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Brutor Shaun
Minmatar Freelancers UK Alliance
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Posted - 2007.01.11 20:37:00 -
[1]
Go to salvage a wreck....get a pop-up "You are about to salvage a wreck containing loot. If you proceed you will lose the loot. Continue anyway? Yes/No."
Just another passing thought.
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Jim McGregor
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Posted - 2007.01.11 20:39:00 -
[2]
I would prefer "You are about to salvage a wreck containing loot. Transfer loot to cargo bay? Yes/No".
Looting while salvaging ftw.  --- Eve Wiki | Eve Tribune |

Zaphod Jones
Celtic Anarchy Anarchy Empire
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Posted - 2007.01.11 20:41:00 -
[3]
how about as soon as you kill it all the loot goes to your cargo directly and any salvagable bits too 
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Sorela
Gallente
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Posted - 2007.01.11 20:44:00 -
[4]
Even better it could just auto transfer the loot to your cargo bay and if it doesn't find enough room it could do a pop up.
Looting is too much of a pita in this game. It doesn't increase my fun-factor in any way to deal with all that hassale. Should get rid of the targeting and locking all together and just let you turn on salvagers and tractor beams and what not then let it automatically pull everything in and get it sorted into your cargo. If it still takes time that's fine as long as it becomes less irritating.
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.01.11 20:50:00 -
[5]
I think the idea is to ensure that you'll get flagged if you're taking someone elses salvage. -----------------------------------------------
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Jim McGregor
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Posted - 2007.01.11 20:53:00 -
[6]
Originally by: Sorela Even better it could just auto transfer the loot to your cargo bay and if it doesn't find enough room it could do a pop up.
Looting is too much of a pita in this game. It doesn't increase my fun-factor in any way to deal with all that hassale. Should get rid of the targeting and locking all together and just let you turn on salvagers and tractor beams and what not then let it automatically pull everything in and get it sorted into your cargo. If it still takes time that's fine as long as it becomes less irritating.
Some players feel its dumbing down Eve to have automatic looting and stuff like that though. I dont really agree personally, since I put fun above most other things. If its tedious or difficult, it should be made easier and more fun.
There is no player skill in looting anyway.
--- Eve Wiki | Eve Tribune |

Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2007.01.11 21:08:00 -
[7]
The other day I pulled an Arbalest assault missile launcher out of a mission wreck somebody else couldn't be bothered to loot.
One of the neat things about this game is that there are all kinds of neat little niches for folks who are willing to do stuff that other folks can't be bothered with. Make everything too easy (in this case, looting) and those niches go away.
Great for the player who just wants to easy-mode his way through the game, but not great for the richness and complexity of the game as a whole.
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Sorela
Gallente
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Posted - 2007.01.11 21:29:00 -
[8]
Originally by: Jim McGregor
Some players feel its dumbing down Eve to have automatic looting and stuff like that though. I dont really agree personally, since I put fun above most other things. If its tedious or difficult, it should be made easier and more fun.
Well I'm not suggesting it be "automatic" per-se. I've no problem with clicking some buttons. I just see no reason for certain incredibly stupid constraints.
1) There should be absofrickinglutely no reason that I need to lock a wreck to tractor it. 2) There should be long range tractors (maybe "large" or whatever). 3) I shouldn't have to select every single wreck then tractor it then detractor it then wait for the tractor to cycle so I can tractor in a new one. Locking complicates this further. 4) Salvaging just complicated everything even further when it was already bad.
5) None of this should take any freaking slots!
To me the way loot in this game works is the biggest signal that the Dev's don't even play anymore (or they just PvP or something). I remember when I came back to EvE for the first time looting struck me as the most unprofessional amateurish seeming thing in the game and I can imagine it turns off lots of new players for no added benefit whatsoever.
There are ways to make it non automatic and not tedius if that's the real complaint those people have.
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Haffrage
Deep Core Mining Inc.
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Posted - 2007.01.11 21:44:00 -
[9]
Originally by: Sorela 1) There should be absofrickinglutely no reason that I need to lock a wreck to tractor it.
I suppose eve will READ YOUR MIND to tell which can you want tractored with your tractor beam that is now no longer even a module, but instead is implemented directly into your ship?
Eve does NOT need smartbomb tractor beams. -----
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Misaprop
Gallente
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Posted - 2007.01.11 21:47:00 -
[10]
Auto looting would add another way for people to farm with macros.
