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        Thread Statistics | Show CCP posts - 44 post(s) | 
      
      
      
          
          boernl 
          L0s Zetas Brothers of Tangra
  10
  
          
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        Posted - 2013.11.06 13:01:00 -
          [241] - Quote 
          
           
          Tul Breetai wrote:CCP Abraxas wrote: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    You'll come up with lore reasons not to employ some random idea you were already not employing but you can't answer the question as to why there are pirates in w-space?  
 
  thats because they never answer to a player
  we aint worth **** for ccp except the contribution we pay | 
      
      
      
          
          Seismic Stan 
          Freebooted Junkworks
  421
  
          
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        Posted - 2013.11.06 13:05:00 -
          [242] - Quote 
          
           
          IceGuerilla wrote:2 months after this comes out, there will be comprehensive guides and doctrines to tackle this by the numbers; no danger, no skill. Fleets instaformed to run ghost sites, they will be resigned to the scrapheap of mundanity.
  Refer to the history of scannable complexes, Wormholes, Incursions...    You could always avoid reading them. I've never really understood the insatiable need - it undermines game content and sucks out all the fun if you're just following instructions to complete a challenge.
  I always considered it cheating. | 
      
      
      
          
          Vincent Athena 
          V.I.C.E.
  2250
  
          
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        Posted - 2013.11.06 14:14:00 -
          [243] - Quote 
          
           
          CCP Affinity wrote:Sabriz Adoudel wrote:My thoughts. From the perspective of a highsec pirate (AWOXer, merc, ganker) that does visit other types of space.
  ... 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).   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   Please don't. This once again makes the assumption that something that can cause conflict will drive conflict. That would only be true if the players involved want conflict. The reason most high sec players are in high sec is because they enjoy a play style that avoids conflict. If doing these sites gets you flagged, then doing them will become content ignored my a huge fraction of the player base.
  If you want to see examples of this, check out the statistics of: a) The fraction of missions that come from a high sec agent, but go to low sec, that are actually accepted. b) The fraction of excursions that start in high sec but go to low sec that are actually completed.
  For players who want conflict the game already supplies them with low sec, null and W. Please don't turn part of high sec into low, the game already has low. | 
      
      
      
          
          Allus Nova 
          Soldiers Of Farscape The East India Co.
  19
  
          
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        Posted - 2013.11.06 14:30:00 -
          [244] - Quote 
          
           
          Kellath Eladrel wrote:Morphisat wrote:CCP Bayesian wrote:Let's try not to derail things into a discussion about Hacking.   Well these new sites are based on a mechanic that is seriously flawed and also not fun at all. So it's not so strange people will bring this up. But I won't derail your thread any further.  That's just like, your opinion, man.  
 
  One shared by many... | 
      
      
      
          
          Roime 
          Quantum Cats Syndicate Samurai Pizza Cats
  3635
  
          
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        Posted - 2013.11.06 15:07:00 -
          [245] - Quote 
          
           
          Allus Nova wrote:Kellath Eladrel wrote:Morphisat wrote:CCP Bayesian wrote:Let's try not to derail things into a discussion about Hacking.   Well these new sites are based on a mechanic that is seriously flawed and also not fun at all. So it's not so strange people will bring this up. But I won't derail your thread any further.  That's just like, your opinion, man.  One shared by many...  
  Not really, most players like the new hacking, probably because it's much more fun and involving than waiting for module to cycle.
 
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          Andrea Keuvo 
          Science and Trade Institute Caldari State
  17
  
          
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        Posted - 2013.11.06 17:43:00 -
          [246] - 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.  
 
  This patch has multiple stealth nerfs to nullsec income so why not have an overt one also. | 
      
      
      
