
Mission BLITZ
1007
|
Posted - 2013.10.21 05:35:00 -
[118] - Quote
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. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Maximus Andendare
Future Corps Sleeper Social Club
690
|
Posted - 2013.10.21 06:11:00 -
[119] - Quote
CCP Affinity wrote:The sites do not have scattering - they are lootable containers after they are hacked. Hacking and scattering are two different mechanics :) Thank you CCP! The loot scatter mechanic is some of the worst "gameplay" to come out of Iceland in a LONG while. THANK YOU for removing this terrible mechanic.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |

Senn Denroth
Lead Farmers Kill It With Fire
105
|
Posted - 2013.10.21 06:12:00 -
[120] - Quote
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.
Unless you were talking to someone else.. I don't give a damn about the ones that are in highsec. My beef is with how easy these sites will be to find for any old random passing through any system. I never said I cared about what being dropped in a certain area of space, I was talking about how the player so easily could find them, thus as always not leaving much for the people that scan around. |
|

Elindreal
Planetary Interactors
110
|
Posted - 2013.10.21 07:17:00 -
[121] - Quote
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 |

Falkor1984
The Love Dragons
25
|
Posted - 2013.10.21 07:52:00 -
[122] - Quote
OK, since CCP is threathening to moderate the thread now (aka shutting down the dissonant voices that ask for some entertaining stuff for their cash), I will stay on topic. (BTW CCP desperately trying to silence protests sounds earily like the months leading up to the Summer of Rage. Just saying.)
About this stuff you are creating: These sites are mediocre, they are too easily accesible and they are basically the same as the plexes we had before. Also they provide items that we only need to fix a mechanic that CCP broke on purpose. So bad, bad, bad.
Be more creative, stop handing out cookies to players who lack skills, stop breaking stuff and stop presenting this stuff as content while it is only a bandaid for stuff that is broken elsewhere. |

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 08:36:00 -
[123] - Quote
Hi CCP Affinity
Will this site require either hacking module or analysing module (so hacking skill or archaeology skill) ? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Henry Montclaire
42nd Devils and Dragons Dalek Asylum
75
|
Posted - 2013.10.21 09:05:00 -
[124] - Quote
Falkor1984 wrote:OK, since CCP is threathening to moderate the thread now (aka shutting down the dissonant voices that ask for some entertaining stuff for their cash), I will stay on topic. (BTW CCP desperately trying to silence protests sounds earily like the months leading up to the Summer of Rage. Just saying.)
About this stuff you are creating: These sites are mediocre, they are too easily accesible and they are basically the same as the plexes we had before. Also they provide items that we only need to fix a mechanic that CCP broke on purpose. So bad, bad, bad.
Be more creative, stop handing out cookies to players who lack skills, stop breaking stuff and stop presenting this stuff as content while it is only a bandaid for stuff that is broken elsewhere.
You've gotten to try an alpha version of the sites?
Did you upload a video of your experience? I don't have special Dev Only first access privileges and would like to actually see someone play through a few sites, or play through some myself before forming my own informed opinion! |

ConranAntoni
Empyrean Warriors Insidious Empire
103
|
Posted - 2013.10.21 09:43:00 -
[125] - Quote
Will you guys consider adding other, more interesting implant sets other than this warp speed set? Theres a few interesting niches you could look at, as y'now, this one is a bit lacklustre. |

gascanu
Bearing Srl.
36
|
Posted - 2013.10.21 10:09:00 -
[126] - Quote
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  |

gascanu
Bearing Srl.
36
|
Posted - 2013.10.21 10:10:00 -
[127] - Quote
double post  |
|

CCP Affinity
C C P C C P Alliance
1156

|
Posted - 2013.10.21 10:30:00 -
[128] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1156

|
Posted - 2013.10.21 10:35:00 -
[129] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1156

|
Posted - 2013.10.21 10:36:00 -
[130] - 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 |
|
|
|

CCP Affinity
C C P C C P Alliance
1156

|
Posted - 2013.10.21 10:40:00 -
[131] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1156

|
Posted - 2013.10.21 10:42:00 -
[132] - 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 |
|
|

CCP Fear
C C P C C P Alliance
227

|
Posted - 2013.10.21 11:06:00 -
[133] - Quote
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 |
|

gascanu
Bearing Srl.
37
|
Posted - 2013.10.21 11:16:00 -
[134] - Quote
CCP Affinity wrote: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 :)
ok, we'll just wait and pray then :P
p.s. and thx for your quick answers in this thread, it's been a while since i've seen someone from CCP doing such a good job; this is how feedback sounds like, not putting an op and then add some 4-5 words 2-3 weeks later; maybe some others will learn how this it's supposed to work, now that they see it for real 
late edit:
Quote:The current total bonus to warp speed is 53.6% with all 6 slots (Alpha-Omega)
huh, that much about praying  |
|

CCP Abraxas
C C P C C P Alliance
81

|
Posted - 2013.10.21 11:23:00 -
[135] - 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 Let's see: Sure. Military term for the sites. Chronicle will tell you some, and more will come out later. Nope. Chronicle again, though only tangentially.
In short, there is A Plan, and we're revealing little bits of it now  |
|

handige harrie
Hedion University Amarr Empire
114
|
Posted - 2013.10.21 11:38:00 -
[136] - Quote
Are Ghost sites added to Drone Space? Baddest poster ever |

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 12:02:00 -
[137] - Quote
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? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 12:02:00 -
[138] - Quote
handige harrie wrote:Are Ghost sites added to Drone Space? Is it part of the Kspace? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Lair Osen
Unlawful Unit Initiative Mercenaries
65
|
Posted - 2013.10.21 12:21:00 -
[139] - Quote
So the implants give a 53.6% increase in warp speed. Im not really sure how the new warp acceleration works but my question is: does this affect warp acceleration as well or just warp speed? In other words: is warp acceleration proportional to the ship type or the warp speed? i.e. do warp speed rigs and implants also affect acceleration or is it just a new fixed number for each ship class? |

Harvey James
Deep Core Mining Inc. Caldari State
576
|
Posted - 2013.10.21 12:44:00 -
[140] - Quote
these make inties warp speed massively OP inties warp speed is too good now Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
|

Crysantos Callahan
Control-Space DARKNESS.
10
|
Posted - 2013.10.21 12:51:00 -
[141] - Quote
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.
Two question:
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
|
|

CCP Affinity
C C P C C P Alliance
1159

|
Posted - 2013.10.21 12:52:00 -
[142] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1159

|
Posted - 2013.10.21 12:57:00 -
[143] - 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
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
|

Dariusz Betonowy
Psychopathic CareBears Hand of Despair
4
|
Posted - 2013.10.21 13:15:00 -
[144] - Quote
CCP Affinity wrote: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. Absolutely right - never update the tools/middleware AND the deployed system you build with those at the same time... |

Helmut Rul
The Funkalistic Imperial Republic Of the North
2
|
Posted - 2013.10.21 13:27:00 -
[145] - Quote
It is good to see that there is some more exploration content on the way, albeit it would be good to have another go at the scanning and loot spewing mechanism.
In a way however, it is better to see a dev that actually interact with the players again and who are willing to speak in a fairly forthright and timely manner. So Thanks for that CCP Affinity. |

Crysantos Callahan
Control-Space DARKNESS.
10
|
Posted - 2013.10.21 14:00:00 -
[146] - Quote
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? |

MeBiatch
Republic University Minmatar Republic
1418
|
Posted - 2013.10.21 14:03:00 -
[147] - Quote
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! There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1418
|
Posted - 2013.10.21 14:04:00 -
[148] - Quote
Harvey James wrote: these make inties warp speed massively OP inties warp speed is too good now
dont fly what you cant afford to loose... 0.0 just got dangerous! There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MeBiatch
Republic University Minmatar Republic
1418
|
Posted - 2013.10.21 14:06:00 -
[149] - Quote
Falkor1984 wrote:OK, since CCP is threathening to moderate the thread now (aka shutting down the dissonant voices that ask for some entertaining stuff for their cash), I will stay on topic. (BTW CCP desperately trying to silence protests sounds earily like the months leading up to the Summer of Rage. Just saying.)
About this stuff you are creating: These sites are mediocre, they are too easily accesible and they are basically the same as the plexes we had before. Also they provide items that we only need to fix a mechanic that CCP broke on purpose. So bad, bad, bad.
Be more creative, stop handing out cookies to players who lack skills, stop breaking stuff and stop presenting this stuff as content while it is only a bandaid for stuff that is broken elsewhere.
stfu and hrtfu... i hate entitled players like you! There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|

CCP Affinity
C C P C C P Alliance
1162

|
Posted - 2013.10.21 14:06:00 -
[150] - 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 |
|
|
|

CCP Affinity
C C P C C P Alliance
1162

|
Posted - 2013.10.21 14:07:00 -
[151] - 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 |
|

Von Keigai
25
|
Posted - 2013.10.21 14:08:00 -
[152] - Quote
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? vonkeigai.blogspot.com |

MeBiatch
Republic University Minmatar Republic
1418
|
Posted - 2013.10.21 14:08:00 -
[153] - 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 
this is a good change for eve... people are too cumfy being solo and not dying that much...
if you are going to be ratting/plexing you should have to have friends around who can save you. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

seth Hendar
I love you miners
205
|
Posted - 2013.10.21 14:09:00 -
[154] - Quote
Lair Osen wrote:So the implants give a 53.6% increase in warp speed. Im not really sure how the new warp acceleration works but my question is: does this affect warp acceleration as well or just warp speed? In other words: is warp acceleration proportional to the ship type or the warp speed? i.e. do warp speed rigs and implants also affect acceleration or is it just a new fixed number for each ship class? warp acceleration / deceleration is tied to the warp speed, so by increasing warp speed, you increase also the acceleration and deceleration
(or you reduce the time needed to accelerate / break)
wich will be fun on intys / hictorsand stuff which are already able to be on grid with a point established / bubble before the tgt display said inty on the overview.... (see the sisi feedback for more info on that, server tick etc....) |
|

CCP Affinity
C C P C C P Alliance
1162

|
Posted - 2013.10.21 14:11:00 -
[155] - 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 |
|

seth Hendar
I love you miners
205
|
Posted - 2013.10.21 14:11:00 -
[156] - Quote
MeBiatch wrote:Falkor1984 wrote:OK, since CCP is threathening to moderate the thread now (aka shutting down the dissonant voices that ask for some entertaining stuff for their cash), I will stay on topic. (BTW CCP desperately trying to silence protests sounds earily like the months leading up to the Summer of Rage. Just saying.)
About this stuff you are creating: These sites are mediocre, they are too easily accesible and they are basically the same as the plexes we had before. Also they provide items that we only need to fix a mechanic that CCP broke on purpose. So bad, bad, bad.
Be more creative, stop handing out cookies to players who lack skills, stop breaking stuff and stop presenting this stuff as content while it is only a bandaid for stuff that is broken elsewhere. stfu and hrtfu... i hate entitled players like you! you can rage all you want, it doesn't change the fact that this guy as a very valid point.
yes, i know you hate me too |

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 14:28:00 -
[157] - Quote
CCP Affinity wrote:
When the NPCs appear, the cans will explode (and potentially do damage to nearby player ships)
That escalated quickly.
Seems as first (nice) steps to make PvE interesting.... and risky James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 14:30:00 -
[158] - Quote
Another quick question: the cans will be scannable ? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Von Keigai
25
|
Posted - 2013.10.21 14:46:00 -
[159] - Quote
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? vonkeigai.blogspot.com |
|

CCP RedDawn
C C P C C P Alliance
364

|
Posted - 2013.10.21 14:49:00 -
[160] - Quote
Koban Agalder wrote:Another quick question: the cans will be scannable ?
Yes, they will.  Team Kuromaku |
|
|

Koban Agalder
Future Corps Sleeper Social Club
6
|
Posted - 2013.10.21 14:53:00 -
[161] - Quote
CCP RedDawn wrote:Koban Agalder wrote:Another quick question: the cans will be scannable ? Yes, they will.  I predict great trolling potential.
Scenario:
Doing solo WH and finding ghost site. Scanning all cans, finding 4 BPC. After a minute of hacking first can NPC spawns and blowns everything up.
You just missed few bilions :P James Arget for CSM 8!-áhttp://csm.fcftw.org-á |
|

CCP Affinity
C C P C C P Alliance
1163

|
Posted - 2013.10.21 14:56:00 -
[162] - 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 |
|

seth Hendar
I love you miners
205
|
Posted - 2013.10.21 15:00:00 -
[163] - Quote
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. what will be the isk sink to match the isk faucet those sites will create?
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets |

Valterra Craven
127
|
Posted - 2013.10.21 15:15:00 -
[164] - Quote
seth Hendar wrote:
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
This makes no sense. The cans drop loot, not isk. The pirates will have no bounties, so no new isk there either.
Adding new items to the game is a neutral effect. Since this feature isnt adding isk players just use isk already in the system... |

Sir Mattsimus
Chaotic Tranquility Casoff
11
|
Posted - 2013.10.21 15:49:00 -
[165] - Quote
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. |

Servanda
Liga Freier Terraner Northern Coalition.
4
|
Posted - 2013.10.21 15:53:00 -
[166] - Quote
seth Hendar wrote: ... what will be the isk sink to match the isk faucet those sites will create?
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
There will be no ISK createt from this sites as you sell the items to players and not to npc's |

ExookiZ
The Dark Space Initiative Scary Wormhole People
99
|
Posted - 2013.10.21 16:05:00 -
[167] - Quote
Servanda wrote:seth Hendar wrote: ... what will be the isk sink to match the isk faucet those sites will create?
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
There will be no ISK createt from this sites as you sell the items to players and not to npc's
there is still isk entering the system from a source not a player, theres no isk sink inherently attached, but i can imagine people losing these will be costly. The Wormhole Kid |