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Gareth Angel
Blue Star Enterprises
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Posted - 2007.01.11 21:47:00 -
[11]
To me it's just as simple as this:
You do a mission, then you decide if you want to loot/salvage.
If no - no problem, just leave the stuff and it'll disappear in an hour or so.
If yes - you go through some trouble looting and through some more trouble when you want to salvage as well.
I do my missions in an Absolution, then if I decide it's worth it I get a destroyer with 4/4 Tractors/Salvagers and go get the stuff.
Not so hard in my opinion. If I have too much loot in my cargobay I just eject the crap and keep the better stuff - can always come back for the container if I really wanna have all of it.
It's my choice to go and loot/salvage, so I don't mind going through some trouble for it. Leave it like it is, it's fine.
Don't like it? Then don't do it.

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hitech redneck
Digital Mind Crimes
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Posted - 2007.01.11 22:29:00 -
[12]
ibelive the programes got a bit lazy on the loot salvage thing. Options 1) when ship explodes it leaves a loot can and a wreck. you can then decide which one you want to bother with
2) Current method but the system allows you to salvage a ship without looting. Once ship is salvaged a loot can apears if there was loot to be taken.
3) Current method but system will allow to salavege without looting and leave the wreck till it looted or the timer runs out.
I like option 2 myself.
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2007.01.11 22:40:00 -
[13]
Sorela's comments remind me of a downside to the rich diversity of this game. There's often zero understanding of how the game mechanics are used by others.
Case in point. I'm a "salvager", have been since forever. My whole fun in this games comes from opening cans (now wrecks) to see what is in 'em, and then haul it home. (Like most salvagers, I don't much care who used to own the stuff in question.) I like it *much* more than I like killing stuff. Enraged former owners just make it more fun.
A standard ten minute's use of the lock-tractor-loot mechanics for me goes like this: A corpmate warps into a belt in a small combat vessel, spies a jet can full of insufficiently-nailed-down ore. He jettisons something to create his own can, locks that can, tractors that can, flies to the full can, flips the items, starts to fly away, engages in combat if need be, continues to fly away. I warp in in my cargo ship, he drops his full can off the tractor, unlocks it, I lock it, I tractor it, I empty it into my hold, we leave.
Leave aside for a moment what you think of that gameplay. Point is, there's a lot of steps, and those steps take time. There are lots of opportunities for other actors to intervene, for those steps to go wrong, for all sorts of chaos to crop up. It's a mildly complex situation.
Nuke all those complexities and -- depending on how you did it -- my gameplay event might go away, or it might become radically easier for me, or it might become radically harder. But the point is, the lock requirement, the tractor rules, the can opening and closing, each of these things has a real world gaming impact. Saying "there's absolutely no reason" for any of them is either (a) ignorant of vast swathes of gameplay or (b) dismissive of those vast swathes.
So, with all respect, when I read something like this, what I actually hear is "I just want to play the parts of this game that interest me, all the other parts should be nerfed so they don't get in my way."
Sorry, not impressed.
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d026
Herrscher der Zeit Jagdgeschwader The Pentagram
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Posted - 2007.01.11 22:58:00 -
[14]
Quote: Even better it could just auto transfer the loot to your cargo bay and if it doesn't find enough room it could do a pop up.
completely agreed. looting is to boring and tedious.
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Anatolius
Amarr PIE Inc.
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Posted - 2007.01.11 23:02:00 -
[15]
Originally by: Sorela
To me the way loot in this game works is the biggest signal that the Dev's don't even play anymore (or they just PvP or something). I remember when I came back to EvE for the first time looting struck me as the most unprofessional amateurish seeming thing in the game and I can imagine it turns off lots of new players for no added benefit whatsoever.
I agree completely. In fact, earning ISK is too much of an annoyance, too, I want battleships, fully fitted, to spring out of my arse and into my hangar whenever I'm not logged in to the game.
"If God be for us, whom can be against us?" |

Gareth Angel
Blue Star Enterprises
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Posted - 2007.01.11 23:27:00 -
[16]
Originally by: Marlenus ...lotsawordsnstuff...
Although I agree with you mostly, I couldn't suppress laughter about that you call simple ore-theft 'salvaging'.
Seriously - 
For the further content of your post - I agree.

