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Author |
Thread Statistics | Show CCP posts - 24 post(s) |
Marech Bhayanaka
Misfits United I N G L O R I O U S
58
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Posted - 2015.10.06 23:20:04 -
[121] - Quote
Xerxes Fehrnah wrote:I do not understand why relic and data sites ever dropped differing levels of loot. One is not easier than the other. They have the exact same risk. I suspect the idea was just to make them have different loot, because variety is interesting. But as soon as you make the loot different, market forces will cause one kind of site to become more valuable than the other.
Marech. |
Omnathious Deninard
Novis Initiis
3201
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Posted - 2015.10.07 02:18:13 -
[122] - Quote
Marech Bhayanaka wrote:Xerxes Fehrnah wrote:I do not understand why relic and data sites ever dropped differing levels of loot. One is not easier than the other. They have the exact same risk. I suspect the idea was just to make them have different loot, because variety is interesting. But as soon as you make the loot different, market forces will cause one kind of site to become more valuable than the other. Marech. Again, relic sites maintain better loot value because Rigs are made for salvage materials and Rigs are constantly being destroyed either by ships or by changing rigs.
Datacores that come from data sites are required for Invention but are able to be farmed from 2 other sources. Decryptors are completely optional for the invention process and thus have fluctuating demand.
If you don't follow the rules, neither will I.
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FT Diomedes
The Graduates Get Off My Lawn
1795
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Posted - 2015.10.08 18:00:42 -
[123] - Quote
Omnathious Deninard wrote: Also as I have been suggesting since the change there must be some form of danger in Data and Relic sites, this would also help to make the sites valuable again as not all players would make it out with there loot, it doesn't need to be in the form of rats but some sort of danger and chance of losing the ship needs to be there, the sleeper sites were a good example of how to make a profitable sites with mostly environmental dangers.
The danger in the sites largely comes from other players. This is a good thing.
Adding some environmental damage is a bad idea, since you just limit what ships the hunters can use.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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FT Diomedes
The Graduates Get Off My Lawn
1795
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Posted - 2015.10.08 18:07:30 -
[124] - Quote
CCP RedDawn wrote:Omnathious Deninard wrote:What are the thoughts on things like volatile pieces of wreckage in Relic sites which can explode and damage the ship, or corrosive gas clouds to slowly damage the entering ship to include some danger to the site.
Or for Data sites, an alarm unit that unless successfully hack will alert rats, or deploy mines to safe guard the data containers. I'm all for changes like this that increase the demand on player ability and potentially harm them if mistakes are made. As long as they're fair. An alarm based Defensive Subsystem inside the hacking UI was one of the initial goals that had to be dropped due to time constraints, but it's something I would like to see revisited in the future. A relic based alternative is something I would like to do in tandem with that change.
All this does is make the sites safer to run, since it means that a hunter cannot sit cloaked in the site.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Valder Ripley
Signal Cartel EvE-Scout Enclave
65
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Posted - 2015.10.09 08:08:07 -
[125] - Quote
CCP RedDawn wrote:Note: The similarities of the Data and Relic hacking game are known, as is the Cargo Scanning/Cherry Picking of containers. Both of these are outside the scope of my free time right now however but are not forgotten.
Fly safe, CCP RedDawn
Well, as a dedicated explorer I don-¦t care too much about the content of loot - I always expect nothing and I never would use a cargo scanner for cherry picking, because I would miss the excitement of the unexpected
Of course I welcome the data site changes, because at the moment the results are usually a little bit unsatisfying.
The most disappointing fact to me is the similarity in hacking the sites (or rather the design of the sites). A great example, how exploring and hacking should be, are the sleeper caches - they are so awesome!
Fly safe and kindest regards from the EvE-Scouts and all members of the Signal Cartel! Valder Ripley o7
Do not go gentle into that good night,
though wise men at their end know dark is right,
rage, rage against the dying of the light.
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J0rj Lmoz
EVE University Ivy League
3
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Posted - 2015.10.09 20:48:19 -
[126] - Quote
Just end the Cherry Picking and make the containers immune to cargo scanners.