Callic Veratar
504
|
Posted - 2013.10.21 16:09:00 -
[168] - Quote
ExookiZ wrote:Servanda wrote:seth Hendar wrote: ... what will be the isk sink to match the isk faucet those sites will create?
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
There will be no ISK createt from this sites as you sell the items to players and not to npc's there is still isk entering the system from a source not a player, theres no isk sink inherently attached, but i can imagine people losing these will be costly.
ISK is not created by items. ISK will be moving from players with large wallets to those with items. It increases liquidity, not supply. |

Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5116
|
Posted - 2013.10.21 16:13:00 -
[169] - Quote
CCP Affinity wrote: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.
So-- by standard pirate NPCs, do you mean factional, like Guristas, Angels, etc...? Or are they a new breed?
Spill the fluff!  Priano Trans-Stellar: elegant solutions for the State's needs. |

mynnna
GoonWaffe Goonswarm Federation
1994
|
Posted - 2013.10.21 16:17:00 -
[170] - Quote
seth Hendar 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. what will be the isk sink to match the isk faucet those sites will create? because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
This isn't an isk faucet. You get loot, you sell it to other players. It may wind up being a large isk transfer but that's a different thing. Member of the Goonswarm Economic Warfare Cabal |
|

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.10.21 16:20:00 -
[171] - Quote
All Tech 2 implants should be player made... Not only using exploration materials, but LP's From every NPC corp related to science, and R&D.
Great idea. Keep adding new Signatures, and Anorms in WH's and everywere else. |

Max Kolonko
High Voltage Industries Ash Alliance
350
|
Posted - 2013.10.21 16:22:00 -
[172] - Quote
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 Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Morniee
Barbs Hammer Insane Asylum
0
|
Posted - 2013.10.21 16:37:00 -
[173] - Quote
Max Kolonko wrote:CCP Affinity wrote:[quote=Von Keigai][quote=CCP Affinity]They will be pirate spawns with no bounty - not NPCs there for farming Pirates in WH??? I hope there is some good lore explanation for this, otherwise it will not make sense
The Wh pirates are... sleepers. lolz
That is what ccp is planning for shure :P
|

MeBiatch
Republic University Minmatar Republic
1418
|
Posted - 2013.10.21 16:45:00 -
[174] - Quote
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. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|

CCP Affinity
C C P C C P Alliance
1171

|
Posted - 2013.10.21 17:17:00 -
[175] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1171

|
Posted - 2013.10.21 17:18:00 -
[176] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1171

|
Posted - 2013.10.21 17:19:00 -
[177] - 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 |
|

handige harrie
Hedion University Amarr Empire
114
|
Posted - 2013.10.21 17:25:00 -
[178] - Quote
Koban Agalder wrote:handige harrie wrote:Are Ghost sites added to Drone Space? Is it part of the Kspace?
According to the ingame map it is but according to CCP adding content actions it's not (looking at relic and data sites) Baddest poster ever |
|

CCP Abraxas
C C P C C P Alliance
83

|
Posted - 2013.10.21 17:40:00 -
[179] - Quote
CCP Affinity wrote:Max Kolonko wrote:
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 :)
Wot she said. Also, no, it likely won't be related to the Sleepers (or Arek'Jaalan if anyone wondered). I want this to be a separate thing unless the secret dots suddenly align themselves perfectly for connecting. |
|

Weaselior
GoonWaffe Goonswarm Federation
5370
|
Posted - 2013.10.21 17:58:00 -
[180] - Quote
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. 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.
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. |
|

Witchking Angmar
Perkele.
47
|
Posted - 2013.10.21 18:41:00 -
[181] - Quote
CCP Affinity wrote: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
Wow! It's an all new and interes.. Wait a minute... |

Altrue
Exploration Frontier inc
658
|
Posted - 2013.10.21 18:53:00 -
[182] - Quote
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.
Sir, you made my day 
---
About these new sites, adding them to WH is a great idea. I understand the lore concerns that made you choose not to link them to sleepers, but I hope that the explaination is VERY good, because in my point of view it seems very hard to explain.
Also, remember that 0.0 will also get unique blueprints that WH won't get. So as long as it drives people out of their usual zones if they want everything, I see no problem.
G££ <= Me |

Vincent Athena
V.I.C.E.
2224
|
Posted - 2013.10.21 18:56:00 -
[183] - Quote
Having no loot or bounties seems a little extreme. Just reducing it to the point where farming is less ISK per hour than other activities in that area of space would be better. After all, why would CONCORD not want you to destroy evil pirates? http://vincentoneve.wordpress.com/ |

Max Kolonko
High Voltage Industries Ash Alliance
351
|
Posted - 2013.10.21 19:27:00 -
[184] - 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. 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.
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.
IT will always be like it (never say always, but...) - that's fall into the WH space idea.
Null have very good income that can be farmed all the time.
WH have mega great income that can be farmed for short time and can only sustain limited amount of players.
Null can literally hold tons of players in each system with maxed out anomaly upgrades. And planets and ore sites are the same as with null in WH. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4176
|
Posted - 2013.10.21 19:34:00 -
[185] - Quote
Helmut Rul wrote:It is good to see that there is some more exploration content on the way, albeit it would be good to have another go at the scanning and loot spewing mechanism.
This is not exploration content, the sites are anomalies. There is no exploration involved in warping to an asteroid belt, neither is there any exploration involved with warping to an anomaly.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4176
|
Posted - 2013.10.21 19:40:00 -
[186] - Quote
Weaselior wrote:GǪ My one concern is I'm not a fan of the highest-level bpc being WH-only. 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.
Oh you! 
I can understand where you're coming from though, with no resources of value and no rats to endlessly farm and nothing you can to do upgrade your space in order to make it more lucrative or less accessible to invaders. It really is a hard life out there in null isn't it?
Weaselior wrote: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.
The lack of draw to conquerable 0.0 is mostly due to blue-listing the entirety of nullsec. What content are you creating that is of interest to other players when the two options are (a) join CFC, or (b) leave nullsec? The best thing the CFC could do for the game is break up into factions and kick the living daylights out of each other.
Day 0 advice for new players: Day 0 Advice for New Players |

Omnathious Deninard
Novis Initiis
1713
|
Posted - 2013.10.21 19:59:00 -
[187] - Quote
CCP RedDawn wrote:Koban Agalder wrote:Another quick question: the cans will be scannable ? Yes, they will.  Might just be me, but since there is no loot spew there should be no cargo scanning. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Sabriz Adoudel
Mission BLITZ
1010
|
Posted - 2013.10.21 21:20:00 -
[188] - Quote
Max Kolonko wrote:
Pirates in WH??? I hope there is some good lore explanation for this, otherwise it will not make sense
Why would capsuleers be the only people trying to milk WH space for wealth? https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Alundil
The Unnamed. The NME Alliance
331
|
Posted - 2013.10.21 21:35:00 -
[189] - Quote
CCP Affinity wrote: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 I'm sorry - but as much as I like seeing new content (any new content) in w-space.....this ^^^^ just makes me cross.
Why, for the love of Pete, is more crap being added to "just the ship scanner?" What's the freaking point of training scanning skills and having practiced that as an actual "motor skill" to be fast and accurate if you (the general CCP "you") continue to add things to the game that require absolutely zero clue (much less skill) about scanning?
Why?
Quite literally pants on head ********. Clone mechanics enchancements Deep Space Probe Revival |

Alundil
The Unnamed. The NME Alliance
331
|
Posted - 2013.10.21 21:40:00 -
[190] - Quote
CCP Affinity wrote: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 :) Please no. Haven't we bled enough over this issue all across the EVE-O forums? Clone mechanics enchancements Deep Space Probe Revival |
|

Max Kolonko
High Voltage Industries Ash Alliance
352
|
Posted - 2013.10.21 21:43:00 -
[191] - Quote
Sabriz Adoudel wrote:Max Kolonko wrote:
Pirates in WH??? I hope there is some good lore explanation for this, otherwise it will not make sense
Why would capsuleers be the only people trying to milk WH space for wealth?
True Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Alundil
The Unnamed. The NME Alliance
331
|
Posted - 2013.10.21 21:46:00 -
[192] - Quote
Zappity wrote:Senn Denroth wrote:CCP Affinity wrote: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 Are you kidding? I thought you meant this as a joke to start off with but you're seriously just adding it in as an anomaly aren't you? I read your comment about having it easily accessible to all players and ever since the latest scanning changes I've felt that the months training my scanning skills have been wasted since it's so easy to scan signatures now.. no reward for those that have refined their scanning skills to scan down the hard sites. So what you're saying.. on top of the above, you're just going to throw these new rare sites out there for people to see as soon as they jump in to a system? Instead of rewarding the players that actually spend time scanning and playing their game regularly? What a slap to the face this is. Yep... thanks for this. I'm looking forward to getting home tonight and NOT playing EVE. Which is becoming a more common occurrence for me as of late. Nonsense. Make them anomalies, apply a suspect flag when looting containers, watch the Mexican standoffs. Why should high value loot be risk free? This is the start of a new market (player-made implants) and it should be done right. How does this even make sense?
Looting a container in w-space which is presumably "owned" by sleepers/Talocan (i.e. dead civilization) generates a CONCORD suspect flag for an illegal action in 'lawless' space.
idgi Clone mechanics enchancements Deep Space Probe Revival |

Alundil
The Unnamed. The NME Alliance
331
|
Posted - 2013.10.21 21:54:00 -
[193] - Quote
Mara Rinn wrote:Helmut Rul wrote:It is good to see that there is some more exploration content on the way, albeit it would be good to have another go at the scanning and loot spewing mechanism. This is not exploration content, the sites are anomalies. There is no exploration involved in warping to an asteroid belt, neither is there any exploration involved with warping to an anomaly. I'd also like to point out that exploration is not "veteran" content: new players are given exploration skills and equipment as part of their tutorial missions, meaning anyone who has completed the exploration career funnel has the skills to probe down just about every site in the game. A pox on the system scanner with its perfect information for everyone, not just those with the equipment required to probe down signatures! CCP took away our DSP system survey and handed us something far more game-breaking. Could not agree more. Clone mechanics enchancements Deep Space Probe Revival |

Jenn aSide
STK Scientific Initiative Mercenaries
3125
|
Posted - 2013.10.21 21:57:00 -
[194] - Quote
CCP Affinity wrote: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.
Accusations of null sec conspiracy in 5...4...3...2...1...GO |

Sabriz Adoudel
Mission BLITZ
1010
|
Posted - 2013.10.21 22:27:00 -
[195] - Quote
Alundil wrote:CCP Affinity wrote: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 I'm sorry - but as much as I like seeing new content (any new content) in w-space.....this ^^^^ just makes me cross. Why, for the love of Pete, is more crap being added to "just the ship scanner?" What's the freaking point of training scanning skills and having practiced that as an actual "motor skill" to be fast and accurate if you (the general CCP "you") continue to add things to the game that require absolutely zero clue (much less skill) about scanning? Why? Quite literally pants on head ********.
Because CCP do not want this content to be totally ignored by the 98% of people that are not presently in a ship with scanning equipment onboard.
If your scanning equipment is two jumps away, by the time you get there, fit it and get back the site will already have been completed in most space.
Rare sites and required specialist equipment that somewhat cripples fittings on smaller ships do not work together. Even requiring midslot exploration modules will be a pain, but I expect most people running other content will be able to just carry one of those in their cargo while running say missions then dock and refit. Losing one mid slot doesn't gimp a fit the way losing a high slot and a lot of CPU does. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Circumstantial Evidence
83
|
Posted - 2013.10.21 22:28:00 -
[196] - Quote
CCP Affinity wrote:Crysantos Callahan wrote: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. 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 Link
|

Lair Osen
Unlawful Unit Initiative Mercenaries
65
|
Posted - 2013.10.21 23:08:00 -
[197] - Quote
Will the WH sites have any kind of escalation spawn to stop people bringing RR Carriers? |

Sabriz Adoudel
Mission BLITZ
1010
|
Posted - 2013.10.21 23:51:00 -
[198] - Quote
Lair Osen wrote:Will the WH sites have any kind of escalation spawn to stop people bringing RR Carriers?
I could be wrong, but I'm under the impression you want to be in and out of these sites fast and the rat presence is minimal until the timer goes.
Not a place you want to triage in. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |
|

CCP Affinity
C C P C C P Alliance
1189

|
Posted - 2013.10.22 00:12:00 -
[199] - 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 |
|

Midgen
Pelican. Cult of War
1
|
Posted - 2013.10.22 00:16:00 -
[200] - Quote
Now...... since we're on the whole "adding things to WH space" bit.... can we for the LOVE of JITA please be aloud to recover abandoned POS's and POS mods from W-Space??? seams to be such a waste of space... literally. I have ran into so many countless FULL FACTION POS's and Faction Mods out there that its just saddening :( |
|

Omnathious Deninard
Novis Initiis
1713
|
Posted - 2013.10.22 00:18:00 -
[201] - 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. Part of the whole thing is, if you have a relic or data analyzer on your ship there is a 99.99999999% chance you have a probe launcher on your ship also.
To have them require a analyzer to complete but not a probe launcher to find is just weird. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Senn Denroth
Lead Farmers Kill It With Fire
106
|
Posted - 2013.10.22 00:32:00 -
[202] - 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.
Welcome to the definition of exploration, going to the effort of exploring and finding something.. Not having it pop up flashing all over the overview.
I get it that you want it accessible to everyone, but for those explorers that log in for a couple of hours to scan down things that other people are too lazy to scan in the hopes of finding something actually worth something, these sites will be run by all the noobs that idle on their computers all day or just randoms that are passing through a system. How is that fair? I hope the site blows up in their face or something 
I look forward to testing them out on SISI but I hope the spawn rate & difficulty get tweaked along the way. |

