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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Jinn Aideron
33
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Posted - 2014.05.20 19:34:00 -
[61] - Quote
Here, have some ice-cream, you've been out in the sun too long.
Because of stealth deletes, I desist help testing, engage in features & ideas, forums as a whole for the most part. |
Guth'Alak
EVE University Ivy League
10
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Posted - 2014.05.20 19:53:00 -
[62] - Quote
Moth Eisig wrote:Sophaya Fortelleren wrote:I always liked the idea of the loot spill being a 'punishment' for not succeeding in the hack. So instead of getting some good stuff, you get (mostly) trash and it gets literally thrown in your face. The loot distribution would have to be completely random or the failure loot spew would have to contain only a small amount of the full loot for this to be even remotely viable. Otherwise a character with nothing but a rookie ship and basic scanning/hacking skills could head out to null and make hundreds of millions by just failing on purpose and grabbing the valuable loot anyhow.
Heres how i could see this working: each can requires 2 attempts. if you fail once, you get loot spew with only 50% of the loot. if you fail both, the can blows up and you get nothing. if you win both, you get 100% of the loot conveniently from the container.
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Seamus Donohue
EVE University Ivy League
54
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Posted - 2014.05.20 19:59:00 -
[63] - Quote
CCP, for the history during which loot spew was in effect, what was the proportion of loot that was collected and what was the proportion that was lost to decay? How do these proportions vary by the specific item type? Survivor of Teskanen. -áFan of John Rourke.
I have video tutorials for EVE Online on my YouTube channel: http://www.youtube.com/user/SeamusDonohueEVE |
DeMichael Crimson
Republic University Minmatar Republic
26384
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Posted - 2014.05.20 21:50:00 -
[64] - Quote
Daenna Chrysi wrote:CCP Bayesian wrote:Sisi should be updated today and I went and pulled the trigger to remove the loot scattering mechanic from the Exploration Sites. I've also reverted most of the doubled rewards. Some need to be done manually by our designers so consider what you're getting out of the sites as WIP. It works pretty much as before but with the Hacking mechanic remaining. Simply hack the site to gain access to the cargo hold of your target.
We've tested quite a lot internally but there are likely to be some rough edges somewhere. Any feedback you guys can give me is greatly appreciated. dont revert the doubled rewards, but make the sites immune to cargo scanner, so players cant pick the cream of the crop but have to work for it by hacking all containers to see what is in them. I agree 100%.
The problem with an influx of loot crashing Market Prices isn't due to a large amount of players doing exploration, it's due to a large amount of explorers cherry picking and blitzing exploration sites.
Instead of reducing the loot table, just remove the ability to cargo-scan the hacking containers thus requiring players to complete the entire site, not just a couple of select containers.
Expedition, DED and non-rated Combat sites should have the NPC Commanders and Overseers spawn after all other NPC defenders within the site have been destroyed.
Also acceleration gates requiring a special key for access need to have a second key type available for access. For example the Angel DED 1/10 and 2/10 sites do not have an alternate key type to access the gates like the Watch and Vigil sites have.. Speaking of the Angel DED 1/10 site, it seriously needs to have some Faction loot added to it's loot table.
Speaking of loot tables, when are Rogue Drones going to get the loot table that was promised back when you guys thought it was wise to remove Alloys and Compounds?
Anyway, I'm glad the loot spew is being removed, I never liked that mechanic. However, I still won't be doing the hacking sites due to the click fest mini hacking game.
DMC Faction Standing Repair Plan | California Eve Players | (Proposal) Bring Back 'The Endless Battle' Missions |
Jeremiah Saken
The Fall of Leviathan
51
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Posted - 2014.05.20 22:01:00 -
[65] - Quote
Guth'Alak wrote:Heres how i could see this working: each can requires 2 attempts. if you fail once, you get loot spew with only 50% of the loot. if you fail both, the can blows up and you get nothing. if you win both, you get 100% of the loot conveniently from the container.
