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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Phantom
C C P C C P Alliance
3663

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Posted - 2013.11.04 15:32:00 -
[1] - Quote
With our next winter expansion, EVE Online: Rubicon to be release on November 19th, we will introduce a new kind of combat sites - high paced game play with a nice risk/reward factor.
Those sites will contain materials and blueprints for the first player manufactured implants ever; implants which can increase the warp speed considerably (warp mechanics will be also changed in Rubicon).
Read all about those new PvE sites and the new implants in CCP Affinity's latest dev blog Ghastly Hotbed Of Spaceship Trauma - Ghost Sites in Rubicon. CCP Phantom - Senior Community Representative - Volunteer Manager |
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CCP Affinity
C C P C C P Alliance
1263

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Posted - 2013.11.04 15:34:00 -
[2] - Quote
:) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP RedDawn
C C P C C P Alliance
369

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Posted - 2013.11.04 15:39:00 -
[3] - Quote
Simply wonderful devblog title. Team Kuromaku |
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CCP Affinity
C C P C C P Alliance
1264

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Posted - 2013.11.04 15:52:00 -
[4] - Quote
Seismic Stan wrote:This is great news, I'm glad that PvE is getting some new content. I'm loving the "pressure-cooker circumstances" concept (especially as if it is successful, it paves the way for the avatar-based exploration prototype we know you've got hidden in the cellar). It all sounds very intriguing and I look forward to seeing how it plays out.
God knows PvE needs something fresh.
The only shame is the suggested scarcity of these Ghost Sites. Will they be something that most will only ever see a YouTube video of rather than be able to experience themselves because every site will have been exploited within an hour of downtime?
That is not the plan :) I just want to find a happy medium between always available and never available... we should tweak things until we find that nice place where the content is not so over used that no one is excited to see it any more. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1264

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Posted - 2013.11.04 16:04:00 -
[5] - Quote
MainTrain wrote:You say the explosions will rip apart bulkheads. We talking they will insta pop untanked frigates levels of damage, or levels that will cause even a well tanked battleship to worry about the timer.
Or will damage, and damage type vary between region/sec status?
Realise you don't want to give away all the secrets, just after ball park info
We haven't decided on an exact number yet... but more than 5000 damage I would imagine and explosive damage. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
1264

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Posted - 2013.11.04 16:07:00 -
[6] - Quote
Turelus wrote:Quote: You will only have one chance to hack, if you fail you will set off the containers security and they will explode. If this is the case will you be addressing the pure random elements of the hacking game which condem you to failure through no fault of the player. I'm talking about NullSec level sites where you meet restoration node after restoration node and you're doomed to failure even with max skill, T2 modules, correct ship and rigs. This has even been noted as something which needs to be addressed. CCP Bayesian wrote:Random Woman wrote:The problem ist the game tends to be rather trail and error in the higher end sites (WHs). There is no strategy that gets your through 3 restauration nodes in a row. All you can do is retry until you dont run into that restauration node madness, or are lucky to get some powerups that help you to kill those without loosing to much HP. This sort of thing is definitely something that needs to be addressed. You're always going to end up in hopeless situations but I'd prefer that was due to poor decision making than the luck of the draw in terms of what Utilities are available in the network. We intended to ultimately have the Utilities as player built resource that would be fitted to the module so you have more agency in that regard. Source
There are 4 hacking structures in each site - it is expected you will sometimes fail |
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CCP Affinity
C C P C C P Alliance
1264