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Omnathious Deninard
Novis Initiis
3206
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Posted - 2015.10.10 11:35:17 -
[127] - Quote
FT Diomedes wrote:Omnathious Deninard wrote: Also as I have been suggesting since the change there must be some form of danger in Data and Relic sites, this would also help to make the sites valuable again as not all players would make it out with there loot, it doesn't need to be in the form of rats but some sort of danger and chance of losing the ship needs to be there, the sleeper sites were a good example of how to make a profitable sites with mostly environmental dangers.
The danger in the sites largely comes from other players. This is a good thing. Adding some environmental damage is a bad idea, since you just limit what ships the hunters can use. Most explorers usually lose ships on there way to the site or on there way back to sell the loot, as I have previously stated, most explorers who are doing a hacking site find it a bad practice to do any hacking containers if they are not alone in the system.
If you don't follow the rules, neither will I.
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Kayden Katelo
Mythic Heights
9
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Posted - 2015.10.10 19:05:56 -
[128] - Quote
Cargo Scanners: For data sites, yes. For relic sites, no. Flavor should also be considered. As an archaeologist how could I possibly scan a site (can) and know what is in it? Surely immersion counts for something?
Regarding relic sites, why not include in the loot tables the "texts" that can be found from other PvE activity that describes the various histories of the factions in New Eden? Again to add flavor and further enhance the lore.
Relic and Data modules: I have mentioned this before and will do so again. There was a time when these modules meant something. Their differences actually meant something. Odyssey has homogenized them. Do not blend them into a single module. Iterate on them. Make relic sites OLD. Even a reskinning of the mini game would be an improvement.
Actually, why am I hacking a relic site? Should I not be unearthing that which was lost and forgotten? DO not take away from the game, add to it and iterate.
There was a time what exploration was hard with a high barrier for entry. This kept loot values high. YOu had to choose how far you where going to invest in the profession. There was flavor. Over time changes where made that reduced the "busy" work. This was good. Odyssey then removed the barrier for entry. OK. Everyone can explore. Goal obtained.
Now, lets think about the veterans. Lets consider those that have been playing for more than five plus years. Time to make some elements of exploration hard again please. |
Jeremiah Saken
The Fall of Leviathan
400
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Posted - 2015.10.11 10:19:49 -
[129] - Quote
Kayden Katelo wrote:Regarding relic sites, why not include in the loot tables the "texts" that can be found from other PvE activity that describes the various histories of the factions in New Eden? Again to add flavor and further enhance the lore.(...)Actually, why am I hacking a relic site? Should I not be unearthing that which was lost and forgotten? DO not take away from the game, add to it and iterate... Relic sites are actually salvaging sites, you don't discover anything there.
Kayden Katelo wrote:Now, lets think about the veterans. Lets consider those that have been playing for more than five plus years. Time to make some elements of exploration hard again please. They did. Sleepers sites are for more experienced players.
Kayden Katelo wrote:There was a time what exploration was hard with a high barrier for entry. This kept loot values high. YOu had to choose how far you where going to invest in the profession. There was flavor. Over time changes where made that reduced the "busy" work. This was good. Odyssey then removed the barrier for entry. OK. Everyone can explore. Goal obtained. I agree with you here, but loot from sites is used in economy, for example rigs are more usefull now (it's good for everybody). NPC buy orders make "blue loot" from sleepers site more or less stable (just depend how many you found them).
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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Moac Tor
Cy-Core Industries Stain Confederation
160
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Posted - 2015.10.11 10:28:04 -
[130] - Quote
CCP RedDawn wrote:Note: The similarities of the Data and Relic hacking game are known, as is the Cargo Scanning/Cherry Picking of containers. It would be nice to see some variation between data and relic sites, although I don't see any reason to remove the ability to cargo scan the containers.
Some people like to blitz missions for the LP and others like to run them and salvage all the wrecks. I don't see any reason to remove this and along the same lines I don't see any reason to remove options for running exploration sites.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Moac Tor
Cy-Core Industries Stain Confederation
160
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Posted - 2015.10.11 10:33:05 -
[131] - Quote
Valder Ripley wrote:Well, as a dedicated explorer I don-¦t care too much about the content of loot - I always expect nothing and I never would use a cargo scanner for cherry picking, because I would miss the excitement of the unexpected Quite the opposite. If you scan the container first and find a faction tower or such then you will feel a similar kind of rush that you would get in PvP when you are hacking the container (especially if someone else jumps into system while you are in the middle of the hack).