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Emperor D'Hoffryn
No Quarter. C0VEN
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Posted - 2007.01.11 23:33:00 -
[17]
Originally by: Marlenus
So, with all respect, when I read something like this, what I actually hear is "I just want to play the parts of this game that interest me, all the other parts should be nerfed so they don't get in my way."
this about sums it up. If you dont like salvaging, DONT DO IT. You shouldnt get it for free cause you are to lazy to work for it. When I fly through 0.0 and see battleships wrecks at the gate, i love to sneak over and salvage them, hoping no one jumps on me while im sitting prone 15km from the gate or so. It also gives hints at recent battles more so then just cans, as when you picked up all the lot, can went away, and 5 min after the battle, so sign of it remained.
wrecks are cool. If you dont like them, ignore them.
Originally by: Snuggly It's just so great to have an actual reason to not die, incentive is fantastic!
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Sorela
Gallente
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Posted - 2007.01.12 00:01:00 -
[18]
Originally by: Haffrage
I suppose eve will READ YOUR MIND to tell which can you want tractored with your tractor beam that is now no longer even a module, but instead is implemented directly into your ship?
Wow talk about a leap from a knee-jerk reaction. I just said you shouldn't have to lock. Is EVE preforming telepathy and reading my mind when I warp to a stargate without locking onto it? Are there secret psiops in the stations detecting my intention to dock everytime I feel like going inside?
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Kldraina
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Posted - 2007.01.12 00:09:00 -
[19]
I think it would be best if salvaging a wreck that still had loot, resulted in the wreck becoming a can with the loot inside. |

Sorela
Gallente
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Posted - 2007.01.12 00:12:00 -
[20]
Originally by: Marlenus Sorela's comments remind me of a downside to the rich diversity of this game. There's often zero understanding of how the game mechanics are used by others.
I think in this case it was just zero understanding of my points due in part to me not elaborating. I was not actually suggesting anything about tractoring be changed except for the actual action of needing to lock onto the can before you tractor it.
Nothing about my suggestion even remotely changes the scenario you describe. The lock time for cans is already very small but if you are suggesting that's somehow significant we can always setup a rule like your tractor takes a short time to find the beacon on unidentified wrecks etc etc.
So, with all respect, when I read something like your post, what I actually hear is "Crap my knee just hit the bottom of my desk and it @#$#@$$ hurts so instead of spending a thought to think about how your perfectly reasonable complaint can be meshed with my gameplay I'm just going to say you're a whiner."
Sorry, not impressed.
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2007.01.12 00:25:00 -
[21]
Originally by: Gareth Angel
Although I agree with you mostly, I couldn't suppress laughter about that you call simple ore-theft 'salvaging'.
LOL, it's not all that simple when you do it in industrial quantities. Bustards with cargo expander rigs don't grow on trees, y'know.
And anyway, laughter is more fun than what I usually get. 
Like it says in the corporate description, we'll haul away anything that's not nailed down. And if we can pry it up (we like heavy missiles for this) it wasn't nailed down. 
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Actanna Levh
Minmatar Republic Military School
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Posted - 2007.01.12 00:34:00 -
[22]
Sorela you did say ôNone of this should take any freaking slots!ö making it sound like you were suggesting all loot and salvage should begin gravitating toward you and leap into your cargohold at the click a button but that this ôbuttonö should not be attached to any need for modules or any targeting.
The comment ôTo me the way loot in this game works is the biggest signal that the Dev's don't even play anymoreö also seems inflammatory.
IÆve been doing a lot of salvaging since it appeared. I find it engaging enough especially in low sec space where you need to be on your toes. It has not really changed the mission running experience that much which is still : target, activate modules, next target etc (with pirate drones exchanged for wrecks in the next pass).
My impression was that one of the key points behind salvage was to reduce the emphasis on ôspeedö mission running as well as ôspeedö ratting as means to get rich quick which it seems to do well enough. Both are still viable but players now have to decide whether to go back and pick up valuables left behind. This is best done in a different ship fit and which adds to diversity and character.
I agree with Marlenus that niche roles and mini professions such as salvaging are good and believe they increase player interaction.
I agree with Jim as well. There does not seem to be any point in having to move modules from the wreck and then having to activate salvagers. Since the wreck has to be clear in the first place salvagers may as well do this in one go. I think this might be better than the OPÆs original suggestion.
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Sorela
Gallente
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Posted - 2007.01.12 00:48:00 -
[23]
Edited by: Sorela on 12/01/2007 00:45:43
Originally by: Actanna Levh Sorela you did say ôNone of this should take any freaking slots!ö making it sound like you were suggesting all loot and salvage should begin gravitating toward you and leap into your cargohold at the click a button but that this ôbuttonö should not be attached to any need for modules or any targeting.