Sabriz Adoudel
Mission BLITZ
1010
|
Posted - 2013.10.22 00:51:00 -
[203] - 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.
If they are this rare, they probably should not require one of those modules either.
I had envisaged them being around the spawn rates of gravimetric anomolies but cleared out quicker, based on that I could see people doing other things (say running lowsec escalations) having an analyzer in their cargo. Site appears on the scanner, boom, you warp out of your escalation, refit the analyzer, and run the site.
But if they are so rare that everyone in the system is hoping to see one and checking the system scanner every minute, the site will be over by then.
Personally I can handle flying around with an analyzer on a ship (I prefer the Ishtar and I can live with dropping my the second web, although having only one web would have cost me a big kill on the weekend) but most ships don't have that flexibility. Shield tanked ships in particular suffer greatly from losing a mid slot.
I guess the heart of this issue is - do you intend these sites as a bonus for people that are already explorers, or as something that, whenever it pops up, a quarter of local flies to and fights over? I think the latter would add much more to EVE overall, rather than just pushing a few more mission runners to swap to exploration and the falls in decryptor price that would go along with that. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Michael Harari
Genos Occidere HYDRA RELOADED
686
|
Posted - 2013.10.22 00:54:00 -
[204] - Quote
The % bonus should be more like 30% imo, which is more in line with most implant sets |

Phoenix Jones
Shockwave Innovations Surely You're Joking
185
|
Posted - 2013.10.22 02:32:00 -
[205] - Quote
Michael Harari wrote:The % bonus should be more like 30% imo, which is more in line with most implant sets
Also, its very strange to say that you dont want the sites to be only open to people in exploration fits, and then require modules that are wholly useless outside of exploration fits to run the site
Edit: How about requiring them to be probed down, but once someone begins the site anyone can warp to it?
heheh you really want to make sure you are ready to gank them huh :-).
Crap I'll have to put a probe launcher in my utility high to probe down the damn super cosmo runner?!?! Common he probed it out let the entire system warp to him for killing :-P
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4179
|
Posted - 2013.10.22 03:09:00 -
[206] - Quote
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... 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.
While I can see your perspective, I think you are perhaps holding onto the trunk of the proverbial elephant while I am touching its ear. From my perspective, any kind of rewarding content intended to encourage player interaction should more reward the people who are equipped for that type of content. In your case, "equipped" means carrying a relic analyzer. I would suggest that being "equipped" for random in-space content should also include at least a core probe scanner. Day 0 advice for new players: Day 0 Advice for New Players |

Greygal
Agony Unleashed Agony Empire
174
|
Posted - 2013.10.22 05:15:00 -
[207] - Quote
Michael Harari wrote:Also, its very strange to say that you dont want the sites to be only open to people in exploration fits, and then require modules that are wholly useless outside of exploration fits to run the site
Sabriz Adoudel wrote:Because CCP do not want this content to be totally ignored by the 98% of people that are not presently in a ship with scanning equipment onboard.
If your scanning equipment is two jumps away, by the time you get there, fit it and get back the site will already have been completed in most space.
Rare sites and required specialist equipment that somewhat cripples fittings on smaller ships do not work together. Even requiring midslot exploration modules will be a pain, but I expect most people running other content will be able to just carry one of those in their cargo while running say missions then dock and refit. Losing one mid slot doesn't gimp a fit the way losing a high slot and a lot of CPU does.
Or you could just carry one of the new Depots ("mobile homes") and assorted modules. When you happen to find one of the new Ghost sites, drop your Depot, refit your ship appropriately, complete the Ghost site, change your fit back, unanchor your depot, and get back to whatever it was you were doing before you happened across the Ghost site :)
No need to waste time docking up and refitting or traveling back and forth to where your hacking equipment is stowed. What you do for yourself dies with you, what you do for others is immortal. |

Sabriz Adoudel
Mission BLITZ
1011
|
Posted - 2013.10.22 05:52:00 -
[208] - Quote
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).
https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Talcuris
Dragon Clan Nulli Secunda
5
|
Posted - 2013.10.22 06:47:00 -
[209] - Quote
Considering the warp speed changes, these sites will be insanely dangerous to do if they really are immediatley obvious on the anomaly overview. Any ceptor scout will drop on you like a ten ton banhammer within moments of jumping into your system while you have that nice big hacking game screen to distract you ... On the other hand, I can totally see fitting an analyzer on an interceptor and going for a long range roam. Bubble immune, insane speed, practically uncatchable. Don't really know how this going to turn out, good, bad, no idea. |

Random Woman
Federal Navy Academy Gallente Federation
69
|
Posted - 2013.10.22 07:52:00 -
[210] - 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.
I completeley agree, its way to much to ask to fit exploration equipment on a ship in order to access exploration content.
I am looking forward to see the new gates that lead to W-space, making that kind of content more accessibile for all of eve, while concord protects those sites and shoots everything tageting the poor player (npcs included). |
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4182
|
Posted - 2013.10.22 08:18:00 -
[211] - Quote
Talcuris wrote:Considering the warp speed changes, these sites will be insanely dangerous to do if they really are immediately obvious on the anomaly overview. Any ceptor scout will drop on you like a ten ton banhammer within moments of jumping into your system while you have that nice big hacking game screen to distract you ...
Perhaps the developers feel that this will inevitably lead to conflict, rather than restricting the use of this feature to hisec and safe deep nullsec?
Perhaps some people will specifically fly around in small fast ships (e.g: T1 interceptors and astrometrics frigates packed with hacking mods and implants) specifically to "ninja" any ghost sites that they come across. There's no need to be distracted if your hacking power is so great that you can just apply the Hungry Hippos strategy to relic analysis :)
Talcuris wrote:Well, at least ghost sites will never be boring this way 
Victory favours the brave 
Day 0 advice for new players: Day 0 Advice for New Players |

Talcuris
Dragon Clan Nulli Secunda
5
|
Posted - 2013.10.22 08:32:00 -
[212] - Quote
Mara Rinn wrote:Victory favours the brave 
Yeah, it just _might_ be a bit much that an enemy interceptor can be on top of you in the time it takes a cruiser to align if you do so the moment he pops up in local. No exaggeration, ceppies are THAT fast on the test server. We'll see. |

seth Hendar
I love you miners
206
|
Posted - 2013.10.22 08:51:00 -
[213] - 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. 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 |

Jowen Datloran
Science and Trade Institute Caldari State
693
|
Posted - 2013.10.22 09:11:00 -
[214] - Quote
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. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Sephira Galamore
Inner Beard Society
203
|
Posted - 2013.10.22 09:43:00 -
[215] - Quote
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. |
|

CCP Affinity
C C P C C P Alliance
1217

|
Posted - 2013.10.22 09:48:00 -
[216] - 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 |
|
|

CCP Affinity
C C P C C P Alliance
1217

|
Posted - 2013.10.22 09:50:00 -
[217] - 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 :)
CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
|
|

CCP Affinity
C C P C C P Alliance
1217

|
Posted - 2013.10.22 09:54:00 -
[218] - 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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CCP Affinity
C C P C C P Alliance
1217

|
Posted - 2013.10.22 09:54:00 -
[219] - 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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Sabriz Adoudel
Mission BLITZ
1014
|
Posted - 2013.10.22 09:56:00 -
[220] - Quote
CCP Affinity wrote: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
Now, what is 'less legitimate' about euthanizing a hacking ship (humanely, of course), its pilot's escape capsule, and searching its cargo hold to ensure nothing goes to waste? https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |
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Sabriz Adoudel
Mission BLITZ
1014
|
Posted - 2013.10.22 09:58:00 -
[221] - Quote
CCP Affinity wrote: The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay
Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)?
And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes.
https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Vaju Enki
Secular Wisdom
1030
|
Posted - 2013.10.22 10:08:00 -
[222] - Quote
Vincent Athena wrote:CCP Affinity wrote: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 :) Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed.
Lowsec is full of evil villians plotting to kill you, better not go their because the possibility of losing ships is worse than the possibility of being run over by a car. The Tears Must Flow |

Jowen Datloran
Science and Trade Institute Caldari State
693
|
Posted - 2013.10.22 10:48:00 -
[223] - Quote
Sabriz Adoudel wrote:CCP Affinity wrote: The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay
Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)? And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes. Why fight NPCs that have no bounty and likely yields no loot when all hackable containers are gone? Even more, you want to do it in a ship that gives you no benefit in the actual process of acquiring booty while on the other hand makes you a fat target for player entities.
Yes, I am giving away spoilers here.
I hope the NPCs turn out to be from a division of CONCORD just get the point through. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Lair Osen
Unlawful Unit Initiative Mercenaries
66
|
Posted - 2013.10.22 11:31:00 -
[224] - Quote
CCP Affinity wrote: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
I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps?
Also @CCP Affinity, have you considered making some High/Low/Null systems on Sisi where these are constantly spawning so we can actually test these without having to jump through hundreds of systems to find them, if they are as extremely rare as you say? |

MainTrain
7th Deepari Defence Armada SpaceMonkey's Alliance
3
|
Posted - 2013.10.22 11:51:00 -
[225] - Quote
Sabriz Adoudel wrote:CCP Affinity wrote: The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay
Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)? And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes.
As much as i would ***** and moan about that smartbombing rats ... i would actually deep down think it's a good, and fair principle. Especially if the oft talked about changes to missiles (i.e. allowing tracking disruption or similiar)
Limiting the smartbombing to larger cruiser or above rats would be far (still allows people to drop drones and kill off tackling frigs) |

Dring Dingle
Polaris Rising Gentlemen's Agreement
69
|
Posted - 2013.10.22 13:00:00 -
[226] - Quote
Dring Dingle wrote:Affinity, why are these anoms? We have data and relic sites as anoms... Bring back a exploration sites that are required to be scanned down.
MAKE THEM SIGS PLEASE!
|

MeBiatch
Republic University Minmatar Republic
1420
|
Posted - 2013.10.22 13:51:00 -
[227] - Quote
any word on when we can see these sites on sisi? i am rather excited to try new pve content. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

MainTrain
7th Deepari Defence Armada SpaceMonkey's Alliance
3
|
Posted - 2013.10.22 13:54:00 -
[228] - Quote
MeBiatch wrote:any word on when we can see these sites on sisi? i am rather excited to try new pve content.
When they do go on SISI is there any chance you could initially tweak the spawn mechanic to make them almost perma spawn throughout.
Means we can actually test the sites, rather than getting lucky with finding one. |

MeBiatch
Republic University Minmatar Republic
1420
|
Posted - 2013.10.22 15:17:00 -
[229] - Quote
MainTrain wrote:MeBiatch wrote:any word on when we can see these sites on sisi? i am rather excited to try new pve content. When they do go on SISI is there any chance you could initially tweak the spawn mechanic to make them almost perma spawn throughout. Means we can actually test the sites, rather than getting lucky with finding one.
yeah i second that... the syndicate system that testing is done in should always have missions plexes and probing sites all the time...
its rather odd they ask us to go to one system but then do not provide half the new stuff... There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Vincent Athena
V.I.C.E.
2224
|
Posted - 2013.10.22 16:32:00 -
[230] - 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. Remember with the personal depot most any ship can fit a probe launcher, or an analyzer, at any time. http://vincentoneve.wordpress.com/ |
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Vincent Athena
V.I.C.E.
2224
|
Posted - 2013.10.22 16:44:00 -
[231] - Quote
Lair Osen wrote:CCP Affinity wrote: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 I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps? ... I think what that means is sites in a C1 are just the same as those in a C6 or any of the other WH classes. http://vincentoneve.wordpress.com/ |

seth Hendar
I love you miners
206
|
Posted - 2013.10.22 17:34:00 -
[232] - Quote
CCP Affinity wrote: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 :) i already have, like many others, but you are actually the only ccp representative to actually take time to answer even if you are not directly concerned (same goes on with the jump animation wich is purely ignored, hence why we ask for thoses ) |

seth Hendar
I love you miners
206
|
Posted - 2013.10.22 17:42:00 -
[233] - Quote
MainTrain wrote:Sabriz Adoudel wrote:CCP Affinity wrote: The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay
Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)? And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes. As much as i would ***** and moan about that smartbombing rats ... i would actually deep down think it's a good, and fair principle. Especially if the oft talked about changes to missiles (i.e. allowing tracking disruption or similiar) Limiting the smartbombing to larger cruiser or above rats would be far (still allows people to drop drones and kill off tackling frigs) tbh, i would enjoy seeing rats being more "inline" with what the players can do, actually the ship they are using are light years away from what even a bad pilot would do with them
example: they only have disruptors, maybe some of them could have scrams?
the DPS they bring is a joke, unless they are 50 (exagerating of course), but it would make more sense that the pops being lighter in number but closer of real ships regarding dps / tank.
this would also bring the players to have fittings more "pvp ready" and have better reflexes against pvpers |

Kirren D'marr
Caldari Provisions Caldari State
129
|
Posted - 2013.10.22 17:57:00 -
[234] - Quote
CCP Affinity wrote: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 :)
There have been massive threads on these topics without a response from the appropriate devs in months, so if you could at least poke them for us to get them to address these issues, that would be appreciated!
Sorry to sidetrack the thread. Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.-á-á-á-á-á - Kina Ayami |

Random Woman
Federal Navy Academy Gallente Federation
69
|
Posted - 2013.10.22 19:08:00 -
[235] - Quote
Vincent Athena wrote:Lair Osen wrote:CCP Affinity wrote: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 I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps? ... I think what that means is sites in a C1 are just the same as those in a C6 or any of the other WH classes.
That means after carefully considering everything, debating and putting up a vote to decide what to do, they suprisingly decided to do as much as needed (probably in the most half-assed way possible until the first major patch or two), maybe a little less as always. |

Mike Whiite
Cupid Stunts. The Wolfpack Nexus
231
|
Posted - 2013.10.22 19:10:00 -
[236] - Quote
CCP Affinity wrote: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
I don't realy get this.
1) it should be accesable to as many players as can be 2) it should be even more easy to break in en destroy those players you give easy acces. 3) you have a "chance" to very nice loot or rubish 4) the Rats don't leave you anything
(the idea of giving people a suspect flag in high sec is considered intresting)
to run the site you need a analyser or hacking tool.
so unless this thing is in a safe envoirment like blue 0.0 (if you realy think the suspect in high sec flag is a good idea) you have a relatively good chance to run this thing without a fleet.
although all the rules allow you to acces it easy risk/ reward ratio from what I can tell from the info here, makes it quite un accesable.
or since we should be able to refit we get swarms of FW farm shield stab fits (and believe me there isn't much fun inter player gameplay comming from that)
What about the following.
1) unlock the acceleration gate with the analyser or the code breaker (that will atleast make the one on one battle more intresting because all ships need the code breaker to enter so there is a little more ballance between the PVE and the PVP ships
and/or
2) Make it an explorartion site and do the same thing as with the faction war plexes, light it up the moment someone enters. that will make it real race against the clock.
|