So 7 cans on grid an we have to hack them 14 times to get 100% loot. It's exploration, not hacking in space. No.
DeMichael Crimson wrote:The problem with an influx of loot crashing Market Prices isn't due to a large amount of players doing exploration, it's due to a large amount of explorers cherry picking and blitzing exploration sites.
Instead of reducing the loot table, just remove the ability to cargo-scan the hacking containers thus requiring players to complete the entire site, not just a couple of select containers.
100% agree. Bacon tastes so much better when it's marinated in vegan tears.-á |
DaOpa
Static Corp
35
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Posted - 2014.05.20 22:19:00 -
[66] - Quote
Greetings,
I just tested Multiple COSMOS STATIC Complexes in ZIMSE, APHI and GARISAS
All seem to be working correctly with loot spew gone.
DaOpa's EVE Fansite ||Wormhole Database / Wormhole Systems Lookup Tool ||Live Streamer at twitch.tv/daopa |
ShadowBlood Sentinel
Royal Amarr Institute Amarr Empire
1
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Posted - 2014.05.20 22:52:00 -
[67] - Quote
While I understand how CCP arrived at this 50% figure, being that loot was buffed when loot spew was added; i believe that this is now outdated consider how much the economy as evolved around this profession.
I do agree that with removing loot spew, some loot table nerf is necessary. However, I don't think 50% is realistic. A 10-20% nerf would be more acceptable in my view.
Most of the isk made in this profession of Relic and Data sites comes from low and null sec. Making it a high risk profession, with moderate time investment (probing, hacking, travel) on some level comparable with DED sites. Although on average, more time is spent in DED sites compared to exploration site, while more time is spent traveling in between exploration sites than in DED sites (on average).
If CCP feels that the profit vs. effort ratio isn't correct. I believe that there are alternatives than nerfing the loot table by 50%. Nerfing the loot table by 15%, or adding new skills to the profession to increase the investment curve of the profession (Archaeology and Archaelogy Expertise for example). I heard others propose making the cans in Relic and Data sites unscannable by cargo scanners, forcing pilots to complete the whole site to make sure they got all exception and unique loot, thus increasing the time invested to reward ratio (this may be not as practical). The point being there are other options available.
I'm sure there are many in the exploration community that agree with me.
P.S.
While CCP is working on these sites can they please reduce the m3 size of datacores from 1m3 each to .1m3 each? I not aware of any reason why they need to be this size. I find it slightly ridiculous that in some sites I would have to have a secondary character in a hauler just to carry around the total loot of just one site (this is just the profitable loot, not counting the rest).
"I make my home in the stars, the shadows my adventure." |
Conjaq
Imploding Turtles Rising in Outerspace Gravity Fatal Ascension
9
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Posted - 2014.05.20 23:15:00 -
[68] - Quote
DeMichael Crimson wrote:Daenna Chrysi wrote:CCP Bayesian wrote:Sisi should be updated today and I went and pulled the trigger to remove the loot scattering mechanic from the Exploration Sites. I've also reverted most of the doubled rewards. Some need to be done manually by our designers so consider what you're getting out of the sites as WIP. It works pretty much as before but with the Hacking mechanic remaining. Simply hack the site to gain access to the cargo hold of your target.