Why take away options to run exploration sites. If you don't like cargo scanning then you don't have to do so, but there is no need to remove it for others that do prefer to.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Kayden Katelo
Mythic Heights
10
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Posted - 2015.10.11 18:06:25 -
[132] - Quote
Jeremiah Saken wrote:Relic sites are actually salvaging sites, you don't discover anything there.
And it is this that is missing the point. Iterate.
Jeremiah Saken wrote:They did. Sleepers sites are for more experienced players.
That is true. It is also formulaic. Why not develop procedural based sites? Something that cannot be documented and standard operating procedures not created for.
Jeremiah Saken wrote:I agree with you here, but loot from sites is used in economy, for example rigs are more usefull now (it's good for everybody). NPC buy orders make "blue loot" from sleepers site more or less stable (just depend how many you found them).
Loot can be used for whatever the player desires. Economic gain is a major factor but does not need to be the only thing to consider. |
Robert Warner
Back Door Burglars The Otherworld
124
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Posted - 2015.10.11 18:34:03 -
[133] - Quote
CCP RedDawn wrote:Omnathious Deninard wrote:What are the thoughts on things like volatile pieces of wreckage in Relic sites which can explode and damage the ship, or corrosive gas clouds to slowly damage the entering ship to include some danger to the site.
Or for Data sites, an alarm unit that unless successfully hack will alert rats, or deploy mines to safe guard the data containers. I'm all for changes like this that increase the demand on player ability and potentially harm them if mistakes are made. As long as they're fair. An alarm based Defensive Subsystem inside the hacking UI was one of the initial goals that had to be dropped due to time constraints, but it's something I would like to see revisited in the future. A relic based alternative is something I would like to do in tandem with that change.
I am not a relic/data runner myself, but I do notice many new players engaging in the activity and it's also one of the income faucets that draws new players into more dangerous space. This is, I think, a great thing since it encourages players to get their feet wet in what many consider as the 'real EVE experience' . Here they learn how to survive in the dog-eat-dog universe.
It would be nice, however, if the data/relic loot drops could be diversified a little to include some really great sites in dangerous space which entail low risk to run (bearing in mind that mostly newer players engage in the activity - they won't have a fully armed T3 cruiser on the case).
Consider placing some special modules into the highest tiers of relic and data sites, with a focus on data in particular - there is ample room for new 'faction grade' modules where currently no such variants are available. I list a few examples below:
Blueprints for faction micro jump drives Drone implants (yes I know it's controversial, but surely drone speed and drone endurance can be done without impacting ship balance significantly) Some future skill books which will not be seeded onto the market?
It is important that any upgrade to these sites does not simply adjust the quantities of what they already drop, otherwise the only effects will be to shift preference from one type of site to the other or simply manipulate the market value of the dropped items and thus no effect on the engaging player's experience. Coming up with novel items to place into these sites is one means to ensure buyer demand.
At present the higher end sites do not stand out sufficiently from the lower end ones. There's little to call 'unique' about them, to excite the discoverer that he/she might be in for a treat when they see it pop up on their scan.
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Kayden Katelo
Mythic Heights
10
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Posted - 2015.10.11 18:57:00 -
[134] - Quote
I have said in various threads that iteration of existing modules and mechanics is the solution to creating a more rich and dynamic playing environment. Unfortunately I have not been providing ideas for this. Let me correct that now. So let me toss out this idea for people to mull over because in this thread there is an active CCP reader and two CSM readers.
In the distant past archology in EvE was a thing. That evolved into Relic sites. As was pointed out, nothing to discover there just collect your loot. You see, we do not need salvagers on our ships anymore. Once upon that was a thing.
I see an interesting opportunity arising very soon. EvE has all these beautiful planets and some of those have moons. Moons served two purposes: Harvesting and Player Owned Station anchoring. Soon the POS requirements will not need moons unless you are harvesting (unless that is also being changed).