          
          Ishtanchuk Fazmarai 
           2434
  
          
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        Posted - 2013.11.06 20:11:00 -
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          Vincent Athena wrote:CCP Affinity wrote: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
   Please don't. This once again makes the assumption that something that can cause conflict will drive conflict. That would only be true if the players involved want conflict. The reason most high sec players are in high sec is because they enjoy a play style that avoids conflict. If doing these sites gets you flagged, then doing them will become content ignored my a huge fraction of the player base. If you want to see examples of this, check out the statistics of: a) The fraction of missions that come from a high sec agent, but go to low sec, that are actually accepted. b) The fraction of excursions that start in high sec but go to low sec that are actually completed. For players who want conflict the game already supplies them with low sec, null and W. Please don't turn part of high sec into low, the game already has low.  
  Well, criminal flagging would be the ultimate "born dead" touch. Reward is a piece of sh*t already, just pumping up the risk would essentially kill the feature.
  Which maybe would be good, as EVE desperately needs that the thinking heads start treating their customers as adults and take their actions at face value -if they stay in hisec with 30 million SP, then bloody deliver them more hisec content worth having 30 million SP!
  The whole "feed them sh*t until they leave" is not working as intended. We don't leave hisec, we leave their bloody game and the arrogant assholes just try to compensate this slow but fatal hemorrhage re-selling the game to everyone who stays. 
  Seriously guys, if I had a subscription game with a sub price of 15 bucks per month and my actual income per subscriber was 10 bucks per month, I would wonder what's wrong, and would start by asking my employees why some of my customers are systematically treated like sh*t until they leave. | 
      
      
      
          
          Seamus Donohue 
          EVE University Ivy League
  40
  
          
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        Posted - 2013.11.06 21:36:00 -
          [248] - Quote 
          
           
          Seamus Donohue wrote:I'm a bit confused on the implant math. What are the multipliers to warp speed for the full Low-Grade set and for the full High-Grade set?   I think Affinity mentioned updating the DevBlog with these numbers, but I don't see them, yet. | 
      
      
      
          
          Cryo Kool 
          Tax Holiday
  20
  
          
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        Posted - 2013.11.07 00:50:00 -
          [249] - Quote 
          
           
          If they want to encourage people to venture into lowsec then they should scale the risk more. One method would be to increase the number of sentry guns in gates and stations the higher the system sec is to 0.5. It would make perfect sense that a lack of police presence in a 0.4 system would be mitigated by an increased number of sentry guns. | 
      
      
      
          
          ASadOldGit 
          School of Applied Knowledge
  219
  
          
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        Posted - 2013.11.07 02:59:00 -
          [250] - Quote 
          
           
          CCP Affinity wrote: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.    I don't understand the issue people are having with loot. I'm a highsec carebear missioner and even I have to click on the overview faster than I can click on loot cans. Imagine what a 'ceptor pilot has to do. If people are struggling with these cans, how do they manage more than one target on the overview?
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          Honourain 
          The Tall Order Zombie Pony Express
  0
  
          
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        Posted - 2013.11.07 03:08:00 -
          [251] - Quote 
          
           
          seth Hendar wrote:Traiori wrote:There is some irony that the first new exploration content comes in Rubicon.
  Maybe we'll get back some of the people who left in Odyssey.  these are anoms, not sigs, so not exploration...exploration died when odyssey was released  
  Agreed.. Exploration has died with Odyssey. Who wants to click away after clicking on the 'MINI' game on the loot your earned, just to maybe get 40% of what? the reward?  Dont get me wrong, I like the 'MINI' game, but the whole scattering thing is too much! Perhaps adjust the drop rate, and have a static can with drops instead?
  ~Rain | 
      
      
      
          
          ASadOldGit 
          School of Applied Knowledge
  219
  
          
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        Posted - 2013.11.07 03:09:00 -
          [252] - Quote 
          
           
          CCP Affinity wrote:Turelus wrote:... 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 :)   Sorry for the sidetrack, but are these exploding structures adaptable to ordinary mission sites and other anoms? They'd have to be scaled for the level of the mission, but missions are a bit too safe at the moment, and this sounds like something that could easily be inserted into missions without waiting for the whole dreaded "review & restructure" thing that some players are calling for.
  If I shoot a building, I would kind of expect it to explode - there's sometimes a huge explosion, and all you get is a (sometimes) pretty visual effect and an underwhelming audio effect. No damage at all, even though I'm sitting right in the middle of the explosion.
  A normal building would give kinetic damage, with a bit of thermal. A fuel-laden building would give lots of thermal and some explosive damage. A solar-power satellite or energy generator would give EM damage.
  Anyway, I'm glad you're thinking about environmental damage. Maybe add some fuel leaks that ignite. Pulsing anomaly clouds similar to what a couple of missions give out. Add some more danger.  
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          ASadOldGit 
          School of Applied Knowledge
  219
  
          
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        Posted - 2013.11.07 03:12:00 -
          [253] - Quote 
          