We've tested quite a lot internally but there are likely to be some rough edges somewhere. Any feedback you guys can give me is greatly appreciated. dont revert the doubled rewards, but make the sites immune to cargo scanner, so players cant pick the cream of the crop but have to work for it by hacking all containers to see what is in them. I agree 100%. The problem with an influx of loot crashing Market Prices isn't due to a large amount of players doing exploration, it's due to a large amount of explorers cherry picking and blitzing exploration sites. Instead of reducing the loot table, just remove the ability to cargo-scan the hacking containers thus requiring players to complete the entire site, not just a couple of select containers. Expedition, DED and non-rated Combat sites should have the NPC Commanders and Overseers spawn after all other NPC defenders within the site have been destroyed. Also acceleration gates requiring a special key for access need to have a second key type available for access. For example the Angel DED 1/10 and 2/10 sites do not have an alternate key type to access the gates like the Watch and Vigil sites have.. Speaking of the Angel DED 1/10 site, it seriously needs to have some Faction loot added to it's loot table. Speaking of loot tables, when are Rogue Drones going to get the loot table that was promised back when you guys thought it was wise to remove Alloys and Compounds? Anyway, I'm glad the loot spew is being removed, I never liked that mechanic. However, I still won't be doing the hacking sites due to the click fest mini hacking game. DMC
This.. So much this, can't say I agree with the need to kill all npcs before a commander spawns, but having a look on exploration whole not be a bad thing.
Simple stuff as making a guarantee on unrated ded sites to escalate fully, or have a guaranteed dead space module drop(or even just the tokdn) .. Would go a long long way to make exploration way better.... On that note, why was the 9\10 plexes changed to not always escalate?
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Domanique Altares
Rifterlings Point Blank Alliance
2754
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Posted - 2014.05.20 23:34:00 -
[69] - Quote
CCP Affinity wrote:After talking with CCP Bayesian, we think you have all made some good points and we agree with you, the 'halving' of the loot tables may be a bit harsh. We will take a look at it again and boost them a bit and get back to you with specifics :)
Perhaps for once you might try being reactive, rather than proactive. CCP seems to have an affinity (pun not intended) for trying to game the system before you even have the result of one change in hand.
The last time you fooled around with this we were repeatedly told 'Oh, don't worry explorers! We'll adjust things so that your income doesn't suffer.' Except that it did, because sites were spewing invention and T2 salvage loot into the hands of fresh explorers like no one's business; the cargo scanner cherry picking is the only thing that kept a dedicated explorer making decent isk. (I freely admit to abusing the cargo scanner mechanic. It's there, so I use it. I would not be sad to see it gone, and would prefer if it was. DMC has already pointed out that the desire to cheat the loot lottery crashed the market.) Rifterlings pirate corporation is now recruitng members for lowsec PvP operations. Newbie friendly, free T1 frigate and dessy hangar, solo tutoring and PvP classes for new members. Join our in game channel 'weflyrifters' and speak to a recruiter today. |
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
47
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Posted - 2014.05.21 01:41:00 -
[70] - Quote
excuse me for an odd question,
which update (Kronos / Crius) will this change be focus to arrived at? as it is not stated at the topic. |
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Nicola Arman
Mining and Explorations Nuevo Imperio Galactico
37
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Posted - 2014.05.21 02:33:00 -
[71] - Quote
It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions! |
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
47
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Posted - 2014.05.21 04:29:00 -
[72] - Quote
Nicola Arman wrote:It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions!
+1 this idea
reward for prefect hack |
George Gouillot
Eleutherian Guard Villore Accords
16
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Posted - 2014.05.21 05:56:00 -
[73] - Quote
Nicola Arman wrote:It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions!
That is a brilliant idea! +1 |
Rivr Luzade
Coreli Corporation Ineluctable.
529
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Posted - 2014.05.21 07:16:00 -
[74] - Quote
ShadowBlood Sentinel wrote:While I understand how CCP arrived at this 50% figure, being that loot was buffed when loot spew was added; i believe that this is now outdated considing how much the economy as evolved around this profession.
I do agree that with removing loot spew, some loot table nerf is necessary. However, I don't think 50% is realistic. A 10-20% nerf would be more acceptable in my view.
Most of the isk made in this profession of Relic and Data sites comes from low and null sec. Making it a high risk profession, with moderate time investment (probing, hacking, travel) on some level comparable with DED sites. Although on average, more time is spent in DED sites compared to exploration sites, while more time is spent traveling in between exploration sites than in DED sites (on average).