Alundil
The Unnamed. The NME Alliance
333
|
Posted - 2013.10.23 20:54:00 -
[237] - Quote
Sabriz Adoudel wrote:Alundil wrote:CCP Affinity wrote: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 I'm sorry - but as much as I like seeing new content (any new content) in w-space.....this ^^^^ just makes me cross. Why, for the love of Pete, is more crap being added to "just the ship scanner?" What's the freaking point of training scanning skills and having practiced that as an actual "motor skill" to be fast and accurate if you (the general CCP "you") continue to add things to the game that require absolutely zero clue (much less skill) about scanning? Why? Quite literally pants on head ********. Because CCP do not want this content to be totally ignored by the 98% of people that are not presently in a ship with scanning equipment onboard. If your scanning equipment is two jumps away, by the time you get there, fit it and get back the site will already have been completed in most space. Rare sites and required specialist equipment that somewhat cripples fittings on smaller ships do not work together. Even requiring midslot exploration modules will be a pain, but I expect most people running other content will be able to just carry one of those in their cargo while running say missions then dock and refit. Losing one mid slot doesn't gimp a fit the way losing a high slot and a lot of CPU does.
I see...so adding an "exploration" site....should be completely discoverable by people who aren't focused (at all or at the moment) on exploration. Makes perfect sense.....
The explorer in New Eden is a much shat upon profession lately (especially since Odyssey, but that's a separate topic).
"Jumps and dock/refit"....applies only in k-space (hs, ls and npc 0.0 since not everyone can dock everywhere). It does, literally, nothing for w-space. As to the complaint about CPU and high slots....Quite a few ships now have utility high slots and T2 Core Probe Launchers require only 20CPU so that's not a lot of CPU. If you're fitting for the expanded launcher for combat probes then you're not solely focused on exploration but rather the ability to do that plus combat probing (nothing wrong with that btw) but then that use case falls squarely into CCPs vision of T2 hulls as the specialized hulls (quite a few which get a bonus to CPU and probe launchers).
Basically, this "exploration" change would allow unbonused and unspecialized ships (to say nothing of the potentially unskilled/trained pilots) to find potentially valuable exploration rewards with the exact same measure of success that experienced and skilled explorers do.
It reads a LOT like "Push butan, receive bacon." Which is not well designed, imo. Clone mechanics enchancements Deep Space Probe Revival |

Witchway
Hard Knocks Inc. Kill It With Fire
31
|
Posted - 2013.10.24 03:57:00 -
[238] - Quote
CCP Affinity wrote: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.
to be quite honest you have all been very aware about a lot of wormhole issues for a long time and yet nothing ever seems to happen. **** we didn't even get a panel until we had to ***** and complain at the last Fan Fest.
to recap again, start doing some motherfucking shitshit instead of just telling us you hear us.... |

Kel hound
Lycosa Syndicate Surely You're Joking
58
|
Posted - 2013.10.24 13:27:00 -
[239] - Quote
CCP Affinity wrote: There are no clouds used in Ghost Sites and every content feature I iterate on or create contains no clouds.
o.o I love you!
CCP Affinity wrote: The sites do not have scattering - they are lootable containers after they are hacked. Hacking and scattering are two different mechanics :)
o_o I love you!!
CCP Affinity wrote:
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.
A minute? or two? which is it? Can we have some sort of countdown timer/indication when the NPC's spawn as to when they're about to blow up the cans or will that be a random timer as well?
What sort of damage ranges can we expect? are we talking Sleepless Guardian "omgwtfbbq my ship just melted" damage or will it be something a solo cruiser like the Stratios can handle - at least for a while.
You say these cans blow up after 1 failed attempt; could you clarify - is that 1 failed attempt then if you fail the next it blows up or is this a 0 tolerance thing where if we fail once the package blows up in our face?
How difficult will these sites be to hack? Can we expect the full gambit of suppressors and restorers? Will this scale with system security? will W-space and nulsec be harder than low/high?
Will 5 min realistically be enough time to complete one of these sites? Suppose I have max skills, best case scenario, will I have enough time to scoop my loot before the ghosts show up to take it back?
The other hacking mini-games basically require a cargo scanner to avoid wasting time, will ghost sites be the same? with 4 cans will the loot always be worth it? Assuming I scoop the loot from all 4 will it definetly have been worth dropping whatever it is I was doing in order to get the ghost site?
PS: CCP Affinity best CCP. |

Tweedlefuzz Starkiller
The Fuzz Saus Initiative Endeavor Conglomeration
14
|
Posted - 2013.10.24 21:07:00 -
[240] - Quote
Alundil wrote:
Basically, this "exploration" change would allow unbonused and unspecialized ships (to say nothing of the potentially unskilled/trained pilots) to find potentially valuable exploration rewards with the exact same measure of success that experienced and skilled explorers do.
It reads a LOT like "Push butan, receive bacon." Which is not well designed, imo.
Yes!
Make it a Signature.... A real tough one to make people work.
Purpose a name change from "Ghost Site" to "Bacon Button". |
|

Kahega Amielden
Rifterlings Point Blank Alliance
1014
|
Posted - 2013.10.24 21:37:00 -
[241] - Quote
Why do people associate cosmic anomalies with exploration?
They are clearly not intended to be part of the exploration system. Not every bit of PVE content that is added to the game should need to be scanned down. |

Kane Fenris
NWP
104
|
Posted - 2013.10.24 21:48:00 -
[242] - Quote
Vaju Enki wrote: Lowsec is full of evil villians plotting to kill you, better not go their because the possibility of losing ships is worse than the possibility of being run over by a car.
where do you live in rl that you even compare those 2   |

Shamus en Divalone
Dip Dip Potatoe Chip
6
|
Posted - 2013.10.25 07:27:00 -
[243] - Quote
What will the skill requirements be to make said implants?
(hope thats a sensible question)
 |

Sabriz Adoudel
Mission BLITZ
1036
|
Posted - 2013.10.25 07:29:00 -
[244] - Quote
Kane Fenris wrote:Vaju Enki wrote: Lowsec is full of evil villians plotting to kill you, better not go their because the possibility of losing ships is worse than the possibility of being run over by a car.
where do you live in rl that you even compare those 2  
Under a troll bridge. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Zen Dad
Solitary Sad Bastard In Space
154
|
Posted - 2013.10.25 12:29:00 -
[245] - Quote
i'm sure they will be interesting sites. For very little effort though, f you add rats back to normal exploration sites, you may just save exploration as a career. |

Ishtanchuk Fazmarai
2260
|
Posted - 2013.10.25 14:59:00 -
[246] - Quote
CCP Affinity wrote: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.
Well, of course, it's not as if hiseccers paid to play the game, do them? Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security! 
Have you looked at high security anomalies recently? How there may be 6 or 7 spawned at the same time in any system, and nobody bothers to run them? That's exactly what will happen to ghost sites unless pay is significantly better than mining in a Venture. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Domanique Altares
Rifterlings Point Blank Alliance
1849
|
Posted - 2013.10.25 15:46:00 -
[247] - Quote
Ishtanchuk Fazmarai wrote:Well, of course, it's not as if hiseccers paid to play the game, do them?  Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security! 
You treat yourselves as second rate players. I pay for the game just like you do; the difference is that I carry my ass out of highsec and take advantage of the entirety of what the game has to offer. It's not CCP's problem that some people choose to artificially restrict themselves to one particular zone. Rifterlings pirate corporation is now recruiting pilots for lowsec solo & small gang operations. Visit our website at www.rifterlings.com or join our in game channel weflyrifters to speak to a recruiter. |

Vrenth
EVE Corporation 987654321-POP The Marmite Collective
83
|
Posted - 2013.10.25 15:49:00 -
[248] - Quote
Ishtanchuk Fazmarai wrote:CCP Affinity wrote: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.
Well, of course, it's not as if hiseccers paid to play the game, do them?  Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security!  Have you looked at high security anomalies recently? How there may be 6 or 7 spawned at the same time in any system, and nobody bothers to run them? That's exactly what will happen to ghost sites unless pay is significantly better than mining in a Venture.
Becuase it's high sec. Low risk-low reward. If you want income in high-sec, do incursions like everyone else.... they have risk... they have reward. |

Ishtanchuk Fazmarai
2265
|
Posted - 2013.10.25 16:22:00 -
[249] - Quote
Domanique Altares wrote:Ishtanchuk Fazmarai wrote:Well, of course, it's not as if hiseccers paid to play the game, do them?  Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security!  You treat yourselves as second rate players. I pay for the game just like you do; the difference is that I carry my ass out of highsec and take advantage of the entirety of what the game has to offer. It's not CCP's problem that some people choose to artificially restrict themselves to one particular zone.
Yes, of course, people have a life and take care of it instead of hitting d-scan every second to protect their space pixels. The effing morons, artificially restricting themselves to one particular zone...  The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Domanique Altares
Rifterlings Point Blank Alliance
1862
|
Posted - 2013.10.25 16:52:00 -
[250] - Quote
Ishtanchuk Fazmarai wrote:Domanique Altares wrote:Ishtanchuk Fazmarai wrote:Well, of course, it's not as if hiseccers paid to play the game, do them?  Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security!  You treat yourselves as second rate players. I pay for the game just like you do; the difference is that I carry my ass out of highsec and take advantage of the entirety of what the game has to offer. It's not CCP's problem that some people choose to artificially restrict themselves to one particular zone. Yes, of course, people have a life and take care of it instead of hitting d-scan every second to protect their space pixels. The effing morons, artificially restricting themselves to one particular zone... 
I don't recall anyone calling you a moron. If you want to stay in high sec all the time, that's your decision. But you shouldn't expect CCP to reward your choice not to experience the rest of the game by handing you everything in high sec. Different areas of the game exist for a reason; selling yourself short by not using them is your own fault. Rifterlings pirate corporation is now recruiting pilots for lowsec solo & small gang operations. Visit our website at www.rifterlings.com or join our in game channel weflyrifters to speak to a recruiter. |
|

Ishtanchuk Fazmarai
2266
|
Posted - 2013.10.25 17:11:00 -
[251] - Quote
Vrenth wrote:Ishtanchuk Fazmarai wrote:CCP Affinity wrote: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.
Well, of course, it's not as if hiseccers paid to play the game, do them?  Frankly, it gets tiresome to pay your company so you treat us as second rate players. God forbid it, if there was a chance to get good content in high security!  Have you looked at high security anomalies recently? How there may be 6 or 7 spawned at the same time in any system, and nobody bothers to run them? That's exactly what will happen to ghost sites unless pay is significantly better than mining in a Venture. Becuase it's high sec. Low risk-low reward. If you want income in high-sec, do incursions like everyone else.... they have risk... they have reward.
Well, that is so thoroughly implanted that I took for granted that hisec ghost sites would be a waste of time as soon as I learned of their existence. There was no need for details as 5 years in the game teach everything you need to know on what do they mean when they claim to be "adding content".
They essentially will give to the haves and flip the finger to the have nots. A new player won't have skills to exploit ghost sites in hisec and a veteran player will have a few better ways to spend his (usually limited) time in hisec. Meanwhile, people who dwell in low, wormholers and nullbears will be handed for free a bonus content, available to them if they as much as bother to grab it.
This way and for sor some weird reason, it turns that most content is where less players are, and most players are were less content is. And CCP is happy with it.
If I was a content developer and was in charge of adding ghost sites and make my customers happy rather than tell them to f*** themselves for living in the wrong place, I would balance BPC drop rate for each space. BPC would be rarer where they were easier to pick (hisec) and more common where they're going to be mostly ignored (lowsec). I would even go as far as to make the drop rate dynamic and balanced versus population and dropped copies. FAI:
Wormhole dwellers are 5% the population, then, as long as total dropped BPC in WH were below 5% of total drops, the drop rate would be adjusted up, and conversely, if the dropped BPC exceeded 5% and thus the population ratio, the drop rate would be adjusted down. The drop rate adjustements would be done weekly and the drop rate would be calculated in 30 day averages.
This way, nobody would be able to single handedly manipulate the market through its security niche, everyone would have a chance to hit jackpot and thus a reason to use the feature, and players still would be incentivized to move out of their comfort zone in order to improve their chances. Everybody would win.
But hey, I am not a content developer, and certainly I don't work for CCP. 
PS: nobody is going to move out of his comfort zone unless you force them to quit. But then, I am not a developer, and I don't work for CCP. Would hate to be forced to do stupid things like pestering minmaxers out of their investment/return optimum. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Batelle
RisingSuns
232
|
Posted - 2013.10.25 18:16:00 -
[252] - Quote
seth Hendar wrote: what will be the isk sink to match the isk faucet those sites will create?
because one of the rampant issue in eve is the inflation caused by bigger and bigger faucets
If the sites give you stuff and not isk, then its not an isk faucet. Don't be dense. Fighting is Magic |

Zen Dad
Solitary Sad Bastard In Space
156
|
Posted - 2013.10.25 18:19:00 -
[253] - Quote
To the OP.
The Buddha commented that if the world is rough underfoot , you should put shoes on your feet, rather than expect the ground covered in leather for you. In other words - train Covops to V and go investigate lo-sec in complete safety- rather than change Eve to suit your problem. |

Tzar Sinak
Mythic Heights
58
|
Posted - 2013.10.25 18:46:00 -
[254] - Quote
CCP Affinity wrote: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
Really? Seriously? No probes? Where is the exploration content?
How to fix this: Do NOT have the sites appear on the overlay; do NOT have the sites appear within 4AU of a planet; require every system and the entire system be scanned with PROBES to find.
Damn. |