Let me ask you this honestly: Did it really "sound" like that or did the idea of easier looting threaten something about the game you like and you automatically assumed a worst case scenario? If it did then sorry for being confusing but I've been doing this for 10 years now and I notice a trend where players want to shoot ideas down before thinking about how they can work.
The slots point was that I shouldn't need a second ship just to pick up basic loot. I wasn't really refering to salavaging at all on that point. Salvaging should deffinetly take slots.
Quote: The comment ôTo me the way loot in this game works is the biggest signal that the Dev's don't even play anymoreö also seems inflammatory.
It IS inflammatory. If you get upset at another paying customer for suggesting that an amateurish section of game design reflects poorly on the Developers then I don't really know what to say. The interface for looting is dog poor and the way it's all achieved has a severe lack of POLISH.
As for the rest of your comment I agree with you on nearly everything my post was actually almost 99% refering to looting and none of it was directed at salvaging at all. My only complaint towards salvaging was it managed to make REGULAR looting more complicated. Perhaps me posting it in a salvaging thread had people thinking I was talking about salvaging methods.
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Ranor
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Posted - 2007.01.12 00:48:00 -
[24]
Manually looting cans is fine but even a small change such as increasing loot/salvage range to 15k would help a ton and make the game a lot more fun. Especially for new players who are often turned off by the pointless tedious parts of the game.
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Sorela
Gallente
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Posted - 2007.01.12 00:53:00 -
[25]
Originally by: Ranor Manually looting cans is fine but even a small change such as increasing loot/salvage range to 15k would help a ton and make the game a lot more fun. Especially for new players who are often turned off by the pointless tedious parts of the game.
Honestly if they want to make salvaging a miniprofession it's too easy as is. Instead of making the salvaging portion of things easier I think making it more complex would be the better method. Then increase the rewards you get to reflect more time spent.
Personally I find the idea that salvaging is something you do after your mission running as some sort of 1-2-3 easy step kind of ruins the idea in the first place. It should represent new gameplay mechanics not another source of tedium.
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Actanna Levh
Minmatar Republic Military School
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Posted - 2007.01.12 01:24:00 -
[26]
Originally by: Sorela Personally I find the idea that salvaging is something you do after your mission running as some sort of 1-2-3 easy step kind of ruins the idea in the first place. It should represent new gameplay mechanics not another source of tedium.
I understand what you are saying with this and agree in part. On the other hand, as a salvager I can strike a deal with the mission runner for bookmark locations / salvage.
I don't know for sure but I think that in the early days of Revelations the design intent was that exploration salvage was greater than belt salvage and mission salvage was meant to be least. Along the way players complained about many things some things have been fixed, so the situation has changed.
The devs appear to have been responding to try and improve the rig supply / price situation and improve interfacing. No doubt there is still more to be done which I suppose is why we debate this in forums.
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Frug
SYOID Fimbulwinter
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Posted - 2007.01.12 01:34:00 -
[27]
Originally by: Sorela
Originally by: Jim McGregor
Some players feel its dumbing down Eve to have automatic looting and stuff like that though. I dont really agree personally, since I put fun above most other things. If its tedious or difficult, it should be made easier and more fun.
Well I'm not suggesting it be "automatic" per-se. I've no problem with clicking some buttons. I just see no reason for certain incredibly stupid constraints.
1) There should be absofrickinglutely no reason that I need to lock a wreck to tractor it. 2) There should be long range tractors (maybe "large" or whatever). 3) I shouldn't have to select every single wreck then tractor it then detractor it then wait for the tractor to cycle so I can tractor in a new one. Locking complicates this further. 4) Salvaging just complicated everything even further when it was already bad.
5) None of this should take any freaking slots!
To me the way loot in this game works is the biggest signal that the Dev's don't even play anymore (or they just PvP or something). I remember when I came back to EvE for the first time looting struck me as the most unprofessional amateurish seeming thing in the game and I can imagine it turns off lots of new players for no added benefit whatsoever.
There are ways to make it non automatic and not tedius if that's the real complaint those people have.
Go play WoW
KTHXBYE
- - - - - - - - - - Do not use dotted lines - - - - - - - - - - - - - - - - - - or automatic signatures - - - - - - - - |

Gareth Angel
Blue Star Enterprises
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Posted - 2007.01.12 01:49:00 -
[28]
Actually, the only thing that DID change is that cargo containers changed into wrecks and that they do not disappear after you took the loot out of em. You can even SEE which wrecks have loot in them, and which do not.