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Posted - 2013.11.04 16:09:00 -
[7] - Quote
Seismic Stan wrote:CCP Affinity wrote:Seismic Stan wrote:This is great news, I'm glad that PvE is getting some new content. I'm loving the "pressure-cooker circumstances" concept (especially as if it is successful, it paves the way for the avatar-based exploration prototype we know you've got hidden in the cellar). It all sounds very intriguing and I look forward to seeing how it plays out.
God knows PvE needs something fresh.
The only shame is the suggested scarcity of these Ghost Sites. Will they be something that most will only ever see a YouTube video of rather than be able to experience themselves because every site will have been exploited within an hour of downtime?
That is not the plan :) I just want to find a happy medium between always available and never available... we should tweak things until we find that nice place where the content is not so over used that no one is excited to see it any more. I'm glad to hear this, and it's exciting to see a bit of new mystery being injected into the narrative. I was wondering if a humanitarian organisation like Sisters of EVE should be getting labelled as a 'pirate faction,' but they're clearly up to something too. Is the appearance and re-seeding of these sites constrained to server downtimes or have you developed a way to have them materialise throughout the day so as not to favour those who can log on immediately after downtime?
They are not tied to downtimes
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CCP Affinity
C C P C C P Alliance
1266

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Posted - 2013.11.04 16:17:00 -
[8] - Quote
ChromeStriker wrote:\o/ So going to cruise around in my new sister's ship ghost busting 
I am really beginning to like this term 'ghost busting'  |
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CCP Affinity
C C P C C P Alliance
1266

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Posted - 2013.11.04 16:23:00 -
[9] - Quote
Lair Osen wrote:So this is how you get the rare Depots, how do you get the normal Depots?
Team Five 0 will release a blog about this soon :) |
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CCP Affinity
C C P C C P Alliance
1266

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Posted - 2013.11.04 16:25:00 -
[10] - Quote
Vincent Athena wrote:There is something Im not quite getting lore-wise. If the empires are so concerned with these activities, why are they not placing bounties on the rats that show up? I understand you do not want people farming these sites, but:
They do not show up that often, so whatever is gained from farming will be small in the overall scheme of things. You could make the bounties be smaller than usual, so farming would be less lucrative than other activities. All it would be is a consolation prize for blowing the site.
So please reconsider the "no bounty" plan, if for no other reason than lore consistency.
They do not want to encourage capsuleers to go to the sites - you are supposed to stay away, so why would they place a bounty o the heads of the pirates they never want you to meet? |
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CCP Affinity
C C P C C P Alliance
1268