Tzar Sinak
Mythic Heights
58
|
Posted - 2013.10.25 18:50:00 -
[255] - Quote
CCP Affinity wrote: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.
If that is the case when will there be EXPLORATION content added? |

Kahega Amielden
Rifterlings Point Blank Alliance
1018
|
Posted - 2013.10.25 19:04:00 -
[256] - Quote
Tzar Sinak wrote:CCP Affinity wrote: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. If that is the case when will there be EXPLORATION content added?
This content was not designed to be exploration content. It is not designed to be in the exploration system. It is a separate PVE thing that Affinity decided was cool.
If you think exploration needs to be changed (and I would tend to agree), then make a thread that is actually about exploration rather than something that is not. |

Tzar Sinak
Mythic Heights
58
|
Posted - 2013.10.25 19:57:00 -
[257] - 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.
Thanks for the thread. I understand now.
This is NOT exploration content. My mistake. It is just a new anom site.
I'll take my scanning tools away and continue to hope that one day the content developersmay introduce exploration content. In the meantime I'll continue doing what was so appropriately named "treasure hunting" content. |

Alundil
The Unnamed. The NME Alliance
334
|
Posted - 2013.10.26 03:56:00 -
[258] - Quote
Kahega Amielden wrote: If you think exploration needs to be changed (and I would tend to agree), then make a thread that is actually about exploration rather than something that is not.
What a fantastic idea. Since there are so few threads discussing/suggesting/begging for exploration content....... Oh wait. Clone mechanics enchancements Deep Space Probe Revival |

Zloco Crendraven
BALKAN EXPRESS
502
|
Posted - 2013.10.26 07:11:00 -
[259] - Quote
Please think about lowgrade set. I don't see highgrade will be used lots in nullsec. While with lowgrade people might take chances. BALEX is recruiting -----> tinyurl.com/oscmmlv |

Sabriz Adoudel
Mission BLITZ
1043
|
Posted - 2013.10.26 08:11:00 -
[260] - Quote
Zloco Crendraven wrote:Please think about lowgrade set. I don't see highgrade will be used lots in nullsec. While with lowgrade people might take chances.
/signed, could be worth a look as a more disposable alternative to the real set. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |
|

Photon Ceray
Home For Breakfast
173
|
Posted - 2013.10.26 10:23:00 -
[261] - Quote
CCP Affinity wrote: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.
I hope that you're not waiting for the tools to be ready before you design new concepts with a reasonable amount of details.
All you need is really a pen and paper, a lot of thinking and discussing, with both players and fellow devs, and maybe a little photoshop.
|

Photon Ceray
Home For Breakfast
174
|
Posted - 2013.10.26 11:12:00 -
[262] - Quote
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. |

Solutio Letum
Terpene Conglomerate
199
|
Posted - 2013.10.26 18:20:00 -
[263] - Quote
Oh il give you feed back
First off, this is not the sites i was waiting for, this is not exploration, its your standard high level sites people in carriers, marauders and pirate BS will get to play, because they are all looking at ano's, and they run them all day long to get some money they also have a combat ship all the time ready to run them.
The point of having to take out special equipment is because you looked every where in space, scanned every AU that your probes could reached, and found them, these sites are specials and have been around for a while. If you want people to get killed you need to make something to kill explorers, not give them sites they wont run.
If you want to kill an explorer just cloak in a site, its easy enough
Exploration for some are there to make a living, do you think goons make a living by killing each other? PvP is fun, i love it, but again, space is to much populated to put something this much easy to find. This is a game mechanic that will be told to rookies to be exploration from CCP, but players will tell them its not real exploration. Its just called like that from CCP, its just ano's. |

HandelsPharmi
Science and Trade Institute Caldari State
85
|
Posted - 2013.10.26 20:35:00 -
[264] - Quote
According to my German comment, I will try to explain the problem in English now: https://forums.eveonline.com/default.aspx?g=posts&m=3789676#post3789676
If you are wondering, why the bonus will be 53,63 % warp speed... https://forums.eveonline.com/default.aspx?g=posts&m=3789676#post3789676 -> this is the answer
The boni will be the same like the ones of the SLAVE or CRYSTAL set.
But there is a big problem... there is allready an existing Warp Speed Imp for Slot 6: "Eifyr and Co. 'Rogue' Warp Drive Speed WS-618" If you would use Ascendancy 1-5 without the (rare, WH only) Omega, the bonus would be 30,17 %. Replace the Omega with the existing WS-618 now and the bonus will be 53,60 % - nearly the same. 1,3017 * 1,18 = 1,5360 (as long there is no stacking penalty)
In this case, the rare source in WH sites does not matter anymore and the price will be dumped / dominated by the existing WS-618 and could not represent its real price.
Crystal and Slave Omega are expensive, they cost around 1200 Mio ISK. The price for Ascendancy Omega should be higher but with approx. 600 Mio (Concord LP!!!)
please, think about this fact! |

Maru Sha
The Department of Justice
31
|
Posted - 2013.10.28 12:40:00 -
[265] - Quote
Looking forward to the new game play opportunities it will create. :-) |

Ishtanchuk Fazmarai
2323
|
Posted - 2013.10.29 10:44:00 -
[266] - Quote
Maru Sha wrote:Looking forward to the new game play opportunities it will create. :-)
Sure it will... unless you're capable of making some simple risk/reward assesment.
Why should you NOT bother with Ghost Sites?
- they're randomly spawned = you may not find any while you're logged in - everyone can see them if just looks for them = you'll be competing with the guy who undocked 30 seconds earlier & everyone else in local - the first player to arrive triggers a random hidden timer = the NPC may spawn before you're done or even have a chance to try - the loot is destroyed if you fail to hack it = the sites may be spoiled by failed hacks even before you start trying - the NPC will be powerful enough so only strong ships can withstand them = you risk getting killed by vicious NPCs unless you bring a powerful fit which would be better used elsewhere - NPCs have no bounty nor loot = if you miss, you totally miss - drops are random = even if you do everything right, you may get only carp, supercrap or ubercrap for your efforts - hisec will not get BPC nor anything high grade = even if you try, you're assured to not get anything worth it, never
Don't know you, but I like to log out feeling like I accomplished something... The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Jamwara DelCalicoe Ashley
Lords.Of.Midnight The Devil's Warrior Alliance
34
|
Posted - 2013.10.29 12:07:00 -
[267] - Quote
CCP Affinity wrote: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
 |

Jamwara DelCalicoe Ashley
Lords.Of.Midnight The Devil's Warrior Alliance
34
|
Posted - 2013.10.29 12:10:00 -
[268] - Quote
Reaver Glitterstim wrote:I want to see one of the implant material requirements be a special type of scrap collected from used implants either through willful removal or frozen corpse exploitation.
I wonder if that could make for a new kind of ransom: "We'll let you keep your golem if you pull your snake set out and give us the scrap!"
This could really make ransoms and corpse collection more interesting! |
|

CCP RedDawn
C C P C C P Alliance
368

|
Posted - 2013.10.29 15:17:00 -
[269] - Quote
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.  Team Kuromaku |
|

Mhari Dson
Lazy Brothers Inc
66
|
Posted - 2013.10.31 02:31:00 -
[270] - 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. 
SOONGäó eh? rather looking forward to 'em, exploration doesn't see enough variety, could use some new variables. |
|

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. |
|

Bebeth Jasmone
Antisocial Tendencies
0
|
Posted - 2013.11.09 14:58:00 -
[301] - Quote
I've been running several sites and I kinda like the way their are, and I don't have top hacking skills (L4 atm). I love that there is no scattering, that should be removed from the Data and Relic sites too imo. The chance for drops could maybe be little higher though 
Good job on this! |

Manssell
OmiHyperMultiNationalDrunksConglomerate
194
|
Posted - 2013.11.09 19:02:00 -
[302] - Quote
I know that these are not the final stats, but here is my experience with them so far.
I tried to run them in the Stratos, thinking that new exploration cruiser and new exploration sites must go hand in hand right? Well, so far every single time I have tried to run one in 0.0 I hack the fist can, grab loot, turn to second can, NPCs pop on screen, lock scam NPC, pop goes my ship. Hell the last time I didn't even have time to lock the NPCs or even maneuver before they shot the container and blew up my cruiser. |

Victoria Sin
Center for Advanced Studies Gallente Federation
473
|
Posted - 2013.11.09 19:42:00 -
[303] - Quote
Saw the interceptor in use with the implants here. Really not so sure this is a good idea. If they're not very expensive, they're going to be very difficult to counter. 5-6 seconds across a system at 24 au/s makes intel a lot harder too. Systems close to a neutral or enemy border are going to be unworkable. |

Megarom
Shiva Nulli Secunda
6
|
Posted - 2013.11.09 22:15:00 -
[304] - Quote
I went in to my testing session with the plan that I need to hack fast and warp out as soon as the red crosses appear. I have perfect hacking skill, used Astero with a relevant rig and T2 analyzer so that was totally overkill for the Lesser and Standard sites.
One thing I learned the hard way was that once you commit to hacking a new can you either finish in time to warp out or you die. If you try to warp out while the hacking is ongoing it will fail and the explosion will kill you. This happened to me in the first Improved site I did. Combat log said the damage to my ship was 2900+ while I had more than 5000 ehp with DC running so I'm bit confused how the damage application works here unless the logged number is after resistances.
I'm sure balancing the difficulty vs. loot vs. rarity of the sites is going to be really hard because there is no way to determine how high players will value the new implants and high end mobile structures.
|

ExookiZ
The Dark Space Initiative Scary Wormhole People
102
|
Posted - 2013.11.09 23:39:00 -
[305] - Quote
do the ones on SISI have loot? I have finished 4 lesser level sites and the cans are always empty.
Also im open to the idea im just bad, but the Superior level sites seem impossible. lvl 5 skills, t2 rigs, t2 modules lvl 5 and 11 sites later i haven't gotten any further than 1 successful can, and it was empty at that. |

Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
88
|
Posted - 2013.11.10 14:58:00 -
[306] - Quote
Megarom wrote:I went in to my testing session with the plan that I need to hack fast and warp out as soon as the red crosses appear. I have perfect hacking skill, used Astero with a relevant rig and T2 analyzer so that was totally overkill for the Lesser and Standard sites.
One thing I learned the hard way was that once you commit to hacking a new can you either finish in time to warp out or you die. If you try to warp out while the hacking is ongoing it will fail and the explosion will kill you. This happened to me in the first Improved site I did. Combat log said the damage to my ship was 2900+ while I had more than 5000 ehp with DC running so I'm bit confused how the damage application works here unless the logged number is after resistances.
I'm sure balancing the difficulty vs. loot vs. rarity of the sites is going to be really hard because there is no way to determine how high players will value the new implants and high end mobile structures.
EHP takes in to account sustained damage (DPS) and not volly damage. most frigates have an average (when fitted) if 1500, 3000 raw HP, the cans currently do a base damage of 2800 (before sig radious) and have an explosion range of 10km.
best plan for these sites if they are released in this state (is assume things will be changed) then:
warp to site cargo scan all cans hack the 2 with best loot ??? profit
|

Saeka Tyr
Sanctuary of Shadows Axiomatic Dominion
25
|
Posted - 2013.11.10 20:40:00 -
[307] - Quote
These need some serious de-tuning.
In a startios with level 4 hacking skills, I should have a decent shot at the loot.
Twice in a row:
* Fail on first container, go to 2/3 armor.
* Success on next container.
* Timer runs out midway through the third, and the simultaneous explosions kill me.
This is with halo implants and 70% resists across the board on a stratios. |

Lena Lazair
Ministry of War Amarr Empire
44
|
Posted - 2013.11.10 22:01:00 -
[308] - Quote
Dark Drifter wrote:can explosions seem to be:
omni damage profile have a base damage profile of 2800 across all site brackets
Just to clarify, the 2800 base appears to completely ignore resists. Not sure if this is intentional, but it definitely means pretty much any frigate will be popped by one exploding can.
|

Lena Lazair
Ministry of War Amarr Empire
44
|
Posted - 2013.11.11 00:51:00 -
[309] - Quote
Megarom wrote:Combat log said the damage to my ship was 2900+ while I had more than 5000 ehp with DC running so I'm bit confused how the damage application works here unless the logged number is after resistances.
The combat log (and kill mails) show the real HP loss caused to your ship, NOT the potential full dmg that might have been applied by the hit. If your ship is destroyed the value shown will be the total HP your ship had remaining. If your frigate has 2900 HP and is popped by a 9000 dmg blast, the combat log and kill mails will show 2900. If you get hit with 10000 explosive damage and have 80% exp resists, the combat log shows the 2000 of actual HP you lose, not the 10000 potential incoming. |

Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
88
|
Posted - 2013.11.11 11:48:00 -
[310] - Quote
Lena Lazair wrote:Dark Drifter wrote:can explosions seem to be:
omni damage profile have a base damage profile of 2800 across all site brackets EDIT: Hmm... now I'm not sure what this guy is saying. Current mechanics on Sisi seem to be the flat 9000 explosive damage per can as originally stated by Affinity. At least in the lesser sites. Explosive resists work as expected.
its about 9k total damage not per can.
tested it extensively in every site, multiple times |
|

Lena Lazair
Ministry of War Amarr Empire
44
|
Posted - 2013.11.11 16:52:00 -
[311] - Quote
Dark Drifter wrote:Lena Lazair wrote:Dark Drifter wrote:can explosions seem to be:
omni damage profile have a base damage profile of 2800 across all site brackets EDIT: Hmm... now I'm not sure what this guy is saying. Current mechanics on Sisi seem to be the flat 9000 explosive damage per can as originally stated by Affinity. At least in the lesser sites. Explosive resists work as expected. its about 9k total damage not per can. tested it extensively in every site, multiple times
Maybe when the whole site pops it behaves differently? (EDIT: Which is to say, I haven't tested that at all).
Regardless, if you fail a hack on a single can, that single can exploding is definitely a fixed 9000 explosive damage. |