I fail to see why you say that looting became more difficult, and I can (somewhat) understand why others see your OP as being a tid bit whiny...
Flying from container to container changed to flying from wreck to wreck. Tractoring containers changed to tractoring wrecks. The added value in all this is that NOW you can even get more different components from the wrecks by salvaging them, and again I'd like to say - I you don't want to salvage, DON'T!
The system works fine, it really does.

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welsh wizard
0utbreak
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Posted - 2007.01.12 02:02:00 -
[29]
We still need loot collecting drones, maybe even salvaging drones!
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Gareth Angel
Blue Star Enterprises
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Posted - 2007.01.12 02:13:00 -
[30]
Okay, I might go for those too...


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Maglorre
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Posted - 2007.01.12 03:00:00 -
[31]
Originally by: Marlenus The other day I pulled an Arbalest assault missile launcher out of a mission wreck somebody else couldn't be bothered to loot.
One of the neat things about this game is that there are all kinds of neat little niches for folks who are willing to do stuff that other folks can't be bothered with. Make everything too easy (in this case, looting) and those niches go away.
I do this when I'm feeling that I just want a bit of chill time. It's kinda like Christmas or a Lucky Dip, never know what you will find. I live in deep 0.0 generally and have quite a few corp mates that just want to get rat bounties of improve their sec status (actually, usually both at once) and they can't be arsed looting and salvaging but they do generate lots, and I mean LOTS, of wrecks.
I just jump in my Hurricane with 4 tractors, 4 salvagers and cargo expanders and grab all the loot and salvage I can. Doesn't take too long to fill up a couple of giant secure containers. Quite a profitable past time and I get to shoot the breeze on chat while I do it. Totally lost track of the number of best named items I've found, not to mention the minerals obtained from the rest of the loot that I then use to build nice ships from.
Anyway, I'm now known as the corp Womble because of this past time.
Cheers
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Sorela
Gallente
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Posted - 2007.01.12 14:36:00 -
[32]
Edited by: Sorela on 12/01/2007 14:36:17 Edited by: Sorela on 12/01/2007 14:34:11
Originally by: Gareth Angel Actually, the only thing that DID change is that cargo containers changed into wrecks and that they do not disappear after you took the loot out of em. You can even SEE which wrecks have loot in them, and which do not.
You can not SEE which wrecks have loot in them. I don't know where you got that idea. This is indeed the source of the problem. Before you only had cans for the ships that dropped loot. Now you have wrecks for every single ship and have no clue which of them have loot until you open them.
It is not a big deal but you can't claim it didn't make things worse. I hardly care though as I said before 99% of my real complaint is NORMAL looting. The stuff we had before salvaging came out. Please stop assuming Im talking about anything to do with salvaging. My original comment was in fact slightly off topic but the discussion seemed to be going there at the time.
Originally by: Actanna Levh
I understand what you are saying with this and agree in part. On the other hand, as a salvager I can strike a deal with the mission runner for bookmark locations / salvage.
I'm not sure what you mean. Where does "on the other hand" come from? I was saying salvaging should be more involved and not be so easy that mission runners feel like doing it. In other words it should be complex in such a way that mission runners shouldn't want to do it (unless they enjoy that mini profession) and thus they make deals with real salvagers to do it.
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.01.12 15:00:00 -
[33]
Originally by: hitech redneck 2) Current method but the system allows you to salvage a ship without looting. Once ship is salvaged a loot can apears if there was loot to be taken.
So totally signed. Considering the value difference between looting and salvaging it would be nice to not clog up the cargo hold trying to get to the good stuff.
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Karunel
Princeps Corp
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Posted - 2007.01.12 15:11:00 -
[34]
TBH I think you should be allowed to "sacrifice" the loot and get to the salvaging. Why? Well, because you don't want all those 800 cap recharges and other items that would fill up your cargohold FAST, and as you must get them to your cargo and jettison them it gets tedious without any single gameplay reason I can think of.
Because, seriously, I don't see how it would be "dumbing down the game" if CCP adds the option to simply click and say "throw the loot to the space, and salvage the ship". I just don't.
Originally by: elbenito The problem with large fleet engagements is that the hamsters stop to watch.