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Posted - 2013.11.04 16:29:00 -
[11] - Quote
MainTrain wrote:CCP Affinity wrote:MainTrain wrote:You say the explosions will rip apart bulkheads. We talking they will insta pop untanked frigates levels of damage, or levels that will cause even a well tanked battleship to worry about the timer.
Or will damage, and damage type vary between region/sec status?
Realise you don't want to give away all the secrets, just after ball park info We haven't decided on an exact number yet... but more than 5000 damage I would imagine and explosive damage. Im hoping you go higher. I feel it should enough to put a covops frigate into structure, and a recon ship into deep armor. Scare us!
At the moment, I have it set to 9000 .. but I have feedback from my team that maybe that is a little bit much, especially as sometimes you get hit by 2 containers at the same time - we will see what it ends up at :) |
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:36:00 -
[12] - Quote
Fonac wrote:Even though i'm probably never going to use these sites, it's always nice with new(and new) content! On top of my head, one thing made my cringe abit, and is exactly why i dont want to touch these sites. - The new hacking system. I like the minigame, i really do, i dont have any problems with -it- whatsoever. However, i think putting hack/analyser modules in as a requirement in order to do these sites, a very very bad idea. If you want to do any kind of exploration, and dont want to use a multi billion isk ship, you jump into a covert op. This makes you very good at doing the hack sites, and useless at combat sites. Vice versa, with pve fitted "dps" ships. Someone is not going to do this with a normally fitted pve ship, which means you have to go back and get your covert op, this is a timesink, of more warping around.. this does not make it a better enjoyment - This is boring. It's exactly the same problem the non-ded sites have, warping around for very little reward where you might get an escalation, or you may not, loot may drop, or it may not. (yay for using 4-5 hours on a escalation chain, only to have it drop 3 meta 1 modules) Also the double negative random factor of getting a site, doing a hack, which "might" drop something worthwhile. Sounds like an extremely random encounter. As an explorer, who has done and used more time at exploration than what is healthy, i do not foresee this new content as being wildy used, and probably not hugely profitable, i know i wouldn't use any time on it. - And i love(well except certain exceptions) every aspect of the exploration game we have in eve. But we'll see. And if i'm wrong i'll only be glad to be so. That being said, i have one question for the devs doing content stuff. - When are you going to fix the current pve content that so desperately need a tune up? For those interested, and have no clue on what i'm talking about... i'm refering to our current CSM Jester's blog. http://jestertrek.blogspot.dk/2013/10/serpentis-prison-camp.html
Thanks for your feedback - I will definitely take it on board and re-evaluate as we go along.
With regards to the rest of PvE - this is definitely on my radar and I have had many talks with the CSM about it :) I can't say too much for now but in the new year I hope to post a blog with a bit more information.
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:41:00 -
[13] - Quote
Lair Osen wrote:Any info on explosion range? Thinking, if you know you're gonna fail the hack, could you just burn away 1st?
Around 9000m at the moment but that is subject to change |
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:43:00 -
[14] - Quote
Katarina Reid wrote:The content looks good but those rewards look pointless. How much isk should you make from a site?
Almost impossible to tell until the content has been out there for a while - I did not include the full loot tables but to give estimates on the value of never before released items would be silly. However, these sites are not a career path and there will be no guaranteed amount of isk made. |
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:45:00 -
[15] - Quote
MainTrain wrote:CCP Affinity wrote:MainTrain wrote:CCP Affinity wrote:MainTrain wrote:You say the explosions will rip apart bulkheads. We talking they will insta pop untanked frigates levels of damage, or levels that will cause even a well tanked battleship to worry about the timer.
Or will damage, and damage type vary between region/sec status?
Realise you don't want to give away all the secrets, just after ball park info We haven't decided on an exact number yet... but more than 5000 damage I would imagine and explosive damage. Im hoping you go higher. I feel it should enough to put a covops frigate into structure, and a recon ship into deep armor. Scare us! At the moment, I have it set to 9000  .. but I have feedback from my team that maybe that is a little bit much, especially as sometimes you get hit by 2 containers at the same time - we will see what it ends up at :) I could almost live with that value, even if you get hit by 2, with 80% resists (you know the damage type you would surely tank against it!) you only going to suffer 3600 or so (if my maths is wrong feel free to correct it) PVE needs to be made more of a challenge, and the introduction of these sites are totally a step in the right direction. They just need to be made hard enough that people actually feel their ship is at risk. If you do lower the damage, try and mix up the damage types a bit. Lower overall damage, but the inability to predict what type would be brilliant. Plus im sure the art guys could have some fun designing different style explosions for the different types. Massive ball of fire for thermal, EM shockwave (like a smartbomb) Kinectic with proper sharpnel effects.
I fully intend these sites to be tough and for people to really feel at risk :) it's just about continuing to balance both pre and post release until we are at a good point.
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:47:00 -
[16] - Quote
Turelus wrote:CCP Affinity wrote:There are 4 hacking structures in each site - it is expected you will sometimes fail There isn't a problem when failure comes from mistakes or incompetence of the pilot, but when the game mechanics are the reason you're failing with no way to overcome it, that is a problem. I should be failing because of my own bad choices within the mini-game not because the game randomly generates three restoration nodes in a row or sometimes worse. There are times when the game will start and not be winnable no matter the players set-up or skill. That's basically the same as having some cans just explode any way when we first activate the module. The fact another Developer has even agreed this is a problem and could use some work makes it even more frustrating.
I talked to Bayesian before posting :) He never wants us to get to a place where you can win every single time.. but there are still some iterations needed on the hacking. |
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:49:00 -
[17] - Quote
Querns wrote:I'm a little concerned about the distribution of implant blueprint copies (BPCs) between the different security/wspace bands of space. Nullsec ghost sites do not have any "unique" implant BPCs -- it can be skipped completely and covered by low-sec and w-space areas, whereas even highsec has BPCs that can only be acquired within. Is there the possibility of the drops being tweaked so that there are a few implant BPCs that are exclusive to nullsec?
There is a possibility however, nullsec have a much higher drop rate of the BPCs than low sec and WH - so some of them will be nearly impossible to acquire in low or WH space. We will see how it goes after release - I will keep a close eye on what is dropping from which location and tweak as necessary :) Thank you for the feedback though, it's a very good point. |
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CCP Affinity
C C P C C P Alliance
1270