Lena Lazair
Ministry of War Amarr Empire
44
|
Posted - 2013.11.11 17:28:00 -
[312] - Quote
Something else interesting is that arriving at a site while cloaked does not seem to start the timer (or else sets the timer to some very large value). Been sitting cloaked at this site for 30 minutes now with no NPC spawn. Not that I'm complaining, seems like a fun way to set traps :) Just not something I expected from the original description of timer behaviors. |

Tora Hamaji
Republic University Minmatar Republic
9
|
Posted - 2013.11.12 12:12:00 -
[313] - Quote
So I ran about 10 ghost sites so far, from lesser to superior (5 of those). and here is my feedback:
1- these sites are complete garbage, literally, 2 cans are empty (or have 10x random mineral), a can will have 1x scrap metal, and the last can may or may not contain something, 5/10 times it was empty.
2- the risk vs reward is absolute garbage. the sites have very high risk with explosions and web/scrams, but the reward is most of the time garbage.
3- the rarity of these sites combined with the random and often low value of contents is not justifiable.
4- ghost sites are very rare, making their content expensive, having a low drop rate on a rare site will make stuff way too expensive. the game might not have a single full ascendancy implant set for months!
5- ascendancy implants are going to be ridiculously expensive. PVPers wont use them because of that, and the only PVErs who could need them are a niche of freighter pilots, and then again half of those afk pilot so they don't care about warp speed.
6- The above applies to the meta mobile depots.
are an interesting idea, but these implants are only a perk. their rarity will make them very expensive, which means pvp players are never going to buy them, and the advantage in warp speed is not big enough to encourage anyone to spend billions just to warp faster.
my suggestions to salvage this disaster:
1- make a GUARANTEED valuable loot in EVERY container, so that players have to make a decision which ones to hack and which to leave, since most of the time rats will spawn on the 2nd hack, OR bring a friend and encourage teamwork.
2- make ascendancy implants CHEAP, to encourage both pvpers and pvers to spend their isk on them. 3- make the meta mobile depots affordable.
The two points above can be remedied by a simple solution: - make each site have 100% drop rate for 1 implant bpc, and 1 depot bpc - make each bpc have 20 runs
the two suggestions above won't make the contents cheap because ghost sites are still very rare, and rats still destroy cans.
4- let the sites have random relevant faction content from the highest data sites. so a serpentis ghost site should have a percentage to drop every item that normally drops from serpentis data sites, such as faction tower bpcs and implants. maybe even a few faction mods as well.
|

Quiby San
7
|
Posted - 2013.11.12 14:09:00 -
[314] - Quote
Tora Hamaji wrote:So I ran about 10 ghost sites so far, from lesser to superior (5 of those). and here is my feedback:
1- these sites are complete garbage, literally, 2 cans are empty (or have 10x random mineral), a can will have 1x scrap metal, and the last can may or may not contain something, 5/10 times it was empty.
2- the risk vs reward is absolute garbage. the sites have very high risk with explosions and web/scrams, but the reward is most of the time garbage.
3- the rarity of these sites combined with the random and often low value of contents is not justifiable.
4- ghost sites are very rare, making their content expensive, having a low drop rate on a rare site will make stuff way too expensive. the game might not have a single full ascendancy implant set for months!
5- ascendancy implants are going to be ridiculously expensive. PVPers wont use them because of that, and the only PVErs who could need them are a niche of freighter pilots, and then again half of those afk pilot so they don't care about warp speed.
6- The above applies to the meta mobile depots.
are an interesting idea, but these implants are only a perk. their rarity will make them very expensive, which means pvp players are never going to buy them, and the advantage in warp speed is not big enough to encourage anyone to spend billions just to warp faster.
my suggestions to salvage this disaster:
1- make a GUARANTEED valuable loot in EVERY container, so that players have to make a decision which ones to hack and which to leave, since most of the time rats will spawn on the 2nd hack, OR bring a friend and encourage teamwork.
2- make ascendancy implants CHEAP, to encourage both pvpers and pvers to spend their isk on them. 3- make the meta mobile depots affordable.
The two points above can be remedied by a simple solution: - make each site have 100% drop rate for 1 implant bpc, and 1 depot bpc - make each bpc have 20 runs
the two suggestions above won't make the contents cheap because ghost sites are still very rare, and rats still destroy cans.
4- let the sites have random relevant faction content from the highest data sites. so a serpentis ghost site should have a percentage to drop every item that normally drops from serpentis data sites, such as faction tower bpcs and implants. maybe even a few faction mods as well.
First, you do realize that almost all of your numbered points just hint toward the fact that you are not happy with the test loot on the test server in comparison to the game mechanics that are being tested and scaled right now.
Second, it is rude to call a system you are not happy with all kind of names to insult the creator for something you obviously did not understand fully yet in a childish attempt to gather attention.
These sites are seeded to test the game mechanics you encounter while running the sites, not to provide you with a rich and satisfying loot table. This is by far the last thing you will have to worry about, since it has absolutely no testing purpose whether you hack an empty can or a can filled with hundreds of blueprints. These tests are not about the loot and the creators stated, that the cans will have all kinds of loot in the final version, including some of those more valuable blueprints and one of the materials you will need to manufacture the new implants. Please read up on this in the thread.
This also nullifies all your risk/reward/rarity concerns since you have no values at hand right now to solve this calculation. You also seem to already have an inside knowledge on who will or will not use the new implant set when you base your statements on this.
The difficulty right now is pretty fine. If you fly a frigate into superior sites, do not expect to be able to fail more than one can. Please bring a properly resisted ship like a T3 cruiser, nullified and stabbed to be able to get off a drop on you. The spawn only stays for 1-2 minutes, scrambling you in higher class sites until the cans explode. After that they leave. A t3 ship easily tanks all 4 cans and the 2 minutes spawn. Pods are being ignored, so in the worst case you would only lose weaker ships. That is the life in EvE, I see no need to lower the risk. You bring better ships, you survive without any risk. You bring a weak ship, you might lose and easily replace it.
Since you will probably not be able to hack 3 cans in a superior site by yourself in a fashion time, bring a cargo scanner to check the cans beforehand and decide what you want to hack in the little time you have to avoid sad faces when you get surprised by a lower loot drop.
The market will regulate itself with supply and demand. I for one look forward to get me one or two full sets and will be trying to discover and produce most of them with friends or myself.
Tl;dr: Please stop being rude, inform yourself properly before you make accusations/offer ideas what should be changed, please have a nice day.
English is not my native, so please excuse any typos you might have encountered while reading this.
|

Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
92
|
Posted - 2013.11.12 17:47:00 -
[315] - Quote
Tora Hamaji wrote:So I ran about 10 ghost sites so far, from lesser to superior (5 of those). and here is my feedback:
1- these sites are complete garbage, literally, 2 cans are empty (or have 10x random mineral), a can will have 1x scrap metal, and the last can may or may not contain something, 5/10 times it was empty.
2- the risk vs reward is absolute garbage. the sites have very high risk with explosions and web/scrams, but the reward is most of the time garbage.
3- the rarity of these sites combined with the random and often low value of contents is not justifiable.
4- ghost sites are very rare, making their content expensive, having a low drop rate on a rare site will make stuff way too expensive. the game might not have a single full ascendancy implant set for months!
5- ascendancy implants are going to be ridiculously expensive. PVPers wont use them because of that, and the only PVErs who could need them are a niche of freighter pilots, and then again half of those afk pilot so they don't care about warp speed.
6- The above applies to the meta mobile depots.
are an interesting idea, but these implants are only a perk. their rarity will make them very expensive, which means pvp players are never going to buy them, and the advantage in warp speed is not big enough to encourage anyone to spend billions just to warp faster.
my suggestions to salvage this disaster:
1- make a GUARANTEED valuable loot in EVERY container, so that players have to make a decision which ones to hack and which to leave, since most of the time rats will spawn on the 2nd hack, OR bring a friend and encourage teamwork.
2- make ascendancy implants CHEAP, to encourage both pvpers and pvers to spend their isk on them. 3- make the meta mobile depots affordable.
The two points above can be remedied by a simple solution: - make each site have 100% drop rate for 1 implant bpc, and 1 depot bpc - make each bpc have 20 runs
the two suggestions above won't make the contents cheap because ghost sites are still very rare, and rats still destroy cans.
4- let the sites have random relevant faction content from the highest data sites. so a serpentis ghost site should have a percentage to drop every item that normally drops from serpentis data sites, such as faction tower bpcs and implants. maybe even a few faction mods as well.
pretty much what quiby said...
secondly if you bothered to read the whole forum post they would have need duly informed that 70% of the loot table is currently not seeded on sisi. there are a few bits that have made it in, like the named deployable structures.
|

Lena Lazair
Ministry of War Amarr Empire
44
|
Posted - 2013.11.12 18:35:00 -
[316] - Quote
Tora Hamaji wrote:1- make a GUARANTEED valuable loot in EVERY container, so that players have to make a decision which ones to hack and which to leave, since most of the time rats will spawn on the 2nd hack, OR bring a friend and encourage teamwork.
In addition to what others have said about the loot tables on sisi not being finalized, I just wanted to address this point in particular.
I would certainly support the idea that perhaps every site should have at least one "valuable" item (depending on overall rarity of the sites), but NOT every container. Fitting a cargo scanner to determine which can has the good loot is a significant fitting tradeoff for at least some of the ships I've played with for these sites. Do I give up a scram, or a dual-prop, or a shield mod for that cargo scanner? Or do I not bother with the scanner and just take my chances that I can hack three or all four of the cans?
It also gives an edge to those who have specifically researched the mechanics of and fit ships for these sites vs. those who just accidentally wander into one and hack a can at random. |
|

CCP RedDawn
C C P C C P Alliance
383

|
Posted - 2013.11.13 13:51:00 -
[317] - Quote
Lena Lazair wrote:Something else interesting is that arriving at a site while cloaked does not seem to start the timer (or else sets the timer to some very large value). Been sitting cloaked at this site for 30 minutes now with no NPC spawn. Not that I'm complaining, seems like a fun way to set traps :) Just not something I expected from the original description of timer behaviors.
Yup, this is by design. :)
It would be an issue if you uncloaked and the site timer didn't initiate. However, in-house tests are showing us that the timer starts when you uncloak.  Team Kuromaku |
|
|

CCP Habakuk
C C P C C P Alliance
798

|
Posted - 2013.11.13 14:41:00 -
[318] - Quote
A new patch is now on Singularity and unfortunately most AoE damage events are disabled in this build. They will be back with the next patch tomorrow, but with better balanced numbers. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
|

Koban Agalder
Future Corps Sleeper Social Club
15
|
Posted - 2013.11.13 14:46:00 -
[319] - Quote
CCP Habakuk wrote:A new patch is now on Singularity and unfortunately most AoE damage events are disabled in this build. They will be back with the next patch tomorrow, but with better balanced numbers. Can you say how long the new sites will be fixed (always spawing) in one of the systems ? (so we may quickly check them, instead of wasting time to find them).
Could you also please remind in which system where they fixed ? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Sven Viko VIkolander
Aliastra Gallente Federation
102
|
Posted - 2013.11.13 15:34:00 -
[320] - Quote
CCP RedDawn wrote:Lena Lazair wrote:Something else interesting is that arriving at a site while cloaked does not seem to start the timer (or else sets the timer to some very large value). Been sitting cloaked at this site for 30 minutes now with no NPC spawn. Not that I'm complaining, seems like a fun way to set traps :) Just not something I expected from the original description of timer behaviors. Yup, this is by design. :) It would be an issue if you uncloaked and the site timer didn't initiate. However, in-house tests are showing us that the timer starts when you uncloak. 
Awwwwwwwwyeah this is awesome!! |
|

Tora Hamaji
Republic University Minmatar Republic
9
|
Posted - 2013.11.13 15:44:00 -
[321] - Quote
Lena Lazair wrote:Tora Hamaji wrote:1- make a GUARANTEED valuable loot in EVERY container, so that players have to make a decision which ones to hack and which to leave, since most of the time rats will spawn on the 2nd hack, OR bring a friend and encourage teamwork. In addition to what others have said about the loot tables on sisi not being finalized, I just wanted to address this point in particular. I would certainly support the idea that perhaps every site should have at least one "valuable" item (depending on overall rarity of the sites), but NOT every container. Fitting a cargo scanner to determine which can has the good loot is a significant fitting tradeoff for at least some of the ships I've played with for these sites. Do I give up a scram, or a dual-prop, or a shield mod for that cargo scanner? Or do I not bother with the scanner and just take my chances that I can hack three or all four of the cans? It also gives an edge to those who have specifically researched the mechanics of and fit ships for these sites vs. those who just accidentally wander into one and hack a can at random.
Only an idiot would not have a cargo scanner, I am assuming that the sites are being done WITH one.
The idea is not to increase the overall value of the site, but to make the player make a CHOICE! he cannot hack all 4 cans and get all the loot, and the loot values may differ depending on the economy or what the player needs.
The player will have to choose whether he does the site alone, in which case he has to choose WHICH containers to hack, or to take the risk of waiting to bring a friend to hack all the cans.
Both scenarios will make the game play more interesting since the player will have to compromise and make choices rather than just scan the 1-2 cans that are most valuable and ignore the rest. |
|

CCP Habakuk
C C P C C P Alliance
798

|
Posted - 2013.11.14 11:03:00 -
[322] - Quote
Singularity was now updated to a version, which should be very close to the final version. The number of NPCs was slightly increased and the AoE damage is now different between sites. The layout of the sites was also tweaked to land in the center of the 4 sites. Loot was changed quite a bit and nearly all structures should have at least some loot.
The test system EZA-FM will continue working for today, but it will probably shut down with the next patch (probably tomorrow).
The ascendancy implants also received some minor balance tweaks (but unfortunately I don't have the numbers at hand). CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
|