           
          Honourain wrote:seth Hendar wrote:Traiori wrote:There is some irony that the first new exploration content comes in Rubicon.
  Maybe we'll get back some of the people who left in Odyssey.  these are anoms, not sigs, so not exploration...exploration died when odyssey was released  Agreed.. Exploration has died with Odyssey. Who wants to click away after clicking on the 'MINI' game on the loot your earned, just to maybe get 40% of what? the reward?  Dont get me wrong, I like the 'MINI' game, but the whole scattering thing is too much! ~Rain  
  I think some players are struggling with it because they think they're supposed to get all the loot, instead of enough loot for the time and effort spent getting it. | 
      
      
      
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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 -
          [254] - 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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          Cassiel Seraphim 
          EVE University Ivy League
  7
  
          
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        Posted - 2013.11.07 10:52:00 -
          [255] - Quote 
          
           
          ASadOldGit wrote:I think some players are struggling with it because they think they're supposed to get all the loot, instead of enough loot for the time and effort spent getting it.   Welcome to Psychology 101, it feels better to manage to pick up 20 out of 20 items, than to have the potential to pick up 30 but only managing to snatch 20 of them.
  Imagine if your boss came to you with a big wad of cash when it was time for you to get paid. He then throws the wad up in the air in a random direction, tells you that you can keep anything you catch before it lands on the floor. It doesn't really matter if there is more money in the wad than you'd normally get paid. No matter what you do you'll see some of that cash hit the floor, opportunity lost, you'll always feel like you could have snatched just one more, or several more.
  For a lot of people, that leaves a sour taste in their mouths. I'm glad it doesn't appear to affect you or perhaps even spurs you on as a challenge, but try not to belittle or trivialize the negative effect, because it is very real for a lot of people.
 
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          Michael Harari 
          Genos Occidere HYDRA RELOADED
  718
  
          
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        Posted - 2013.11.07 12:31:00 -
          [256] - Quote 
          
           
          CCP Fear wrote: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.  
  That seems hilariously excessive | 
      
      
      
          
          ASadOldGit 
          School of Applied Knowledge
  220
  
          
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        Posted - 2013.11.07 12:35:00 -
          [257] - Quote 
          
           
          Cassiel Seraphim wrote:
  For a lot of people, that leaves a sour taste in their mouths. I'm glad it doesn't appear to affect you or perhaps even spurs you on as a challenge, but try not to belittle or trivialize the negative effect, because it is very real for a lot of people.
 
 
   Oh, it's real for me too, but I can't do anything about it, so I just have to accept it. And, although it may be a bitter pill to swallow, I would think it's healthier for everyone in the long run to accept that, just as you don't always win a fight, or get the best trade deal, or miss out on an industry slot, you don't always get the best loot either.
  Perhaps the specific mechanics could be improved, but at least now you get a choice. Before, you clicked a button and got a couple of things at random; I don't think you could even scan the containers. Now, you can scan in advance, and if you see a BPC, for example, I assure you, you're gonna pay attention! You'll do what ever it takes to get that BPC, possibly to the exclusion of all else.
  Having said that, I'm ok with the loot spew, but I would prefer they lasted longer. It would be nice to have more time to assess what I wanted, or even get all of it if I'm quick enough. It seems strange that they decay so quickly, considering that, in space, they're actually more likely to last several thousand years.
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          Vol Arm'OOO 
          Imperial Academy Amarr Empire
  135
  
          
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        Posted - 2013.11.07 14:02:00 -
          [258] - Quote 
          
           
          Seismic Stan wrote:IceGuerilla wrote:2 months after this comes out, there will be comprehensive guides and doctrines to tackle this by the numbers; no danger, no skill. Fleets instaformed to run ghost sites, they will be resigned to the scrapheap of mundanity.
  Refer to the history of scannable complexes, Wormholes, Incursions...   You could always avoid reading them. I've never really understood the insatiable need - it undermines game content and sucks out all the fun if you're just following instructions to complete a challenge. I always considered it cheating.  
  Please, you dont need a guide/doctrine to play whack a mole. To play the mini-game the only skill you need to know is how to click. With the "ghost sites" - ccp has added an element of "twitchyness" to the mini-game. Which simply means "clicking faster." Oh, and tank your ship. 
  To sum up -- here is the first guide/doctrine to succeed at the ghost sites - 1) click fast; 2) tank ship
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          Robau 
          Dark Providence
  3
  
          
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        Posted - 2013.11.07 14:46:00 -
          [259] - Quote 
          
           
          Still no news of being able to extract minerals from stars. You tempted us years ago in this chronicle, where a superweapon could be manufactured using minerals sourced from stars! | 
      
      
      
          
          Rall Mekin 
          End-of-Line
  78
  
          
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        Posted - 2013.11.07 15:02:00 -
          [260] - Quote 
          
           
          CCP Abraxas wrote: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.  
 