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Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.12 15:31:00 -
[35]
Originally by: Sorela
You can not SEE which wrecks have loot in them. I don't know where you got that idea. This is indeed the source of the problem. Before you only had cans for the ships that dropped loot. Now you have wrecks for every single ship and have no clue which of them have loot until you open them.
It is not a big deal but you can't claim it didn't make things worse.
Last I checked they had handy visual differentiation between wrecks containing loot and those not, and even a method to flag and unflag those wrecks already peeked inside, to know the wrecks you had even LOOKED in from the others.
Quite frankly, that alone is an improvement over the old looting system, where i had to destroy cans I had already checked and found loot not worth picking up inside, lest I potentially get them mixed up with others.
As much as I dislike the tinke sink of salvaging, it has to be done by someone if we want rigs, just like mining if we want ships.
I just wish we could see some specialty salvage vessels, or maybe a new set of bonuses for the indy ships to let them do the job, or hell, even more "undesirable" bonuses piled on the logistics/industrial cruisers (osprey, scythe, exequror, augorer) to let them do that too.
Increase the range and success rate of the salvagers on specialty ships, and i'd be super happy.
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Willo Vasquez
Gallente Raptus Regaliter
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Posted - 2007.01.12 16:13:00 -
[36]
Edited by: Willo Vasquez on 12/01/2007 16:10:42 Whilst the current looting/salvaging system seems to work quote nicely, I do think it needs tweaking, with longer range tractor beams or increased range skill dependant, and looting range increased to 5-10K.
An alternative could be the salvage tractor, which drags the wreck into range, then salvages it. This salvage process loots any available modules whole, then salvages the ship as per the current system. Range would start at 20km, raising by 5km per level of salvage skill. This would at least mean that a 4 high slot ship could salvage and process 4 wrecks simultaniously, rather than the current system.
EDIT:: I agree with the previous poster, about having salvaging bonuses on certain ships - great idea.
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Willo Vasquez
Gallente Raptus Regaliter
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Posted - 2007.01.12 16:13:00 -
[37]
Edited by: Willo Vasquez on 12/01/2007 16:10:42 Whilst the current looting/salvaging system seems to work quote nicely, I do think it needs tweaking, with longer range tractor beams or increased range skill dependant, and looting range increased to 5-10K.
An alternative could be the salvage tractor, which drags the wreck into range, then salvages it. This salvage process loots any available modules whole, then salvages the ship as per the current system. Range would start at 20km, raising by 5km per level of salvage skill. This would at least mean that a 4 high slot ship could salvage and process 4 wrecks simultaniously, rather than the current system.
EDIT:: I agree with the previous poster, about having salvaging bonuses on certain ships - great idea.
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Ash Vincetti
Quantum Industries Prime Orbital Systems
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Posted - 2007.01.12 16:22:00 -
[38]
Just remember that if you change the loot/salvge range to 5-10KM, that means it's much easier for OTHERS to scoop your cargo and get out. If that's an acceptable risk, then sure, reap your rewards :)
Just don't come crying for CCP to nerf those pesky ore/salvage/mod thieves again, when it was you who asked for the change in the first place.
Re: not being able to tell wrecks with loot vs wrecks with no loot... If your overview is configured to display wrecks, then you will see some wrecks have a solid triangle, and some have just the outline of a triangle. SOLID WHITE TRIANGLES are full of loot, outlines have no loot. easy as that. -----
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Sylus Grymme
Caldari
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Posted - 2007.01.12 17:03:00 -
[39]
I'd like to see other stuff dropped from salvaging the wreck. You're bound to find a construction block or Megapulse thruster or something you can clean up and re sell on the market. Just random, small amounts of components. Then again, that only goes for Tech II ships and I don't think NPC rats fly those.
Salvaging is a great new aspect of the game though.
-- First I'll hit your cruise missile with my shields. Then I'll crush your rail gun with my armor. When I think you had enough... I'll blow up! |

Brutor Shaun
Minmatar Freelancers UK Alliance
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Posted - 2007.01.12 17:16:00 -
[40]
Originally by: Ash Vincetti Re: not being able to tell wrecks with loot vs wrecks with no loot... If your overview is configured to display wrecks, then you will see some wrecks have a solid triangle, and some have just the outline of a triangle. SOLID WHITE TRIANGLES are full of loot, outlines have no loot. easy as that.
If only! Sometimes loot wrecks are solid, sometimes they aren't. Sometimes empty wrecks are solid, sometimes they aren't. SOMETIMES a wreck will be solid in space, but outlined in the overview.