One of the contributing factors to null sec stagnation is that moon resources are stagnant. Moon scans completed years ago are still relevant now as then (Check out Dotlan an scan a moon. It's still the same. Don't take my word for it. Try it). Alliances settled in moon rich regions and fortified them to protect their economies. There have been many fights over moon ownership. Let us kick the ant hill and take a page out of PI: Moon resources are finite. A moonGÇÖs resources last no more than four to six months depending on the intensity of the harvesting. Now the moon is barren, economically unsustainable and will require double or triple the time to recover.
Now I need to go a scan other moons to find what I need. I have to actively seek the resources I need. Or I could hire someone. Maybe my alliance has explorers that can do this.
Planets and moons are interesting heavenly bodies. In our own time we are discovering absolutely fascinating things about them. SciFi writers also imagine amazing things about them. Archaeology would fit beautifully here. Scan a system and discover a cosmic signature. Is it a data site in space? Is it a relic site to be salvage? Could it be an archaeology site on a moon or planet?
Surface based sites on moons could require a player to go into orbit, scan to pinpoint the siteGÇÖs location and once found require a GÇ£digGÇ¥ (variation of the hacking mini game?) to be executed with a chance of loot recovered.
How about all those planets with abandoned PI facilities? Maybe the archaeology signature brings you to a planet. Maybe ice or barren or temperate planets have a great change of archaeology sites? Maybe you can attempt to recover abandoned PI related facilities or loot for economic gain.
TLDR:
Five exploration career variations:
1)Data site recovery. Space based. Data analyzer 2)Relic site recovery. Space based. Salvager (add a mini game variation is desired) 3)Archaeology recover. Surface based. Relic analyzer (add mini game variation) 4)Resources discovery. Moon scans as already being (been) conducted. Service or results to be sold. 5)Mini game for hacking unoccupied POSes (citadels). This is closely related to data recovery. Mini game could be a real challenge. Might make hacking tools something that an explorer could build for themselves if not a market item to be bought and sold.
Finally, remove the 4au spawn restriction. There was a time you need to warp to each planet, use the onboard 4au scanner to determine if anything was about. Over time this was changed to eventually evolve into the Discovery Scanner. Now that the Discovery Scanner is so powerful, why have the old 4au restriction? After all Citadels can be deployed anywhere within a system.
These are the ideas. They can be expanded upon, refined or scraped. One thing is for sure, the basic game mechanics already exist. Why not take advantage of them. Expand exploration into a proper career choice that it once was before Odyssey.
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Sapheni
Black Moon Mining
13
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Posted - 2015.10.11 23:21:07 -
[135] - Quote
CCP RedDawn wrote:
The intention of this change is to hopefully boost the overall value of all Data sites, increase the manufacturing of Storyline modules, increase the demand for Cosmos site blueprints and increase the value of the most commonly dropped building materials.
CCP RedDawn
I might be missing something in your post, but how will these change encourage manufacturing more Storyline modules?
I know some of them are useful and sell well, but others are simply not worth the effort/time/resources. I have a bunch of BPCs and parts that have been sitting in my hangar for (I think) about nine years. It might be that I've just been unlucky in picking up things like 'Balefire' rocket launchers that are supposedly Meta 6 but are actually Meta 1 with a fancy green blob, but at the moment there is no incentive to go and pick up the (expensive) skills and rare parts necessary to build them.
So in order to achieve your objective, could you do something interesting with Storyline modules to give players a better reason to seek / build / buy them ? Instead of reduced fitting requirements how about changing their characteristics?
E.g. Shield resistance mods that protect against two damage types, but only at (say) 40%, i.e. half way between the specific hardener and the adaptive variant?
E.g. Armour reinforcement plating that also gives a bonus to structure HP
E.g. Gas cloud harvesters that give a bonus to collection rate for booster gases (but not fullerenes)
E.g. ECM modules that are effective against two sensor types. At the moment why would I buy a Storyline version which is less effective and more difficult to fit that a Meta 4 variant? It's not worth the slot space.
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Jeremiah Saken
The Fall of Leviathan
400
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Posted - 2015.10.12 07:29:31 -
[136] - Quote
Kayden Katelo wrote:stuff More exploration in exploration "Dinsdale cloud" <- I miss this guy There were also exploration project tied with WiS. Avatar exploration like in one of fanfest trailers (2012).