  I hope that there is never cyno'ing into wormhole space. Enough said. | 
      
      
      
          
          La'Krul 
          Krul Corp
  59
  
          
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        Posted - 2013.11.07 16:46:00 -
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          This actually sounds really good.
  The ascendency implants are going to make the warp speed of a ceptor pilot utterly insane. I wonder how quickly such a pilot could cross the entire galaxy after this. | 
      
      
      
          
          Rekon X 
          Federal Navy Academy Gallente Federation
  47
  
          
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        Posted - 2013.11.07 18:24:00 -
          [262] - Quote 
          
           
          seth Hendar wrote:Traiori wrote:There is some irony that the first new exploration content comes in Rubicon.
  Maybe we'll get back some of the people who left in Odyssey.  these are anoms, not sigs, so not exploration...exploration died when odyssey was released  
  True story. Exploration is crap. Click, click, click,,,,........ 50x later click.
  Ghost sites don't sound much better. Actually no better. | 
      
      
      
          
          Suomi Khan 
          The Scope Gallente Federation
  8
  
          
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        Posted - 2013.11.07 18:56:00 -
          [263] - Quote 
          
           
          Can we please have Ghost sites to NOT use the rediculus mini-hacking game? 
  The only thing worse that waiting for your module to spin around for 5 minuts and then loot a container, is to have to wait while a friend solves this single-player game in a MMO and wait for containers to catch..  Also.. When you multiply the hacking game with the 15-20 containers you find in w-space sites... Lets just say that your current PI minigame is more fun.. (the hacking mini-game shows that your Dev's simply doesn't know the meaning of "fun" )
  So please, no more singleplayer mini-game crap in EVE...... Ever... | 
      
      
      
          
          Rekon X 
          Federal Navy Academy Gallente Federation
  47
  
          
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        Posted - 2013.11.07 22:01:00 -
          [264] - Quote 
          
           
          Suomi Khan wrote:Can we please have Ghost sites to NOT use the rediculus mini-hacking game? 
  The only thing worse that waiting for your module to spin around for 5 minuts and then loot a container, is to have to wait while a friend solves this single-player game in a MMO and wait for containers to catch..  Also.. When you multiply the hacking game with the 15-20 containers you find in w-space sites... Lets just say that your current PI minigame is more fun.. (the hacking mini-game shows that your Dev's simply doesn't know the meaning of "fun" )
  So please, no more singleplayer mini-game crap in EVE...... Ever...  
  Somehow it makes the devs feel relevant. It's sad that is all they can come up with. Guess you have to go with what you're capable of. | 
      
      
      
          
          Exodus Lied 
          Kiith Paktu Curatores Veritatis Alliance
  31
  
          
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        Posted - 2013.11.08 01:21:00 -
          [265] - Quote 
          
           
          Quote:On the gameplay side, the sites are designed for fast-paced, often dangerous action, and may reward you (if you are quick and lucky) with items that either complement the speed of your vessel or assist in claiming your own area of space while trying very hard to avoid detection.  
  Sounds pretty fun! Would have been nice to see this sort of game play in conjunction with DED Plexes, but I suppose this will do. There has to be some sort of catch.
 
 Quote:Your objective, if you wish to risk life and limb (well ... your crew's lives and limbs) is to hack your way into the sites 4 research facilities...  
 
