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Author |
Thread Statistics | Show CCP posts - 24 post(s) |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
108
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Posted - 2015.10.03 01:55:23 -
[1] - Quote
CCP RedDawn wrote:Hello all. * All Ghost and Besieged Covert Research Facility exploration sites now require the use of the Data Analyzer module.
This stands out to me as the only bad change, forcing us to use that module. If you make the rewards in Data sites worthwhile, we'll fit it or drop a depot, but making this arbitrary distinction feels out of place.
Apart from that snag, I wanted to say thanks for improving Data sites and COSMOS drops. It's something that has been asked for many times and I'm glad to see it in game at last. |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
108
|
Posted - 2015.10.03 21:09:20 -
[2] - Quote
Kayden Katelo wrote:CCP RedDawn, as a very long time explorer I am very grateful you are actively looking into Data/Relic sites and making improvements. Most changes proposed are great. Your reversal on the Besieged sites is very appreciated. The use of data analyzer on Ghost sites is a good move.
I would echo one request, please make Ghost sites sigs and not anoms. It ought to have been this way from the beginning and may help increase their value.
I hope exploration will play a meaningful role in Citadel construction. Currently it is very disappointing that hacking will play no role is citadel destruction loot recovery nor dead stick removal. There is a huge loss of gaming potential here.
Actually, this would be very welcome. I usually pass up Ghost sites because I have anoms turned off while exploring, since they are so numerous and clutter the list (:cough: get rid of the ****** anoms :cough:). I realize you want Ghost sites to draw more poeple into exploration by making them appear as anoms, but what I usually see is that anom runners ask each other what they are, scratch their heads and ignore them, while explorers passing through often miss altogether.
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Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
108
|
Posted - 2015.10.04 00:27:36 -
[3] - Quote
Chance Ravinne wrote:Kel hound wrote:CCP RedDawn wrote:Stjornuvindur wrote:Impressive feedback response :D and some good changes accepting the pointlessness of some of these sites.
Can we confirm we are switching from Relic OR Data module to ONLY USE data analyser in Ghosts?
Yes I'm still going to update all the Ghost site containers to require the Data Analyzer module only. I've wondered for a long time now - Why do we actually need separate hacking skills and modules for these sites? Other than some minor differences in expected loot drops there is no real discernible difference between a Relic and Data site. Both use the same hacking window, both reward similar loot, both share a similar look and feel. Really, as far as I can tell, the only difference is that one has me hacking a weird tower with a bunch of spinny rings, the other has me hacking a derelict ship. Is it just to make sure we fill at least 2 mid-slots on our probe ships? I don't get it, there's not enough variation to justify splitting up Data and Relic into separate things. I submitted a proposal to merge these skills/modules but right now it doesn't seem feasible... plus perhaps CCP has some cool ideas for further differentiating them in the future. I'm also curious what the explorers here think about cargo scanners in exploration sites?
I personally wish there wasn't a need for them, people use them to avoid wasting time flying around for empty cans. Relic sites right now have pretty well spread loot so you can eschew it, but Data often has one good can and a lot of very crappy ones, so the cargo scanner is a must.
Same with ghost sites, there is not enough time to hack all the cans so the scanner is a must to avoid picking the wrong cans to hack. It can be argued, however, that this makes you choose what loot you want before the site blows up, so ti's not as bad as with Data sites where you just waste your time, no choice involved.
tl;dr: either make it unnecessary to cargo scan or leave it as it is. Restricting its use would turn Ghost sites into a roulette.
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Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
114
|
Posted - 2015.10.05 10:16:34 -
[4] - Quote
Jeremiah Saken wrote: PvP? In covop frig? They are for scanning not fighting.
The Astero begs to differ. And any of the cruisers (T3s and Stratios) are more than capable of fending off frigates even while fit for exploration. |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
117
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Posted - 2015.10.05 14:52:12 -
[5] - Quote
CCP RedDawn wrote: Indeed it was. Both of us designed the hacking game and have continually pushed to have our full vision of it realised. What's out there on TQ right now is far from how we originally intended it to be.
That explains quite a few things. I'd love to know how "done" it is from your pov, but I realize you might now want or be allowed to share that tidbit.
I also wanted to thank you for listening to us, and for the fast answers. It's really comforting to know this part of the game I so enjoy is not forgotten. |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
127
|
Posted - 2015.10.12 15:27:57 -
[6] - Quote
I'm going to use this thread to shamelessly restate an old annoyance of mine: Restoration Nodes. I am no longer too frustrated with them but only because I have such a specialized fit for Relic sites that I can brute-force through most puzzles involving them, but I still believe their implementation to be bad, and here's why.
This one node is the only one that has no gameplay around it. You simply must attack it straight away or it will overheal other nodes to unholy amounts. Even attacking it right away means taking a hit, 2 if you're using a T1 hacking module, and suffering the heal effect the corresponding number of times. With any other node I can plan around it, decide to use a consumable or hit it right away. This one has no such decision-making, since the effect is way too powerful.
-But muh Virus Supressors!- I hear you cry. These are a slightly different beast, since they don't keep dicking you after their initial effect. Here you do have a real decision: keep exploring with the risk of running into something and not having all your Virus Strength, or lose Coherence to destroy it.
My suggestions on how to change it: - Make Res. Nodes not heal when you're attacking them. You already take damage from the node itself, no need to also add coherence to the Firewall next to the Core. - Make restoration nodes be unable to overheal so much. At the moment the cap is somewhere in the vicinity of 400 coherence iirc, if you lower it to a more resonable level, say 1.5x-2x the original coherence of a node, then leaving the Res. Node alive will be just a risk, not a instant loss.
I realize this might be a lot of work and part of you initial design for the minigame that had to be left in an incomplete state. I will also reiterate that I no longer rage so much these things since I found a way around them, but it would be nice to have this particular detail iterated on if you find the time. |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
129
|
Posted - 2015.10.13 10:05:02 -
[7] - Quote
CCP RedDawn wrote: If I get around to introducing new flavours of subsystems, I'll be sure to look into the thought of changing the Restoration node to only boost when not being attacked.
Thanks! 
Chris Daylight wrote:??? Well there goes the world wide roaming ghoast site ship fit out the airlock, I tougth they were hard enougth to find already.
Ghost sites are so rare that a dedicated ship just for them is, quite honeslty, a silly idea. If you read the posts before that announcement, you'll find plenty of reasons to move them to signatures and how that could, hopefully, increase the number of them done by dedicated explorers as opposed to ratters blowing them up out of ignorance. |
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