Kayden Katelo wrote:Why not develop procedural based sites? Something that cannot be documented and standard operating procedures created for. I asking that question for a long time now, it's some technical problem I think.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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ChromeStriker
Out of Focus Odin's Call
955
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Posted - 2015.10.12 07:30:26 -
[137] - Quote
CCP RedDawn wrote:Omnathious Deninard wrote:What are the thoughts on things like volatile pieces of wreckage in Relic sites which can explode and damage the ship, or corrosive gas clouds to slowly damage the entering ship to include some danger to the site.
Or for Data sites, an alarm unit that unless successfully hack will alert rats, or deploy mines to safe guard the data containers. I'm all for changes like this that increase the demand on player ability and potentially harm them if mistakes are made. As long as they're fair. An alarm based Defensive Subsystem inside the hacking UI was one of the initial goals that had to be dropped due to time constraints, but it's something I would like to see revisited in the future. A relic based alternative is something I would like to do in tandem with that change.
Make it so....
No Worries
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Fenix Inferni
Dark Fenix Rising
2
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Posted - 2015.10.12 11:22:57 -
[138] - Quote
Finally some rebalance of data sites ! Was talking to a friend only couple weeks ago that BPC shouldn't drop in relic :)
However i'd move even Rigs BPCs from relic to data while leaving the most commonly used building materials as they are (halve the drop is still good in my opinion) and move the ancient construction parts to relic sites only, that simply makes more sense:
Data site --> Research --> BPC/Common building materials/Decryptors/Datacores Relic site --> Wrecks/Archeological discoveries --> Salvage/Ancient Construction Parts
Even chance of some danger in signatures is nice idea, just it should be related to the ship used to run/trigger them (that will still allow low skilled characters (new players) to do explo.
Just my 2 cents
o7 |
Omnathious Deninard
Novis Initiis
3208
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Posted - 2015.10.12 11:25:30 -
[139] - Quote
We lost out sticky status :(
To our CSM members and the dev team who is in charge of PVE, is there any point where you might look to form a focus group to look at the overall state of exploration?
If you don't follow the rules, neither will I.
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CCP RedDawn
C C P C C P Alliance
717
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Posted - 2015.10.12 11:37:46 -
[140] - Quote
Thank you all for your awesome feedback, concerns and ideas here. They are all very much appreciated and have been noted. Some very valuable points raised through out and I'm sure that together we'll get exploration to a wonderful state in the near future.
Team Space Glitter
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Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
127
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Posted - 2015.10.12 15:27:57 -
[141] - 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. |
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CCP RedDawn
C C P C C P Alliance
721
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Posted - 2015.10.12 16:32:13 -
[142] - Quote
Aivlis Eldelbar wrote: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.
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.
Team Space Glitter
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Chris Daylight
EVE-INDY Alternate Allegiance
10
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Posted - 2015.10.12 22:11:43 -
[143] - Quote
"* All Ghost sites are now Cosmic Signatures rather than Anomalies."
??? Well there goes the world wide roaming ghoast site ship fit out the airlock, I tougth they were hard enougth to find already.
Honestly the 4 exploding can Ghoastsite is the last thing i have in eve i like to do. Im welcomeing change but mixing them together with normal data signatures sounds evil.
If you change. At least cal them Ghoastsite in the scan window & Not "Data".
No fixing Relic sites in droneland??
Why not add a super smal chance of more diverse reaserch materials for data & Manufacturing for Relic making Explorers more valuble for local null manufacturing. +A very low % of datacores in dronelands.
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Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
129
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Posted - 2015.10.13 10:05:02 -
[144] - 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. |
Vargo Shahni
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
1
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Posted - 2015.10.13 22:50:47 -
[145] - Quote
CCP RedDawn wrote: * All Ghost sites are now Cosmic Signatures rather than Anomalies.
Is there any chance that this decision could be reversed?
Personally, I dream of finding a High-grade Ascendancy Omega Blueprint, which I believe are only found in Wormhole Ghost Sites. Having only found these Ghost sites in class 4 and class 5 wormholes I take every opportunity to splash into these classes of wormholes. As up to this point in time Ghost sites have been anomalies I can check in just a few seconds if one is present and splash out if not. If they become signatures then my few seconds becomes many minutes as I have to work my way through all the signatures, which can often be double digit in number.