Lena Lazair
Ministry of War Amarr Empire
46
|
Posted - 2013.11.14 20:42:00 -
[323] - Quote
Nifty, looks like 6000, 8000, 10000, and 12000 exp damage from lesser to superior.
Regarding the Ascendancy changes... it looks like on sisi currently the HG Omega multiplier was brought back down to 1.5. This brings back the original discrepancy that HG Ascendancy with HG Omega is not as good as with a WS-618 and not much better than a WS-615. So the HG Omega value will be hard-capped by the cost gap of the WS-615 and WS-618 no matter how rare it is.
That at least gives the HG Omega some wiggle room with a value that might float anywhere from 40m to 400m. Much worse is the LG Omega being brought down to 1.25. An LG OR HG set with a measly WS-608 is better than with an LG Omega. Considering the base material cost for an LG Omega is 80m (not including the unknown costs of Shattered Villard Wheels), whereas a WS-608 is going for about 20m on TQ right now, the LG Omega will effectively be a useless implant.
EDIT: Figured I'd provide the numbers I'm basing this on. This assumes the 0.87 stacking penalty is being applied to the WS-6xx multiplier. Prices for WS-6xx are just a Jita price history eyeball on TQ. For new Omegas it's a floor based on known material costs and current sisi BP materials, so doesn't include the cost of the new Villard wheels or the BPCs. Easy to see from this how poorly positioned the LG Omega is in particular.
HG + WS-618 (600m): 54.75% HG + HG Omega (>135m): 53.63% HG + WS-615 (140m): 51.26% HG + WS-610 (30m): 45.44% HG + LG Omega (>80m): 43.45% HG + WS-608 (20m): 43.11% HG + WS-605 (1.5m): 39.62% HG no slot 6: 33.80%
LG + WS-618 (600m): 46.26% LG + WS-615 (140m): 42.96% LG + HG Omega (>135m): 41.52% LG + WS-610 (30m): 37.46% LG + WS-608 (20m): 35.26% LG + LG Omega (>80m): 33.83% LG + WS-605 (1.5m): 31.96% LG no slot 6: 26.46%
EDIT2: Since I don't want to whine without offering a solution... change the individual HG implant multipliers to 1.12 and change the HG omega multiplier to 1.7 Change the individual LG implant multipliers to 1.06 and change the LG omega multiplier to 1.55. With these new values, the chart looks like this:
HG + HG Omega: 53.20% HG + WS-618: 49.43% HG + LG Omega: 47.79% HG + WS-615: 46.06% HG + WS-610: 40.44% HG + WS-608: 38.19% HG + WS-605: 34.82% HG no slot 6: 29.20%
LG + WS-618: 40.70% LG + HG Omega: 38.80% LG + WS-615: 37.53% LG + LG Omega: 34.98% LG + WS-610: 32.23% LG + WS-608: 30.12% LG + WS-605: 26.94% LG no slot 6: 21.65%
This puts a full HG set + HG Omega right where it is now (53.20% bonus) and also puts it comfortably ahead of an HG set + WS-618. This makes HG + HG Omega the best combo and uncaps the price of the HG Omega to float as high as the market + rarity will drive it. In contrast, a full LG set + LG Omega is a bit faster than current values, but the best LG combo (LG + WS-618) is slower than current. While LG + LG omega is still pointless at the current price point, an HG set with an LG Omega would be 47.79%, which puts it ahead of the WS-615 but still behind the WS-618. This gives the LG Omega a viable price range and purpose, as it can used with an HG set for a bonus and price somewhere between the WS-615 and WS-618, which gives it some sensible wiggle room at current base material costs. |

Lena Lazair
Ministry of War Amarr Empire
46
|
Posted - 2013.11.15 00:01:00 -
[324] - Quote
I edited my previous post to include a bunch of numbers and in particular a suggestion for how to balance the multipliers on the Ascendancy implants that makes sense with the existing WS-6xx values and gives the LG Omega a reason to exist. Just adding this reply to bump thread for visibility since all that cool info went into a quiet, unassuming edit :) |

SurrenderMonkey
Space Llama Industries
48
|
Posted - 2013.11.15 00:47:00 -
[325] - 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.
After I got blown up the first time, I put together a buffer tanked ship and proceeded to survive the **** out of the next one.
I guess crying about it might have worked, too, though. |

Lipbite
Express Hauler
1214
|
Posted - 2013.11.15 02:56:00 -
[326] - Quote
Checked ghost sites in test system. Experience is strange so far: detonation is happening almost immediately after single opened (or exploded) can. Plus there are 5-6 warp scrambling NPCs. Tanked SOE cruiser (40k ehp, 71-80 armor resists) goes into half armor in seconds, frig just explodes. What is this I don't even... |

SurrenderMonkey
Space Llama Industries
49
|
Posted - 2013.11.15 03:09:00 -
[327] - Quote
Lipbite wrote:Checked ghost sites in test system. Experience is strange so far: detonation is happening almost immediately after single opened (or exploded) can. Plus there are 5-6 warp scrambling NPCs. Tanked SOE cruiser (40k ehp, 71-80 armor resists) goes into half armor in seconds, frig just explodes. What is this I don't even...
Strangely, your description of Ghost sites seems to pretty closely match CCP's description of them, yet you're still confused. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4298
|
Posted - 2013.11.15 06:11:00 -
[328] - Quote
Lipbite wrote:Checked ghost sites in test system. Experience is strange so far: detonation is happening almost immediately after single opened (or exploded) can. Plus there are 5-6 warp scrambling NPCs. Tanked SOE cruiser (40k ehp, 71-80 armor resists) goes into half armor in seconds, frig just explodes. What is this I don't even...
What you experienced is exactly what was stated on the tin. Day 0 advice for new players: Day 0 Advice for New Players |

Koban Agalder
Future Corps Sleeper Social Club
20
|
Posted - 2013.11.15 08:25:00 -
[329] - Quote
Yesterday I was playing a bit with those sites.
Question to devs:
I've noticed that once the rats comes to grid and blows up cans they only scram&stay on grid for several seconds, and then warp off. Is it intended behaviour or is it a bug ? James Arget for CSM 8!-áhttp://csm.fcftw.org-á |
|

CCP RedDawn
C C P C C P Alliance
386

|
Posted - 2013.11.15 08:49:00 -
[330] - Quote
Koban Agalder wrote:Yesterday I was playing a bit with those sites.
Question to devs:
I've noticed that once the rats comes to grid and blows up cans they only scram&stay on grid for several seconds, and then warp off. Is it intended behaviour or is it a bug ?
It's our definite intention to have the rats warp out after a short amount of time after the containers have been nuked. However, the exact amount of time they hang about is still being tweaked.
Team Kuromaku |
|
|
|

CCP RedDawn
C C P C C P Alliance
386

|
Posted - 2013.11.15 08:52:00 -
[331] - Quote
Lena Lazair wrote:I edited my previous post to include a bunch of numbers and in particular a suggestion for how to balance the multipliers on the Ascendancy implants that makes sense with the existing WS-6xx values and gives the LG Omega a reason to exist. Just adding this reply to bump thread for visibility since all that cool info went into a quiet, unassuming edit :)
I'm passing this on to CCP Fear but at this late stage of the game, I'd bet that any further changes to the implants will be after release. Team Kuromaku |
|
|

CCP Fear
C C P C C P Alliance
257

|
Posted - 2013.11.15 11:00:00 -
[332] - Quote
While balancing the implants we wanted to keep consistent patterns between the implant sets we have already. This however posed the problem that the existing hardwire made the Omega Ascendancy implants rather undesireable. We tried increasing the power but the overall power-curve was just too much.
We are discussing options right now and we will be including a balance pass on them very very soon after Rubicon hits TQ. But unfortunately we are only a few days away from release and can't include it in the release proper.
Stay tuned for more info. |
|

Maru Sha
The Department of Justice
31
|
Posted - 2013.11.15 12:55:00 -
[333] - Quote
Ishtanchuk Fazmarai wrote: Sure it will... unless you're capable of making some simple risk/reward assesment.
Why should you NOT bother with Ghost Sites?
- they're randomly spawned = you may not find any while you're logged in - everyone can see them if just looks for them = you'll be competing with the guy who undocked 30 seconds earlier & everyone else in local - the first player to arrive triggers a random hidden timer = the NPC may spawn before you're done or even have a chance to try - the loot is destroyed if you fail to hack it = the sites may be spoiled by failed hacks even before you start trying - the NPC will be powerful enough so only strong ships can withstand them = you risk getting killed by vicious NPCs unless you bring a powerful fit which would be better used elsewhere - NPCs have no bounty nor loot = if you miss, you totally miss - drops are random = even if you do everything right, you may get only carp, supercrap or ubercrap for your efforts - hisec will not get BPC nor anything high grade = even if you try, you're assured to not get anything worth it, never
Don't know you, but I like to log out feeling like I accomplished something...
In other words it will be challenging and only few people will do it while the demand for the implants will justify a certain price on the market which should be stable with low input? Well, that sounds just alright to me ;-)
On the other hand ... with "it" I meant the new implants and the new possibility to assemble your own implants.
Yet, on another note ... I agree, certain aspects of the Ghost sites could be improved. |

Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.15 14:37:00 -
[334] - Quote
I went and played around with these last night to get an idea of what to expect and see how well (or not) it would work. For my testing I started with this character and brought a Stratios with T1 hacking module. My skills for combat are very well trained. Hacking/exploration skills are slightly above average.
My Stratios was shield tanked with a single hacking module, 10MN MWD, and damage mods for both drones and lasers. First run on an easy site I completed all 4 cans and thought "Well, that was easy." How wrong I was!
After a couple more easy runs I found that the timers on all sites were often ridiculously short. It seemed that first run was simply luck. RNG is random, amirite? So I went back and refit to an armor tank with cargo scanners. This allowed me to scan the cans for the good stuff (implant/depot BPCs) and go directly for those first.
I found my tank was sufficient to survive a failed hacking attempt and escape from the rats with a comfortable margin. But looking at my oft shredded armor, I thought that having an armor repper or depot of my own in the cargo so I could refit to an armor repper would be very nice.
After several successful attempts on the low level sites I went for the higher ones. But my hacking skills were not sufficient to complete the grids. At this point I swapped over to my exploration alt.
My alt is not a real combat pilot. She can fly nothing bigger than dictor, bomber, haulers, or covops frigates. But she has max hacking/archaeology skills. So I dropped her into a Helios and went to work.
15 seconds after decloaking the rats show up. Seriously? 15 seconds? Try to run and the can explodes. Pop. -1 Helios.
Maybe just bad luck on the timer. I reship and try again. First can completed. Beta implant BPC. Start on the second can because of meta depot BPCs. Rats show up. Result is the same. Down another Helios.
Ok. Let's try the SoE frigate.
30 seconds this time. Still not enough time to finish the first can. I try to run and pop. Killed by 1 can again.
Once more. This time with full-on exp tank.
I get the first can done. Rats show up during the second can. Try to run and... Not dead yet! 10% structure. Oh, wait. Still rats. Pop.
Well. This is pointless. Because the timers on the sites are so short, if you bring a frigate of any kind you will lose it if you try more than one can. Half the time, you will lose it on the first can. They simply cannot handle the aoe damage. I know this is a very small sample size. But I don't need to run 1000 sites to know that the results should come out the same on a regular basis.
Here is what is going to happen in hisec: the hordes of newbs to whom these sites are the intended audience will flock in and get blapped over and over again. The forums will fill with hisec pubbie tears about how broken these sites are.
Meanwhile, those of us that can fly the Stratios or other suitable exploration fit cruiser will flood hisec for the easy content and make bank. The harder sites will almost never get finished because the combination of ridiculously short timer and hacking game difficulty pretty much guarantees the rats will appear before the first can is ever finished.
No one of these attributes (short timer, aoe damage, and hacking game difficulty) is OP by itself. But the combination of them is going to make these implant sets very difficult to complete. It will however, make the Stratios highly desirable for nulsec/w-space ghost sites due to it's place as the only cruiser-sized hull with hacking bonuses. It can at least escape a failed attempt without dying.
Timers need to be longer on average, and have slightly less variation in total time before rats show up. Let me put it this way: instead of throwing 1d12, throw 2d6. This will change the timer from a totally random number to something a little more predictable. (Table-top reference ftw) Free Ripley Weaver! |

Cheng Musana
BetaMax Beta
26
|
Posted - 2013.11.15 14:51:00 -
[335] - Quote
After reading the feedback i think i better take concords advice and stay away from them. Otherwise i just loose my ship for nothing. Ah well i better stick with relic+combat sites in null then trying to attempt to run a ghost site. |

Nicen Jehr
Brave Newbies Inc. Brave Collective
283
|
Posted - 2013.11.15 14:52:00 -
[336] - Quote
I posted this in the thread for the Rubicon trailer, and then the Ghost Site Devblog thread, but now I found this thread which also seems suitable.
---
So the CONCORD guy is like 'Stay the f* out, there will be consequences.' But the only consequences are the pirates' response, there are no consequences from the empires.
If you really are aiming to sow dissension between capsuleers and the empires, you should grant a suspect flag to all capsuleers on grid when a ghost site explodes in empire space. CONCORD's sensor arrays (presumably the same ones that keep Local running) would notice the energy anomaly and punish the capsuleer for disobeying the mandate. Little Things to improve GëíGïüGëí-á| My Little Things posts |

Solstice Project
Red Federation RvB - RED Federation
4520
|
Posted - 2013.11.15 15:40:00 -
[337] - Quote
I hqven't done any sites yet, but i need to ask for something related.
Could you PLEASE not make NPCs spawn, but warp in?
It makes no sense that they all just magically appear and assuming that they all sit close by with cloaks makes even less sense.
If you could somehow manage that NPCs stopped spawning out of thin air vacuum in EvE, but actually have to warp in JUST LIKE EVERYBODY ELSE it would add a lot.
Thank you. |