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Posted - 2013.11.04 16:53:00 -
[18] - Quote
Cordelia Mulholland IV wrote:Will cargo scanners work in ghost sites like they do in existing hacking sites? i.e. tell us what loot we'll get.
yes |
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CCP Affinity
C C P C C P Alliance
1276

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Posted - 2013.11.04 17:36:00 -
[19] - Quote
Contractia wrote:Why is the most expensive module bpc only dropping in WH ?
Ascendancy Omega Blueprint Copy
Adding yet more income to the WH guys, vs those who provide all the content in 0.0 where isk vs reward is way out of balance as it stands.
I don't see a problem with the different bpc's in different area's, but putting the most valuable one into just WH's is simply bad.
They will need to provide income to others in order to build it anyway :) We will see how it works out and adjust as necessary |
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CCP Affinity
C C P C C P Alliance
1276

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Posted - 2013.11.04 17:38:00 -
[20] - Quote
Berluth Luthian wrote:Also, the initial announcement made it sound like something having to do with this would mean that Angel space might have different drops than Serpentis vs. Sansha etc.? Will that still be the case? Will there be multiple racial types of Villard Wheels, or would it be more like the alpha implants drop for Angels, and the Beta for Sansha etc?
Also, like I asked before, where will these be manufactured? What kind of slots?
Can be manufactured everywhere you can currently manufacture a module. The drops will not be racial |
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CCP Affinity
C C P C C P Alliance
1276

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Posted - 2013.11.04 17:43:00 -
[21] - Quote
Makoto Priano wrote:Also! CCP Affinity, could I perhaps trouble you to add the total set buff to the list of stats in the devblog? Implant math makes my eyes foggy when I haven't had my Monday morning coffee yet. :x
Otherwise-- hmmmm.
will do this tomorrow :) |
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CCP Bayesian
993

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Posted - 2013.11.04 17:47:00 -
[22] - Quote
Let's try not to derail things into a discussion about Hacking. Every system generated is technically completable just not necessarily with the hackers current skill and fit. If you go out into Null with low skills chances are you'll never complete a can. Likewise people who have maxed out their skills and fit but have only played in High tend to think the system is incredibly easy. You will, even when currently maxed out, come across system configurations that will kick your ass. Part of the problem with how that feels is that there isn't a lot you can do about it when it does happen, unless you also got lucky with the Utilities that are in the system and there isn't much variety in what you come across. As I said in the quoted post you are always going to end up in unwinnable situations but we'd like that to be more about the players choices than the system configuration. About the only strategy available for Restoration Nodes is to kill them as soon as you unearth them.
A lot of what I've been doing this release is making it really easy to use Hacking elsewhere in EVE, fixing our content tools and adding new abilities to them so the Ghost Sites could be made. Iterating on the hacking game is still on the backlog and the choice to do more with it ultimately rests with our Senior Producer CCP Seagull.
I personally really like these sites that Affinity has come up with, the added time pressure and explosive consequences are a nice dynamic. |
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CCP Affinity
C C P C C P Alliance
1281

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Posted - 2013.11.04 20:53:00 -
[23] - Quote
Turelus wrote:I shan't derail the thread any more and thank you for the replies that were given. Even with the complaints I am looking forward to Ghost Sites and player made implants (I hope for more implants in the future).
It might be worth seeing if the iteration to the hacking game can be looked at for Rubicon 1.1 however as Ghost Site's wont give you that second chance when you meet one of the impossible games it will instead just be over.
In regards to those failures do these containers damage you when you fail, or only when the sites timer runs out? (sorry if this was already addressed). As it's going to be more frustrating if you start losing ships over it as well.
They damage you both when you fail and when the timer runs out :) |
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CCP Affinity
C C P C C P Alliance
1281