If it is to proceed, will they continue to be combat sites or will they become data sites? If they stay as combat sites then apart from people who run them being a little safer from other players intervention there is little benefit, just that all explorers interested in this content will have to get a 75% signal on all combat sites to check if they have found a ghost site, rather than getting a 25% signal and automatically dismissing the combat site. If they become data sites then a lot of new explorers are going to be mightily surprised when the rats turn up. For experienced players,who don't run data sites due to the up until now poor return, will again need that 75% signal on all data sites to check if it is a rare ghost site.
PS love your efforts to get data sites more on a par with relic sites.
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Brian Harrelstein
Science and Trade Institute Caldari State
42
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Posted - 2015.10.14 05:29:59 -
[146] - Quote
CCP RedDawn wrote:So for your perusal, I'll list the proposed changes to data sites now.
* Removed all skill books from Relic sites and placed them into Data sites. (Includes Encryption books) * Removed the more commonly dropped 'non rig-related' blueprints from all the Relic sites. (They will still drop in Data sites) * Introduced all Cosmos site building materials to all 4 tiers of Data sites. (Info Shard, Com Tower, Mainframe and Databank) * Increased the drop frequency of the Cosmos sites items that are currently on the Data site loot tables. * All exploration Ghost Sites now require the use of the Data Analyzer module. * Halved the drop amount of the most commonly used building materials found in all data sites. (EG: Positron Cords, Electric Conduits etc) * All Ghost sites are now Cosmic Signatures rather than Anomalies.
data sites will still suck, and making ghost sites need the data scanner wastes a mid slot in my ship. and what's the deal with data sites giving out useless trade commodities like high tech weapons? |
Fermin Mascagranzas
Uranus Intruders Test Alliance Please Ignore
16
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Posted - 2015.10.14 06:00:52 -
[147] - Quote
I think the right direction would be to look at the main use of the main goodies dropping from these.
Relic sites drop mainly components fro T1 and T2 rig production. Rigs are always in high demand not only as a key component of every ship, but also a non reusable one, destructed on remove and never dropped from a wreck, so a high value is guaranteed.
Data sites main goodies are related to research T1 to T2. To increase Data sites value the researching should change in some of this ways:
- Requiring a higher amount of the mandatory materials ( datacores, components ) - Making some of the optional components mandatory - Making the optional components more attractive ( either increasing runs, material eff or succes chance higher using them or making them lower without using them )
The vast majority of guides about research I have read, remark how unnecessary and even cost-ineffective optional research items are.
Of course a simpler and maybe easier ways to increase the relative value would be to reduce/elliminate other means of obtaining them.
On unrelated note, It will be great to make ghost sites only reachable by scanning means, lots of them are screwed by people that warp to them unknowingly of what they are, or wallet tanking the site with a rookie/T1 frig and T1 modules, or directly screws them for the lulz. Let them to serious explorers. |
Jeremiah Saken
The Fall of Leviathan
400
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Posted - 2015.10.14 11:22:34 -
[148] - Quote
Can we have signtaures removed from probe scanner and solar system map? So we can actually feel like exploring and finding something.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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Omnathious Deninard
Novis Initiis
3211
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Posted - 2015.10.14 11:31:18 -
[149] - Quote
Jeremiah Saken wrote:Can we have signtaures removed from probe scanner and solar system map? So we can actually feel like exploring and finding something. What you are referring to is known as the discovery scanner, and it is part of what has helped to kill exploration loot values as well as the feeling of discovery. It did bring about a good change though as cosmic anomalies used to be hidden until a single scan was done.
If you don't follow the rules, neither will I.
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Jeremiah Saken
The Fall of Leviathan
400
|
Posted - 2015.10.14 11:35:41 -
[150] - Quote
Omnathious Deninard wrote:What you are referring to is known as the discovery scanner, and it is part of what has helped to kill exploration loot values as well as the feeling of discovery. It did bring about a good change though as cosmic anomalies used to be hidden until a single scan was done. That why I'm talking about signatures only. I'm reading Sugar's blog lately, last post "Mastery and..." made me think exploration changes went too far.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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