If CCP feels that the profit vs. effort ratio isn't correct, I believe that there are alternatives than nerfing the loot table by 50%. Nerfing the loot table by 15%, or adding new skills to the profession to increase the investment curve of the profession (Archaeology and Archaelogy Expertise for example). I heard others propose making the cans in Relic and Data sites unscannable by cargo scanners, forcing pilots to complete the whole site to make sure they got all exceptional and unique loot, thus increasing the time invested to reward ratio (this may be not as practical). The point being there are other options available.
I'm sure there are many in the exploration community that agree with me.
P.S.
While CCP is working on these sites can they please reduce the m3 size of datacores from 1m3 each to .1m3 each? I not aware of any reason why they need to be this size. I find it slightly ridiculous that in some sites I would have to have a secondary character in a hauler just to carry around the total loot of just one site (this is just the profitable loot, not counting the rest).
"I make my home in the stars, the shadows my adventure."
In addition to this, reducing the loot drop amount in light of the recent changes to freighters would be extremely harmful to freighter pilots. Even with the current prices it already costs a fortune to rig freighters; reducing the loot availability and thus increasing prices even further is outrageous. Not to mention Invention: the current standard is the usage of Symmetries and Parities. Decreasing their and decryptor/datacore (yes, I fill my needs only via exploration) drop rate significantly in combination with the horrendous coming changes in Crius, would have highly negative effects on this part of the game as well.
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CCP Bayesian
1084
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Posted - 2014.05.21 08:35:00 -
[75] - Quote
As said earlier the loot in the cans is a WIP, expect it to change again very soon and thanks for the valuable feedback.
People that have raised technical issues, thanks, those are also in the process of being investigated and fixed. EVE Software Engineer Team Space Glitter |
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Ra'Shyne Viper
Dissident Aggressors Mordus Angels
88
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Posted - 2014.05.21 08:55:00 -
[76] - Quote
Nicola Arman wrote:It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions!
Bingo
DUST 514 player
Ingame name: Vin Vicious |
Kateryna I
Lords Of The Universe Exiled Ones
1
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Posted - 2014.05.21 09:37:00 -
[77] - Quote
Nicola Arman wrote:It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions!
this indeed sounds like a remarkable idea, no need to change the loot spew implant in this case, and extra reward for being good and incentive to skill up And the value of stuff wouldn't dip as much either, all around win.
And it goes in line with the ghost sites as well, first attempt, access the can, no second attempt in this case Polish PVP corp looking for members to have some fun together. Join me! Check our KB |
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CCP Bayesian
1084
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Posted - 2014.05.21 10:27:00 -
[78] - Quote
The problem with that idea is that it means there is an incentive for people who aren't interested in hacking or exploration as such to come in and fail in order to get the loot out. It's mitigatable but ultimately we'd be leaving a mechanic in that doesn't quite fit into EVE's interaction scheme.
I'm personally much more of a fan of making the reward you get out proportional to how well you complete the hack. The idea floated by someone earlier of having to find 'loot nodes' is along the same lines of future ideas for hacking (here and elsewhere) I have. EVE Software Engineer Team Space Glitter |
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Loraine Gess
Confedeferate Union of Tax Legalists
324
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Posted - 2014.05.21 10:31:00 -
[79] - Quote
CCP Bayesian wrote:The problem with that idea is that it means there is an incentive for people who aren't interested in hacking or exploration as such to come in and fail in order to get the loot out. It's mitigatable but ultimately we'd be leaving a mechanic in that doesn't quite fit into EVE's interaction scheme.
I'm personally much more of a fan of making the reward you get out proportional to how well you complete the hack. The idea floated by someone earlier of having to find 'loot nodes' is along the same lines of future ideas for hacking (here and elsewhere) I have.