What bugs?
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Venkul Mul
Gallente
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Posted - 2007.01.12 18:49:00 -
[41]
Originally by: Marlenus
.... anti auto loting spiel
I agree that your reasoning is good (and I want a chance to kill can flipping people). My only problem is that after starting to salvage I have developed a bit of RSI, something I hadn't before. (RSI = repetitive stress injury = muscle pains for repetitive movements) So I would like a solution reducing the number of repetitive movement, and I don't think to be the only one.
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Venkul Mul
Gallente
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Posted - 2007.01.12 19:02:00 -
[42]
Originally by: Actanna Levh
My impression was that one of the key points behind salvage was to reduce the emphasis on ôspeedö mission running as well as ôspeedö ratting as means to get rich quick which it seems to do well enough. Both are still viable but players now have to decide whether to go back and pick up valuables left behind. This is best done in a different ship fit and which adds to diversity and character.
If that was the intention, it missed is target, at least for mission running. The ones making lots of isk from mission running aren't the ones picking up the loot, but the ones leaving it and running to do another mission. As half of the mission value is in bountyes and mission pay, and a ship designed for quick mission completion from a high skilled player will do most mission in less time that he will need to loot, the result is that the players not interested in loot/salvage get the same isk, while those that like to recover the loot, the ones that even before the salvage did spend the extra time, now spend even more time and get even less isk (as the loot as become vorste and less).
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Ash Vincetti
Quantum Industries Prime Orbital Systems
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Posted - 2007.01.12 19:17:00 -
[43]
Originally by: Brutor Shaun
Originally by: Ash Vincetti Re: not being able to tell wrecks with loot vs wrecks with no loot... If your overview is configured to display wrecks, then you will see some wrecks have a solid triangle, and some have just the outline of a triangle. SOLID WHITE TRIANGLES are full of loot, outlines have no loot. easy as that.
If only! Sometimes loot wrecks are solid, sometimes they aren't. Sometimes empty wrecks are solid, sometimes they aren't. SOMETIMES a wreck will be solid in space, but outlined in the overview.
What bugs?
I'll try and clarify a bit more then. This comes from salvaging MANY-a-wreck.
In your overview, 90% of the time the wrecks are displayed correctly. Usually I will hit tab twice after warping in just to make sure the display clears itself out. After that, the overview wreck icons will display correctly.
IN SPACE, for some odd reason wrecks change icons from "Solid" to "outlined" when selected. They will stay solid in the overview however. This is probably a bug (*reminds himself to flie a bug report*).
*Every* time i've tractored an "Outlined" wreck from the overview, I have been able to activate the salvager within 5Km without the "There is loot in this wreck and you can't salvage it" message.
*Every* time i've tractored a "Solid white" wreck, there has been loot inside it.
The *Only* exception is when I click on a solid white wreck in space, and I go by the icon in space (which turns into an outline) instead of the icon in the overview. -----
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Venkul Mul
Gallente
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Posted - 2007.01.12 19:31:00 -
[44]
Originally by: Sorela Edited by: Sorela on 12/01/2007 14:36:17 Edited by: Sorela on 12/01/2007 14:34:11
Originally by: Gareth Angel Actually, the only thing that DID change is that cargo containers changed into wrecks and that they do not disappear after you took the loot out of em. You can even SEE which wrecks have loot in them, and which do not.
You can not SEE which wrecks have loot in them. I don't know where you got that idea. This is indeed the source of the problem. Before you only had cans for the ships that dropped loot. Now you have wrecks for every single ship and have no clue which of them have loot until you open them.
It is not a big deal but you can't claim it didn't make things worse. I hardly care though as I said before 99% of my real complaint is NORMAL looting. The stuff we had before salvaging came out. Please stop assuming Im talking about anything to do with salvaging. My original comment was in fact slightly off topic but the discussion seemed to be going there at the time.
Originally by: Actanna Levh
I understand what you are saying with this and agree in part. On the other hand, as a salvager I can strike a deal with the mission runner for bookmark locations / salvage.
I'm not sure what you mean. Where does "on the other hand" come from? I was saying salvaging should be more involved and not be so easy that mission runners feel like doing it. In other words it should be complex in such a way that mission runners shouldn't want to do it (unless they enjoy that mini profession) and thus they make deals with real salvagers to do it.