 
 
 
  Ah! You almost got me! Almost though these were going to be cool; something to break up the monotony of constantly crushing rats to get enough money to buy new PVP ships. 
  You know, we don't even bother to run the hacking/relic sites as it is anymore. The have literally become the butt of every mean spirited joke told about CCP and EVE.
  Well at least you wont have to worry about losing too many players over it since all the explorer people already left after the changes to the hacking and relic sites last "upgrade" . As for me, just another site to add to the growing list of sites to ignore.
  Could have been cool, CCP. Could have been real cool... But you let us down again. Kind of sad that I have learned to expect this sort of thing. | 
      
      
      
          
          7enn 
          Center for Advanced Studies Gallente Federation
  19
  
          
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        Posted - 2013.11.08 01:32:00 -
          [266] - Quote 
          
           
          http://xkcd.com/1112/ | 
      
      
      
          
          Exodus Lied 
          Kiith Paktu Curatores Veritatis Alliance
  31
  
          
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        Posted - 2013.11.08 02:02:00 -
          [267] - Quote 
          
           
          7enn wrote:http://xkcd.com/1112/  
 
  I know right! Its too bad that DEVs will never open a link that isn't to another CCP/EVE site. 
  Eve should be more like chess. Where skill and strategy over shadow luck. Hacking stands in stark contrast to skill and strategy.
  Think if chess was played that way. Say you want to move the knight in to checkmate the other player. However, in order to move the piece you have to play a mini-game. A maze filled with few helpful components and numerous counter productive components; never the same, always random. If you are lucky enough (because there is no map or formulated way to solve these mazes) you can reach the end and move your piece. If you are unlucky the counter productive components will kick you out of the maze. Don't worry though, you get two tries. If you fail the second time, you lose your piece. Not because you planed poorly or your opponent was better than you; no, you lost your piece because you weren't lucky enough to find the end of the maze.
  I wish CCP would realize that the more skill, the more strategy, that you put in to a game the better it is. The more luck of the draw that you put into a game the worse it is.
  But CCP doesn't listen. Before you know it, there will be a Panda upgrade in some feeble attempt to gain some sort of member base. Because Pandas are cool, right?
  http://www.rockpapershotgun.com/2013/05/09/so-it-goes-world-of-warcraft-loses-1-3-million-more-subs/
  Guess not.
  If things don't change, that's EVE in about a year. | 
      
      
      
          
          ASadOldGit 
          School of Applied Knowledge
  220
  
          
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        Posted - 2013.11.08 03:36:00 -
          [268] - Quote 
          
           
          Exodus Lied wrote: Eve should be more like chess. Where skill and strategy over shadow luck. Hacking stands in stark contrast to skill and strategy.
   Fair enough, but at least there is a bit of skill required now, compared to the old version that required you to click a button and wait for a prize generated through random chance.
  Do you (or anyone else) have any suggestions for how an archaeology-type activity could be made that involves both player skill & character training, that can be scaled easily, and doesn't require you to get out of your spaceship, and wouldn't have the solution posted to eve-survival.org within 5 minutes?
  Not intending to criticise your point of view or anything - just stating that if it wasn't really difficult to do, it would've been done already.
  An idea I would be open to (for an archaeology concept), is that each site contains clues to other sites, and over time, you build up a picture of a past event and potential treasures of some sort - basically a treasure hunt. Unfortunately, many players want their reward NOW and don't want to go searching around the galaxy for it. It also wouldn't scale well with thousands of players doing the same thing.  
  Were you thinking along the lines of still having the mini-game, but one that involves strategy rather than random clicking; perhaps an AI that actively reacts to your moves intelligently, forcing you to get creative?
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          Exodus Lied 
          Kiith Paktu Curatores Veritatis Alliance
  31
  
          
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        Posted - 2013.11.08 04:54:00 -
          [269] - Quote 
          
           
          This should be fun.
 
 ASadOldGit wrote:Exodus Lied wrote: Eve should be more like chess. Where skill and strategy over shadow luck. Hacking stands in stark contrast to skill and strategy.
  Fair enough, but at least there  is a bit of skill required now, compared to the old version that required you to click a button and wait for a prize generated through random chance.  
  Well that is not really true. You have to look at the site as a whole. Yes the activation of the modules portion may be "less skillful" than the current way of doing things. Not to say that there is much skill involved by blindly reaching into the white sock drawer and trying to pull out the single black sock (to quote an old math problem).
  The old sites had rats. Not to say that there aren't enough ratting sites as it is. Depending on where you are, the rats would be harder or easier. Some areas that had the good stuff needed a fleet of people just based on the fact that if you were to lose a mid slot on your ship then you wouldn't be able to tank the rats on your own. 
  Now days you can run the sites in a frig with little to no worries (CCP officials have assured me that rats can spawn anywhere) . The most skill involved is trying to collect the loot spooge that sprays out of... well you know where. And even that is dumb. It is not good enough that you were lucky and finished the maze; now you have to be the worlds best soccer player to round up as many of the balls of loot spooge you can always knowing that you wont get most of them. You just have to make sure you grab the right ones. All this means is that the idea of not being rewarded for doing every thing right a possibility but it almost makes it a standard. I could go into the psychological effects of not being rewarded for work but i only have about 3000 characters left at this point and a lot more to write.
 