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Posted - 2013.11.04 20:54:00 -
[24] - Quote
Kip Troger wrote:As a low sec dweller myself, I am usually poking around in a pvp fit vessel. Depending on how dangerous these sites end up being, it sounds like I will most likely not be able to do them if I happened to come across one.
It also sounds like the masses of herons and buzzards that come through fit for data/relic might also have some issues with the sites.
Which means, the most likely explorers to do these, will be the ones cruising around in the "do it all" cloaky tengus.
Currently, some sites do not allow tengus to enter the acceleration gates. Is there any restriction on what ship class can enter these sites? Will there be acceleration gates?
No acceleration gates or restrictions :) they can also be run in smaller ships if you are fast enough |
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CCP Affinity
C C P C C P Alliance
1282

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Posted - 2013.11.04 21:00:00 -
[25] - Quote
Rio Bravo wrote:Sounds really exciting, can't wait to see it first hand!
When I first heard ghost sites I thought you were actually talking about the introduction of ghosts. Glad it was just a name. Please, in the future, never introduce ghosts, magic, or even aliens into EvE. I like that EvE is human, industrial, scientific, and mathematical. We can always play World of Warcraft or Minecraft if we want monsters.
Ghost is also a military term :) CCP Abraxas picked it and I can't imagine us ever doing 'fantasy'esque expansions ;) would be crazy, in a bad way! |
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CCP Affinity
C C P C C P Alliance
1282

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Posted - 2013.11.04 21:02:00 -
[26] - Quote
Fergus Runkle wrote:CCP Affinity wrote: I fully intend these sites to be tough and for people to really feel at risk :) it's just about continuing to balance both pre and post release until we are at a good point.
You could start by making them signatures rather than anomalies. Yes I know you need to put stuff in so that all that time that went into the system scanner was not wasted. But what about all the time invested by the players in scanning skills. I hate to use the words dumbing down but they are pretty much the way I feel about this stuff.
With this feature I decided the system scanner was best :) this doesn't mean next time I won't make signatures - not everything needs to be the same and different discovery methods suit different features. |
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CCP Affinity
C C P C C P Alliance
1282

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Posted - 2013.11.04 21:04:00 -
[27] - Quote
Kadm wrote:Quote:If you're successful in hacking, you'll be given loot (which won't be scattered), but if you take too long, the pirates will be alerted to your presence and will warp in to attack you. So someone finally realized how awful this is? Why don't you guys go ahead and go back and change relic/hacking containers to not use it again, as well. While you're at it, maybe you could severely reduce the number of cans in deep wormhole space to make it so you can't clear an entire system's anomalies in the time it takes a specialized ship to clear one data sites cans. Or look at the relative value of wormhole data sites in general. If a Talocan doesn't spawn, they're barely worth the time to hack.
I fully intend to look in to removing scattering from all sites, but that wasn't going to fit into this release as we also need to take a look at the loot tables for all exploration sites. |
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CCP Affinity
C C P C C P Alliance
1283

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Posted - 2013.11.04 21:11:00 -
[28] - Quote
Ansylia wrote:Ansylia wrote:Quote:Your objective, if you wish to risk life and limb (well ... your crew's lives and limbs) Crews? We have crews on our ships? I thought the purpose of Jovian Pod technology was to fully automate our ships? Quote: As I mentioned, these sites are related to dangerous experiments, and the pirates desperately do not want the capsuleers to steal the fruit of their labors It makes very little sense to me that these are Anomalies, and not Signatures. These sites are supposed to be super-secret, with pirate guards that the authorities are unable to acknowledge - so how can it be rationalized that a basic scan reveals these sites? I forgot to ask - the 'Yurt' and 'Wetu' Mobile Depots - what are those exactly? Are those supposed to be the meta versions of the Mobile Depots, or are they the *only* Depots available and also the only way we'll be able to get those BPC's?
They are meta versions - the standard version will be announced by five 0 |
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CCP Affinity
C C P C C P Alliance
1283