If so, could you please make the differences between T1 and T2 hacking/archaeology less dramatic, or otherwise introduce a middling step? The echelon is a pretty interesting hacking platform, the problem being I see no tactical use for it... because all it can do is hack. And die, I suppose. |
Bad Bobby
Bring Me Sunshine In Tea We Trust
458
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Posted - 2014.05.21 10:54:00 -
[80] - Quote
CCP Bayesian wrote:The problem with that idea is that it means there is an incentive for people who aren't interested in hacking or exploration as such to come in and fail in order to get the loot out. I think what he was suggesting is:
If you FAIL the hack twice the can explodes.
If you SUCCEED in the hack on your second attempt you get the loot spew.
If you SUCCEED in the hack on your first attempt you get all the loot, without spew.
So there would be no loot received for failure and therefore no incentive to fail (other than the possibility of griefing another explorer).
CCP Bayesian wrote:I'm personally much more of a fan of making the reward you get out proportional to how well you complete the hack. The idea floated by someone earlier of having to find 'loot nodes' is along the same lines of future ideas for hacking (here and elsewhere) I have. I think "loot nodes" or something of that ilk is a fine idea. I don't think the two ideas are exclusive however, as you can have loot nodes to determine the quantity of loot and the 1st/2nd chance mechanic determine the manner in which that loot is delivered. |
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Loki Feiht
Feiht Family Clan
188
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Posted - 2014.05.21 11:11:00 -
[81] - Quote
Loot spew graphically is really nice but the mechanic wasn't very good, I would think if they added the loot spew graphic to containers coming out of wrecks it would be a nice look as long as they didn't expire within 30 seconds lol (for anything that doesnt stay inside the wreck that is) More NPC - Randomly Generated Modular Content-áthread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |
Anita1
Meinungsfreiheit
14
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Posted - 2014.05.21 11:32:00 -
[82] - Quote
good thing you are removing it, now remove the useless klicking game too and everything is perfect
the hacking game like it is, is just useless wasted time, you guys need to thing about a reason to do that, like if you are good you get more loot, if you fail you only get half of it, something which makes it worth to klick around |
Altrue
Exploration Frontier inc Brave Collective
1172
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Posted - 2014.05.21 11:32:00 -
[83] - Quote
CCP Bayesian wrote: I'm personally much more of a fan of making the reward you get out proportional to how well you complete the hack. The idea floated by someone earlier of having to find 'loot nodes' is along the same lines of future ideas for hacking (here and elsewhere) I have.
That would be awesome!
I'm entierly in favor of multiple loot nodes spread out on the "board" instead of one boss that you have to find. It would help ease the random (and unfair because you have zero way to avoid that with player skills/knowledge) side of having to find THE boss to get all the loot.
It happened to all of us I think to clear all the board but two or three nodes protected by firewalls... with the boss hiding behind one of these.
I'd suggest you remove the boss entierly and instead spread out multiple loot nodes on the hacking minigame. It would actually reward higher skills beucause you'd have an incentive to push the hacking at the limits of your virus to find as many loot nodes as possible. Way more interesting in my opinion. Of course you'd have a button available to disengage the hack as soon as you open at least one loot node. (or two or three... it could even be dependant on the T1/T2 module and/or an implant)
When you dissengage, you get a reward proportional to how many loot nodes you opened. Could I even dare to suggest that two unused bonuses could equal a bonus loot node?
On an not entierly related topic -but since we're talking about the hacking minigame lets push it forward to improve it :D- why not letting the player get a brief hint of the distance of the closest loot node every time he clears a node? (empty node or kill of an ennemy node). So, say, if I click a node, I'd get a floating "2" for only a second that would indicate that the closest loot node is two "jumps" away. It would help add a slight element of player skill (here: deduction and memory) instead of just randomly clicking the damn thing... Signature Tanking - Best Tanking. Beware the french guy!
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Edward Olmops
Sirius Fleet
191
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Posted - 2014.05.21 11:57:00 -
[84] - Quote
CCP Greyscale wrote: During the lowsec roundtable at Fanfest, we were discussing the merits of lowsec, and someone said "a great thing about lowsec is that it's one of the best-connected areas of space".