1) you can see what wrecks have loot, the one with the filled triangle icon (there is a bug, so some empy ones is really fillded, but about 1 in 50);
2) more complicate salvage has sense only if it is divorced by mission/rat loot. As it has sosbstituted part of the loot with a supposed equal value of salvage, renuncing to the salvage is like renuncing to 30-40% of the missions rewards.
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Sorela
Gallente
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Posted - 2007.01.13 04:21:00 -
[45]
Originally by: Venkul Mul
1) you can see what wrecks have loot, the one with the filled triangle icon (there is a bug, so some empy ones is really fillded, but about 1 in 50);
I do not have this triangle thing. Do I have to do something special to the overview to make it show? Of course I am having a bug where I sometimes can't even open wrecks so maybe that's tieing into it.
If such a thing is in now then that would solve my only complaint with salvaging. Of course normal looting is still crap.
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Ash Vincetti
Quantum Industries Prime Orbital Systems
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Posted - 2007.01.13 13:14:00 -
[46]
Originally by: Sorela
Originally by: Venkul Mul
1) you can see what wrecks have loot, the one with the filled triangle icon (there is a bug, so some empy ones is really fillded, but about 1 in 50);
I do not have this triangle thing. Do I have to do something special to the overview to make it show? Of course I am having a bug where I sometimes can't even open wrecks so maybe that's tieing into it.
If such a thing is in now then that would solve my only complaint with salvaging. Of course normal looting is still crap.
Open your overview settings and make sure "Wrecks" and "Examined Wrecks" are displayed. Also make sure "Icon" is the 1st of the columns displayed in your overview. -----
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Maestro Ulv
Phaze-9
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Posted - 2007.01.13 15:52:00 -
[47]
Edited by: Maestro Ulv on 13/01/2007 15:51:21
Originally by: Sorela Wow talk about a leap from a knee-jerk reaction. I just said you shouldn't have to lock. Is EVE preforming telepathy and reading my mind when I warp to a stargate without locking onto it? Are there secret psiops in the stations detecting my intention to dock everytime I feel like going inside?
Erm the onboard computer does the docking and warping to a gate because you have already told it to in advance, unless you manualy do it in which case you have to click the right buttons... By your argument you can sit in space, let your tractors pull in wrecks without doing anything and sit in space, warp to a gate and jump without giving your ship any instructions. Oh and dock at a station with no commands...
And why would you need to lock a gate to jump? Do you plan on moving the gate to a "better" location first?
The guy was right, there is no skill in Eve that trains mind reading.
Oh yeah the wrecks show if loot is in them regardless of overview addition or not, if they are filled, they have loot, if not, they don't. You really should play the game a little before making comments...
I'm not bored, I'm merely in the Queue. |

Gar Ddhen
Gallente
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Posted - 2007.01.13 17:23:00 -
[48]
Edited by: Gar Ddhen on 13/01/2007 17:22:18 Wrecks do display properly almost every time. The few problems can be overcome as mentioned by hitting tab a few times. So there may well be a bug in there, but only a small and barely even irritating one.
Salvaging is fine as it is, its a relatively easy career path for new players to learn quickly, offering them an alternative form of income while they learn up other skills.
If you remove the targeting phase, how is the system supposed to decide:
1) What wrecks do you want to tractor/loot/salvage? 2) From what distance does your ship auto target auto haul wrecks? 3) How many can you auto tractor in at a time? 4) What aspects of the ship control this activity? Is it scanners, high slots, or the amount of ruddy great magnets you can fit to the side?
Those are just a few problems off the top of my head... thats a lot of new coding to add something to the game that would be pretty much like giving people a macro to loot and salvage.
If you implement this, then you almost HAVE to implement the ability to auto target every possibly hostile ship in the system (I am paranoid, so that means pretty much everyone), and while we are at it, how about automatically fire your weapons when you are in optimum range? Lets take reload out as well, even better, remove ammo. Obviously CCP wont do this... everything has to have a downside, the downside with salvaging is the time and effort it takes.
If you don't like salvaging, don't do it. Same with anything else in the game, if you don't like that aspect, don't do it. Nice and easy. Personally salvaging makes up a nice little proportion of my earnings. Not only are some of the rarer parts highly valuable in themselves, but rigs command a very decent price.
I wouldn't change it in any way
PS... Except the addition of specific salvage ship types, not sure about salvage drones... they might make it a little too easy. But yes, salvage ships.
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Gar Ddhen
Gallente
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Posted - 2007.01.13 17:27:00 -
[49]
With the possible exception of a salvage specific ship type.
I do like that idea
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