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Posted - 2013.11.04 21:32:00 -
[29] - Quote
Orakkus wrote:CCP Affinity wrote: With this feature I decided the system scanner was best :) this doesn't mean next time I won't make signatures - not everything needs to be the same and different discovery methods suit different features.
Out of curiosity, can we ask the reasons and criteria for why you chose system scanners instead of probing? It would be nice if we might be able to have some foundation to which we can convincing you why it might be better to choose probes.
As the site is very rare and once inside, very difficult, I decided it would be best on the system scanner. Once released, if this turns out to be a bad call, I will re-evaluate :) |
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CCP Affinity
C C P C C P Alliance
1310

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Posted - 2013.11.05 11:32:00 -
[30] - Quote
Sabriz Adoudel wrote:My thoughts. From the perspective of a highsec pirate (AWOXer, merc, ganker) that does visit other types of space.
1) Requiring a hacking module will be a bit weird on non-exploration fits. As the first person into the site has a time advantage, it will be a huge disadvantage to have to refit a hacker (either in station or via one of the new depots) so most of these sites will be 'won' by the first person in.
2) The NPCs have had time to refit by the time they appear, so they should be fitted sensibly for fighting against capsuleers. That means warp scramblers (not disruptors), webs, (maybe) smartbombs to deal with drones, and racial ewar and/or logistics.
3) These have real potential to drive player versus player conflict, with players racing to the site then fighting over them. To facilitate this in highsec, I strongly think you should make looting these sites a Crimewatch yellow card offence. This will really drive conflict, and does not break immersion (you stole evidence of secret pirate experiments, so you are interfering with a crime scene). This will help those newer players that want to experience PVP but are afraid of high-low gates to get their feet wet, and add tension - do I prealign and loot one can, or do I stay and fight for the other three?
4) 5000 explosive damage is basically saying 'bring a HAC or larger'. Is that your intention?
5) I would like to see these be active in approximately 5% of systems at any given time. Is that your goal, or do you have a different goal?
1. Being able to hack a tower without some kind of hacking module just makes no sense :) Unfortunately, people will just have to bring one 2. The NPCs will scramble (even in hi sec) and are pretty tough 3. I will consider this - but it may end up in a point release if it comes in at all :) I will weigh out the pros and cons but definitely something to consider 4. The damage number is not set in stone yet, we will see how it feels :) 5. We are still balancing the distribution, I don't think having a set number or percentage is going to be very helpful, we should just keep an eye on them both pre and post release and adjust as necessary |
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CCP Affinity
C C P C C P Alliance
1310