CCP Bayesian wrote: I'm personally much more of a fan of making the reward you get out proportional to how well you complete the hack. The idea floated by someone earlier of having to find 'loot nodes' is along the same lines of future ideas for hacking (here and elsewhere) I have.
Somehow it seems like I am not very noticeable. Even the monocle didn't help. :-/ Maybe I should consider a career as a spy? Whatever.
Just had another idea regarding loot nodes: It would be possible to preserve the interesting part of the current gameplay that favors smart players (cargo scanning before, cherry picking/decisions in limited time based on loot and can types).
When the hacking board appears, all nodes could belong to visibly different categories. Simple example analogue to current loot spew: There are data nodes (blue), material nodes (green), parts nodes (brown), Equipment nodes...
You can scan the cans before to know what is inside. The board gives you a rough idea what might be hidden where (through colours/symbols of the nodes), but no exact position (you are looking for a specific blueprint, but there are 10 data nodes on the board, the right loot node might be any of them.
Then it would also be possible to have different danger levels/hacking difficulties associated with the different node classes or even specific loot items! Example: data nodes always have a higher chance to contain a Firewall. Or: if there is a Faction POS module BPC under a data node, there will also always be 1-2 extra defensive nodes hidden under data nodes.
That would require players to make somewhat more complex decisions... When you are on low health, will you risk unveiling more of the dangerous nodes to get the jackpot or avoid those and search for the exit first?
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Guth'Alak
EVE University Ivy League
13
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Posted - 2014.05.21 12:19:00 -
[85] - Quote
another possibility would be to have the loot spew depending on your coherence %. if you finished the hack above 50% health, then you get direct access. if you finished under that then you get loot spew. |
Owen Levanth
Federated Deep Space Explorations
153
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Posted - 2014.05.21 12:32:00 -
[86] - Quote
Guth'Alak wrote:another possibility would be to have the loot spew depending on your coherence %. if you finished the hack above 50% health, then you get direct access. if you finished under that then you get loot spew.
I like this, it would give people more reason to use rigs and implants giving a bonus to coherence. Also it would make it possible for CCP to add rigs and implants giving a bonus to virus strength instead, since it wouldn't immediately obsolete coherence-bonuses anymore: You would have to decide what's more important: Faster hacking or more loot. |
Orla- King-Griffin
Var Foundation inc.
56
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Posted - 2014.05.21 12:40:00 -
[87] - Quote
Nicola Arman wrote:It's very sad to see development time wasted with the removal of the spew...
Successful attempt = No spew, all loot earned First Failure = Spew loot 2nd Failure = Explosions! Ha! That's fantastic! Absolutely this+1 good sir. |
Guth'Alak
EVE University Ivy League
13
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Posted - 2014.05.21 12:56:00 -
[88] - Quote
i think its evident that many people actually want the loot spew to stay in the game but only as the result of a failure in some way. it only makes sense that success should result in the much preferred direct access, as with the current ghost sites. |
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CCP Bayesian
1087
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Posted - 2014.05.21 14:01:00 -
[89] - Quote
Could we move discussion of improvements to the Hacking mechanics elsewhere. This thread needs to stay on topic so we can collect feedback about the changes we're making right now. EVE Software Engineer Team Space Glitter |
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BigWolfUK
Ewoks of Fire
2
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Posted - 2014.05.21 14:04:00 -
[90] - Quote
ShadowBlood Sentinel wrote: P.S.
While CCP is working on these sites can they please reduce the m3 size of datacores from 1m3 each to .1m3 each? I not aware of any reason why they need to be this size. I find it slightly ridiculous that in some sites I would have to have a secondary character in a hauler just to carry around the total loot of just one site (this is just the profitable loot, not counting the rest).
Dropping datacore m3 would be nice :) |
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