SurrenderMonkey
Space Llama Industries
56
|
Posted - 2013.11.15 15:42:00 -
[338] - Quote
Soldarius wrote: Here is what is going to happen in hisec: the hordes of newbs to whom these sites are the intended audience will flock in and get blapped over and over again.
Good.
Quote:The forums will fill with hisec pubbie tears about how broken these sites are.
They should be mocked for being bad.
Quote:Meanwhile, those of us that can fly the Stratios or other suitable exploration fit cruiser will flood hisec for the easy content and make bank. The harder sites will almost never get finished because the combination of ridiculously short timer and hacking game difficulty pretty much guarantees the rats will appear before the first can is ever finished.
The only time I've encountered a timer as short as you're describing is when there was already another player in the site when I warped in. |

SurrenderMonkey
Space Llama Industries
56
|
Posted - 2013.11.15 15:50:00 -
[339] - Quote
Ishtanchuk Fazmarai wrote:Maru Sha wrote:Looking forward to the new game play opportunities it will create. :-) Sure it will... unless you're capable of making some simple risk/reward assesment. Why should you NOT bother with Ghost Sites? - they're randomly spawned = you may not find any while you're logged in - everyone can see them if just looks for them = you'll be competing with the guy who undocked 30 seconds earlier & everyone else in local - the first player to arrive triggers a random hidden timer = the NPC may spawn before you're done or even have a chance to try - the loot is destroyed if you fail to hack it = the sites may be spoiled by failed hacks even before you start trying - the NPC will be powerful enough so only strong ships can withstand them = you risk getting killed by vicious NPCs unless you bring a powerful fit which would be better used elsewhere - NPCs have no bounty nor loot = if you miss, you totally miss - drops are random = even if you do everything right, you may get only carp, supercrap or ubercrap for your efforts - hisec will not get BPC nor anything high grade = even if you try, you're assured to not get anything worth it, never Don't know you, but I like to log out feeling like I accomplished something...
Tell me about it. Next expansion, CCP should just put an "Accomplish Something" button in my CQ. If I'm about to log off and haven't managed to do anything useful, I can push the button and get some loot and possibly an achievement. |

Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.15 15:54:00 -
[340] - Quote
SurrenderMonkey wrote:The only time I've encountered a timer as short as you're describing is when there was already another player in the site when I warped in.
With my small sample size I suppose its possible I was just extremely unlucky. But every site I went into I was the first one there. I was able to blitz through them because of max virus strength. But getting all 4 cans in a small site was almost impossible.
Free Ripley Weaver! |
|

SurrenderMonkey
Space Llama Industries
56
|
Posted - 2013.11.15 15:59:00 -
[341] - Quote
Soldarius wrote:SurrenderMonkey wrote:The only time I've encountered a timer as short as you're describing is when there was already another player in the site when I warped in. With my small sample size I suppose its possible I was just extremely unlucky. But every site I went into I was the first one there. I was able to blitz through them because of max virus strength. But getting all 4 cans in a small site was almost impossible.
Well, that's obviously by design. There would be no point in having them detonate if it were reasonably practical to get all of the cans all or even most of the time.
The whole point of the mechanic is that you have to actually weigh the option to keep hacking cans against the risk of eating a detonation. |
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CCP Habakuk
C C P C C P Alliance
798

|
Posted - 2013.11.15 16:45:00 -
[342] - Quote
FYI: EZA-FM is now no longer spawning all the sites. With the next reboot they should be gone completely. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
|

Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.15 17:55:00 -
[343] - Quote
SurrenderMonkey wrote:Well, that's obviously by design. There would be no point in having them detonate if it were reasonably practical to get all of the cans all or even most of the time.
The whole point of the mechanic is that you have to actually weigh the option to keep hacking cans against the risk of eating a detonation.
True enough. Should one decide to run hisec sites in a frigate, I would recommend just grabbing a stack of T1 exploration frigates and using those. Otherwise, you gonna lose a lot of stuff. The timer WILL screw you half the time. As for less secure space, a Stratios really is the best choice. Frankly, its the best choice everywhere.
But I would still like to see a more predictable timer. Not a lot more predictable. Just a little bit more. Free Ripley Weaver! |

SurrenderMonkey
Space Llama Industries
56
|
Posted - 2013.11.15 18:03:00 -
[344] - Quote
Soldarius wrote:SurrenderMonkey wrote:Well, that's obviously by design. There would be no point in having them detonate if it were reasonably practical to get all of the cans all or even most of the time.
The whole point of the mechanic is that you have to actually weigh the option to keep hacking cans against the risk of eating a detonation. True enough. Should one decide to run hisec sites in a frigate, I would recommend just grabbing a stack of T1 exploration frigates and using those. Otherwise, you gonna lose a lot of stuff. The timer WILL screw you half the time. As for less secure space, a Stratios really is the best choice. Frankly, its the best choice everywhere. But I would still like to see a more predictable timer. Not a lot more predictable. Just a little bit more.
TBH I don't really agree with this. I threw together a buffer fit SOE frigate that survived lessers just fine, and it was far from an optimized fit - I didn't bother theorycrafting it, just tossed on whatever I thought I could make work.
I'm pretty sure a buffer-fit assault frigate could do high sec sites with minimal risk. |

Valarian Dumonte
black-body Abandon Ships
0
|
Posted - 2013.11.15 19:10:00 -
[345] - Quote
CCP Habakuk wrote:FYI: EZA-FM is now no longer spawning all the sites. With the next reboot they should be gone completely.
Does that mean they will stop spawning anywhere, or that they will start to be evenly distributed across New Eden now? |

Hi O
Galactic Organization of Tariff and Trade.
4
|
Posted - 2013.11.16 05:05:00 -
[346] - Quote
Just to make sure I have this straight...The container explosion itself will one shot any ship with bonuses to analyzers. On top of that there are rats to prevent pilots from salvaging their own wreckage.
Finally, you made locating these super rare sites as easy as possible thereby guaranteeing the end result will always be the same: Some kid with Fraps will warp in right after me, click his relic mod, and then immediately warp out as my ship explodes in the background all for prepubescent lulz and immediate uploading to YouTube.
Is it the strategic direction of the board to milk this cow dry, Mr. Fozzie? |

SurrenderMonkey
Space Llama Industries
60
|
Posted - 2013.11.16 07:39:00 -
[347] - Quote
Hi O wrote:Just to make sure I have this straight...The container explosion itself will one shot any ship with bonuses to analyzers.
You don't have it straight and, in fact, being as completely wrong as you are is something that must have taken a concerted effort on your part. |

ConranAntoni
Empyrean Warriors Insidious Empire
108
|
Posted - 2013.11.16 08:11:00 -
[348] - Quote
Will drone region get these sites or will it remain a barren hole? |

ExookiZ
The Dark Space Initiative Scary Wormhole People
105
|
Posted - 2013.11.16 13:47:00 -
[349] - Quote
a strategic cruiser with the subsystems for hacking can easily handle the explosions, rig them for hacking, t2 module and even the superior level sites arent too bad. Explosions barely dent the tank at all.
Personally I wish cargo scanners wouldnt work, it really detracts from the theme of exploration, I shouldn know whats in this encrypted data bank...until I have hacked it. The Wormhole Kid |
|

CCP Habakuk
C C P C C P Alliance
798

|
Posted - 2013.11.16 16:05:00 -
[350] - Quote
Valarian Dumonte wrote:CCP Habakuk wrote:FYI: EZA-FM is now no longer spawning all the sites. With the next reboot they should be gone completely. Does that mean they will stop spawning anywhere, or that they will start to be evenly distributed across New Eden now?
They are now evenly distributed across New Eden (well, with the exception of Jita and not accessible regions like Jove space). But you have to fly through quite a few systems to find one. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
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|
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CCP Habakuk
C C P C C P Alliance
798

|
Posted - 2013.11.16 16:09:00 -
[351] - Quote
ConranAntoni wrote:Will drone region get these sites or will it remain a barren hole?
Yes, drone regions get their share. Other pirate factions have seized the opportunity and operate ghost sites there as Rogue Drones are not invested in this. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
|

Sabriz Adoudel
Mission BLITZ
1192
|
Posted - 2013.11.17 06:08:00 -
[352] - Quote
Are they in rookie systems? I suggest that they be removed from those. (Ditto for wormholes). https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. The difference between an enemy and a friend is that you stab your enemies in the front. |

Orionos Irvam
Enso Holdings Inc.
107
|
Posted - 2013.11.17 18:15:00 -
[353] - Quote
This has probably been covered but I'm hung over and my brain is a soup at the moment. What module do these sites require to begin hacking? Data or relic analysers? |

J'Ribs
Eleutherian Guard Villore Accords
12
|
Posted - 2013.11.17 18:35:00 -
[354] - Quote
Either will work, I am told.
|

NUXI7
Dreddit Test Alliance Please Ignore
152
|
Posted - 2013.11.18 03:29:00 -
[355] - Quote
Quote: "The empires demand full compliance with the following directive. Capsuleer access to these illicit facilities is strictly forbidden. Unathorized interactions will be considered a violation."
-CONCORD Spokesman
Will there be concord/security/faction standing hits for entering these sites in high sec and if not why does your trailer lie? |

SurrenderMonkey
Space Llama Industries
94
|
Posted - 2013.11.18 03:41:00 -
[356] - Quote
NUXI7 wrote:Quote: "The empires demand full compliance with the following directive. Capsuleer access to these illicit facilities is strictly forbidden. Unathorized interactions will be considered a violation."
-CONCORD Spokesman
Will there be concord/security/faction standing hits for entering these sites in high sec and if not why does your trailer lie?
Someone suggested that hacking the cans should give a suspect flag - I rather liked that idea, it seems to fit well with the theme. |

DeadNite
2 Girls - 1 Corp
17
|
Posted - 2013.11.19 03:23:00 -
[357] - Quote
Spent a bit of time over the last few days looking into these sites. Here are my impressions:
First Site: Standard Blood Raider Covert Research Facility (Lowsec, 0.3 System) Object Hacked: Secure Databank Thoughts: First hack seemed pretty rough. Cleared most of the nodes and was left with 5ish firewalls. Failed the hack eventually after taking a few of them out and the Databank exploded and put me at ~70% armor from full armor/shields. Downtime happened right as I took damage and I got logged in a few minutes later when SiSi came back up. Came back on grid to find 6ish NPC cruisers and started attacking them with weapons and drones right as the site exploded. I am unsure if I triggered it by not killing a key NPC ship or the hidden timer expired. The site explosion put my ship to about ~40% armor from about 10% shields. Site explosion put my Garde IIs into ~15% structure (Have Gal Cruiser V and Drone Durability V)
Second Site: Standard Blood Raider Covert Research Facility (Lowsec, 0.3 System) Object Hacked: Secure Lab: Thoughts: The hacking board generated seemed a bit easier this time. I was able to solve it with no problems unlike before. I collected my drones as I had them out to test Sentry survivability after the first site almost killed them. I made my way to the Secure Databank and started hacking. Cruisers spawned so I engaged them and then the site exploded after about 2 minutes and 40 seconds of being on grid. Had to do the same as above to collect my Gardes.
Observations/Concerns: Drone survivability might be a problem unless this is intended as part of the risk - Assuming your drones have taken no damage, only Heavy/Sentry drones will survive (If you have Gal Cruiser to 5 and Drone durability to 5). - Guard IIs went to 10-20% structure when the site exploded having taken no damage up to that point. - Lost connection to them when the site exploded. I used the reconnect function and some where showing as incapacitated (in the first attempt, same thing happened second time but no incapacitated status). - Had to manually scoop them into drone bay after site explosion.
Rats spawned after first hack on the way to the second object a few seconds before the site blew and then warped away shortly after. - What is their purpose if the site explodes shortly after they arrive? - Perhaps one of them is the trigger for the site exploding?
Cargo scanner seems like almost a must considering the sites I did exploded shortly after the first hack. Perhaps you can bring friends to reduce the need of a cargo scanner. - Not sure how big explosion radius of the facilities are, if you bring friends make sure you can tank at least 2 explosions. (9k explosive damage each according to earlier dev post, not sure what they are now)
Make sure you can survive a single explosion - Not sure if frigs or destroyers will be viable here unless you don't mind loosing them. - Until we can figure out what causes the site to explode after first hack (assuming the timer isn't intentionally that short), GTFO after first hack...if you can.
Stratios Fit Used High Power - 3x Heavy Pulse Laser II - 1x Core Probe Launcher I - 1x Covert Ops Cloaking Device II Medium Power - 1x Relic Analyzer I - 1x 10MN Afterburner II - 2x Medium Electrochemical Capacitor Booster I - 1x Data Analyzer I Low Power - 1x Medium Armor Repairer II - 1x Reactive Armor Hardener - 2x Energized Adaptive Nano Membrane II - 1x Medium Ancillary Armor Repairer Rig Slot - 1x Medium Anti-Explosive Pump II - 1x Medium Auxiliary Nano Pump II - 1x Medium Nanobot Accelerator I Charges - 6x Conflagration M - 3x Imperial Navy Multifrequency M - 6x Scorch M - 18x Navy Cap Booster 800 - 20x Sisters Core Scanner Probe - 500x Nanite Repair Paste Drones - 10x Hobgoblin II - 5x Vespa EC-600 - 8x Garde II - 10x Hammerhead II
About the fit above: I didn't really know what I was coming up against so I tried to be able to tank as much as possible in case I had to deal with several explosions while fighting NPCs. I didn't have a cargo scanner either as I was more concerned about survival. This is going to be an amazing ship for exploration.
Would love to test them out some more but only found two in over a hundred jumps as they had been removed from EZA-FM at the time I was testing.
Video of my second attempt:http://youtu.be/DyG5CM4zfJE |

SurrenderMonkey
Space Llama Industries
105
|
Posted - 2013.11.19 04:27:00 -
[358] - Quote
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.
I would probably scale the tank back quite a bit on TQ. Quite certain I could make a T1 frig work, too, at least for low and high sec. |

Sabriz Adoudel
Mission BLITZ
1204
|
Posted - 2013.11.19 04:38:00 -
[359] - Quote
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 :( 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
|
Posted - 2013.11.19 04:40:00 -
[360] - Quote
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. |
|

DeadNite
2 Girls - 1 Corp
17
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

marVLs
517
|
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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