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Posted - 2013.11.05 11:32:00 -
[31] - Quote
SalubriousSky Rinah wrote:So, ghost sites in w space...will these be seeded with sleepers at the start like current data and relic sites are in w space? And if so, will they be even meaner sonovabitches?
no sleepers, pirate NPCs but A LOT of them in WH sites |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 11:36:00 -
[32] - Quote
Maennas Vaer wrote:From a lore perspective, being as neither the pirates or the 4 empires want us in these sites, shouldn't hacking them in high sec give a suspect timer?
From a lore perspective, the empires have their hands full tracking down and destroying these sites all on their own, all while trying to keep the capsuleers in line. They certainly don't want you there, but they also don't want to attract attention to the sites, and they don't dare anger you too greatly. (The ones you find are not ones that CONCORD explicitly directed you to; they're ones that your scanning equipment finds unassisted.) |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 11:39:00 -
[33] - Quote
Seismic Stan wrote:I'm glad to hear this, and it's exciting to see a bit of new mystery being injected into the narrative. I was wondering if a humanitarian organisation like Sisters of EVE should be getting labelled as a 'pirate faction,' but they're clearly up to something too. I've never trusted them, myself. They make a guest appearance in the related chronicle, too. |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 12:28:00 -
[34] - Quote
CCP Affinity wrote:Rio Bravo wrote:Sounds really exciting, can't wait to see it first hand!
When I first heard ghost sites I thought you were actually talking about the introduction of ghosts. Glad it was just a name. Please, in the future, never introduce ghosts, magic, or even aliens into EvE. I like that EvE is human, industrial, scientific, and mathematical. We can always play World of Warcraft or Minecraft if we want monsters. Ghost is also a military term :) CCP Abraxas picked it and I can't imagine us ever doing 'fantasy'esque expansions ;) would be crazy, in a bad way! No worries: It's pure military lingo, like "Black Site" and "Skunkworks", (which I'm still annoyed we can't use). We're talking same category as Ghost Protocol, TC: Ghost Recon, CoD: Ghosts, etc. No spooks, and no bloody magic. |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 12:29:00 -
[35] - Quote
Bienator II wrote:CCP Affinity wrote:Rio Bravo wrote:Sounds really exciting, can't wait to see it first hand!
When I first heard ghost sites I thought you were actually talking about the introduction of ghosts. Glad it was just a name. Please, in the future, never introduce ghosts, magic, or even aliens into EvE. I like that EvE is human, industrial, scientific, and mathematical. We can always play World of Warcraft or Minecraft if we want monsters. Ghost is also a military term :) CCP Abraxas picked it and I can't imagine us ever doing 'fantasy'esque expansions ;) would be crazy, in a bad way! but you could pull off something they did in movies like event horizon. Its a movie about hell, but they don't mention it in the movie. "Where we're going, we don't need eyes to see." One of the few movies I've bought on DVD, and a definite inspiration for my writing. But no. Tempting ... but no.  |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 12:34:00 -
[36] - Quote
Vincent Athena wrote:Mioelnir wrote:Makoto Priano wrote:yes. What the hell is a villard wheel, and is it something that can even be shattered? There was a rookie tutorial mission that gave you a Perpetual Motion I bpc. To complete the mission, you needed to hand the agent a built tech 2 perpetual motion unit. Instead of inventing the BPC and building the tech2 items, most rookies tried to manufacture the tech 1 items, which used the non-existent "villard wheel" items as production components. It was the bane of all help channels. I think there is still a character called "Villard Wheel" with the mission walkthrough in his bio around; just so one could link the character. Even better: Last years special edition items included a perpetual motion machine. And you could reprocess it and get... Thats right a Villard wheel! In RL a Villard wheel is an "over balanced" wheel type of perpetual motion machine made by people who do not understand basic physics, think anything is possible, and with just a little more effort they will get it to work. I'm the one who created the Villard Wheel (only the object itself; I can't remember who designed the tutorial mission it was used for) and you pretty much summed up the in-joke behind it. I've never quite been able to let go of the damn thing, so when opportunity presented itself, I just had to grab it. It's up there with the Fedo as an entity of endless possibilities.
Also, a player on Twitter told me I should totally make the new item be a Wagon Wheel. So, uh, I did. Kind of. |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 12:41:00 -
[37] - Quote
Mabelaba wrote:CCP Affinity wrote:SalubriousSky Rinah wrote:So, ghost sites in w space...will these be seeded with sleepers at the start like current data and relic sites are in w space? And if so, will they be even meaner sonovabitches? no sleepers, pirate NPCs but A LOT of them in WH sites Why are there pirates in Wormholes ? There's two answers to that. Well, three. The purely mechanical answer is just for more variety, but that's a copout. The first answer, which is safe and won't get me into trouble, is that the pirate factions use wormholes just as capsuleers do, and that there's such a glut of Ghost Sites in W-space that you're bound to happen upon some of them.
The second answer, which I'm going to phrase carefully because I know this'll come up again years from now, is this: Part of the long-term view with Ghost Sites is that the pirates are developing technologies that allow them to cross immense expanses - but at the moment, only under extremely limited conditions. (The upcoming Rubicon chronicle touches on this idea.) There is no guarantee that this development will mean pirates - or players - will eventually be able to, I dunno, cyno into w-space at will or something ... but it doesn't take a huge leap of logic to imagine that this kind of instantaneous-transport research might eventually be the cornerstone of new stargate technology. |
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CCP Abraxas
C C P C C P Alliance
89

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Posted - 2013.11.05 12:44:00 -
[38] - Quote
Adaahh Gee wrote:Can you please include one of the ingredients for building the implants as a corpse (or an item made from a reprocessing a corpse)
The it will make corpse collecting a career instead of a hobby!
You would not believe how many people at CCP, me included, have suggested using corpses for various endeavors of dubious legal and moral standing. I'm sure we'll get around to it someday. |
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CCP Abraxas
C C P C C P Alliance
90