 ASadOldGit wrote:Do you (or anyone else) have any suggestions for how an archaeology-type activity could be made that involves both player skill & character training, that can be scaled easily, and doesn't require you to get out of your spaceship, and wouldn't have the solution posted to eve-survival.org within 5 minutes? Not intending to criticise your point of view or anything - just stating that if it wasn't  really difficult to do, it would've been done already. An idea I would be open to (for an archaeology concept), is that each site contains clues to other sites, and over time, you build up a picture of a past event and potential treasures of some sort - basically a treasure hunt. Unfortunately, many players want their reward NOW and don't want to go searching around the galaxy for it. It also wouldn't scale well with thousands of players doing the same thing.   Were you thinking along the lines of still having the mini-game, but one that involves strategy rather than random clicking; perhaps an AI that actively reacts to your moves intelligently, forcing you to get creative?  
  Yeah, it is that easy. Here is what I thought of just sitting here:
  Multiple ship hacking. 
  Say that every container needs a certain amount of (for example) processing. Now make new modules (Tech 1, Tech 2, faction, small medium and large) each with x amount of processing power scaled appropriately. Limit 1 module per ship and have fitting requirements where large modules can not be fit on small ships (like turrets and the like). There will be rats. These sites belong to their faction right? So it makes sense that they would have guard ships there.
  How it would work:
  Say that there is a container that requires 10 units of processing to unlock. Small modules produce 1 unit of processing, medium produce 5 and large produce 10. So you could use 10 frigs, or 2 cruisers, or one battle ship. As the loot in the containers get better it become harder to break into with an increase of number of processing units to break into the container as well as resistance of rats.
  Each container will open like a jet can would. No loot spooge... ever. EVER!
  This will force players to form fleets. Not to say that some sites couldn't be run alone but the ones in low and null security will have better loot and therefore will need to be harder. If you say that there is no skill in fleets then you must be an AFK miner. Outside of the market, fleets are one of the hardest skills to master.
  On top of that there will be skills to use the modules, maybe some advanced skills to add bonuses to the modules. Maybe there could even be a new line of ships that bonus the modules. Perhaps just re-purpose some old ships.
  No luck involved, just skill.
  It's not perfect but its better than a mini-game. I shouldn't have to help my ship do it's work. I would hate to lose a ship because I didn't play the missile launching mini-game right. The mini-game is a bad sign of things to come. I said that last time when this first came up during the launch of Odyssey. It leaves way too much to chance and there is no way to bypass it with skills (both in game and personal).
  Where the Mini-game would be good is if they ever get the stations open there can be things like slot machines or gambling rooms, ect.... I think it would be fun to be able to enter other people's rooms with out them letting you in and in side the station you don't have your ship to do the work for you. That would be a perfect place for a mini-game hacking scenario. | 
      
      
      
          
          Cryo Kool 
          Tax Holiday
  20
  
          
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        Posted - 2013.11.08 07:03:00 -
          [270] - Quote 
          
           
          Suomi Khan wrote:Can we please have Ghost sites to NOT use the rediculus mini-hacking game? 
  The only thing worse that waiting for your module to spin around for 5 minuts and then loot a container, is to have to wait while a friend solves this single-player game in a MMO and wait for containers to catch..  Also.. When you multiply the hacking game with the 15-20 containers you find in w-space sites... Lets just say that your current PI minigame is more fun.. (the hacking mini-game shows that your Dev's simply doesn't know the meaning of "fun" )
  So please, no more singleplayer mini-game crap in EVE...... Ever...  
  They should have added the ability of the 2nd pilot to assist in the hack or play an instanced version of the game, spewing loot when either pilot finishes. Having a 2nd player along would be infinity more interesting if when they activated their hacking mod on you, or the container, while you are hacking that it adds to your virus strength and coherence. | 
      
      
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