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Posted - 2013.11.05 12:47:00 -
[39] - Quote
marly cortez wrote:More utterly pointless BLING Designed by people paid way to much and with far to little imagination, sorry guys another -10 on the interest factor scale. I'll cop to the overpaid bit, certainly, but I think this is genuinely the first time in my life anyone has ever accused me of having too little imagination! Have you seen some of the fiction I've written for the game?  |
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CCP Abraxas
C C P C C P Alliance
102

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Posted - 2013.11.05 16:27:00 -
[40] - Quote
Cryo Kool wrote:If you allow me, I have some suggestions that address player suggestions, keep in line with your intended effect and resolve lore concerns:
3) Lore fix. It can be explained that the site is visible on basic scanner because there was an accident at the site that caused it's cloaking field to go offline. The absence of ships on warp in is because they were destroyed in the accident. The entire site will explode within a set amount of time due to some type of chain reaction taking place that will destroy the entire station. Perfectly fits with having to use a salvager to access the containers. "Ghost site" refers to the fact that everyone manning the place was killed in the initial accident leaving it a ghost town possibly haunted by the ghosts of dead employees. The NPC's who arrive during a failed hack can be explained as a response team attempting to salvage some of the research before it is destroyed.
That's a perfect description for the first site of the first pirate faction that'd start these experiments. It might work for a few more sites, while everyone is in such a mad arms race they haven't yet gotten their security protocols under control. After that, though, having to put out fires on countless sites all over the cluster would start making the brass in each pirate faction doubt whether these things were even worth the effort in the first place  |
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CCP Abraxas
C C P C C P Alliance
102

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Posted - 2013.11.05 16:33:00 -
[41] - Quote
Ansylia wrote:*jumps around with her hand raised* I still have one nagging lore-related question. In the Dev blog, it mentioned we have Crews on our ships. Is this actually true? I thought the purpose of Jovian Pod technology was to give us completely automated ships? Quote from the Dev Blog: Quote:Your objective, if you wish to risk life and limb (well ... your crew's lives and limbs) Ships have crews.
Pod tech helps automate certain systems to the point that capsuleer-flown ships need far smaller crews than their regularly-piloted counterparts. Moreover, it gives the pilot such immense control over the ship's various subsystems that the likelihood of surviving combat is theoretically much higher than that of ships with regular pilots and longer response times. I say "theoretically" because as everyone knows, average crew life expectancy on a capsuleer-flown ship is just a little bit longer than if you'd simply been shot out the airlock once the ship undocked.
(It's really not, though. Most of your crews have escape pods, and survive to fight another day. Your camera drones ignore them, because they have no tactical value and - because everyone knows how capsuleers think - entirely too much amusement value, brief as it is.) |
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CCP Abraxas
C C P C C P Alliance
104

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Posted - 2013.11.06 09:13:00 -
[42] - Quote
Orakkus wrote:Steve Ronuken wrote: The hammering of fists on the outside of your Pod?
Yes, and depending on the language of your client you here different variations of panic and cussing in your local language. This is why we can't have nice things, guys! |
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CCP Fear
C C P C C P Alliance
246

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Posted - 2013.11.07 09:30:00 -
[43] - Quote
Chiming in for implant bonuses;
The low grades have a total of : 38.41% with a complete set The high grades have a total of: 66.56% with a complete set. |
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CCP RedDawn
C C P C C P Alliance
390

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Posted - 2013.11.18 15:01:00 -
[44] - Quote
Andrivullar wrote:I would like to point out that HG Omega is now 1.5x modifier on the test server, is this a final number? and if so, why was it stated in this very devblog that it was going to be 1.8x?
Edit; Kinda hate when CCP tries to be sneaky about things.
Yeah, these were last minute changes by CCP Fear after design discussions regarding the overall benefit of the full Ascendancy set. When the blog came out 1.8x was the figure but things change, but what's displayed in the patch notes will be the final figure.
Team Kuromaku |
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