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Thread Statistics | Show CCP posts - 13 post(s) |

Zkillz kun
Beets and Gravy Syndicate Hitchhiker's Alliance
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Posted - 2007.04.27 21:48:00 -
[61]
Originally by: CCP Greyscale
Originally by: Tempest Kane ...
As I said in the blog, we're aware that this is a possible outcome if we're not careful, and that we will think very long and very hard about approving a design which leads to this situation, up to and including potentially canning the idea if we can't come up with a solution.
This is in fact one of the things I'm really hoping to get some good feedback about in this thread. I'm listening, talk to me!
My take is that the ideal situation would be one in which small PvP gangs can actually go out and find other small PvP gangs to engage rather than being reduced to just hunting NPCers - more challenge, more adrenaline, more fun. How we get there, I'm not sure yet, but if we can increase the number of small PvP gangs roaming around at any given time I'm hopeful that this will reduce the reliance on hunting NPCers for small gangs, which will in turn make this a less pressing issue and make the design for this change easier.
I do however fully realise that we need to ensure that small gangs can still effectively curtail their targets' money-making activities, which just scaring people into logging off for ten minutes won't do. Again, let me know what you think!
well... i am a "suprise pvp-er" in low sec and i've had seom idea about the whole belt thing
1. i think hiding belts in high sec, possibly even eliminating them, would be a great idea. belts in high sec just provide an exaustible source of income for anyone to lazy to put effort into the game. with the new character creation system you can have an osprey with T2 miners and mining drones in less than a week.
2. in regards to getting more low sec gangs: if low sec belts were more profitable (caldari low sec's most profitable ore is kernite :\) they would be more attractive to minner, which makes them more attractive to pirates, which makes need for anti-pirates and guards, thus alot more people in low sec and aside from big corp mining ops and whatnot wouldn't necessarily be prone to massive blobs.
3. much like intermidiate fleet goals, some kind of reward for pvp'ers. if you kill someone who has lame fittings you get nothing, but you still had to find them and take the time to fight them. or if you fight someone really hard, maybe you get blobbed solo and survive, but everything of value gets destroyed and belt rats steal half of your kill mails, that = no reward = no real internest for new pvp'ers.
just some idea i had and stuff over all i think we need to nerf the dev's. no more changes till everything works etc, lol
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.27 21:48:00 -
[62]
Edited by: Aramendel on 27/04/2007 21:52:56
Originally by: hydraSlav Simple. Remove list of players from local. Make it delayed by 5 minutes, or make it hidden unless a player talks. Maybe leave the total players in local indicator, but don't show exactly who it is (could be a friendly gang moving through, could be a hostile gank squad)
This way, if a roaming gang comes into system, the ratter will not be alerted to them immediately, and in the meanwhile the gang will have time to scan down the ratter.
Won't work. The ratter will see "total players in local" increasing, will ask "friend or foe" in local and if he gets no response will safespot and cloak.
Originally by: CCP Greyscale Numbers are good :) A FRAPS of a really fast scan-down would be really useful if someone can provide it... And I take the point about the deadspace issue, I'm going to investigate this further.
Well, not exactly that, but...we had a gang of 5-7 people roaming through the drone regions a few weeks ago. One certain area had one raven in every other system. Which were quite alert. In the end we totally stopped even trying to scan them and just assinged to every person a belt (you to the first one, you to the second, etc). All jumped in at once, everyone move warped immidiately to "their" belt. We didn't catch a single one, even in systems which had not more belts than we had in numbers. And you really cannot get faster.
It was essentially "target sees you in local - target hits warp - target in warp to safe after ~10 secs after you entered the system"
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Templer Relleg
Exit 13 Anarchy Empire
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Posted - 2007.04.27 21:49:00 -
[63]
As stated a few times in this post, it seems like a serious nerf to low-sec hunting(Unless you wanna sit at a gate with a mothership) and 0.0 hunting(Against NPC'er). I also make my living off ratting ratter's(Most of the time ravens). If this gets nerfed... Well, sad times.
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Vyktor Abyss
The Abyss Corporation
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Posted - 2007.04.27 21:51:00 -
[64]
It just occured to me that you might be female...
*ahem* in that case....PROOF or STFU! :)
- Ideas are my business...maybe thats why I'm always skint! Please read my ideas |

Dwindlehop
Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.27 21:52:00 -
[65]
Originally by: CCP Greyscale I'm not sure how we'll balance it yet either, because we haven't looked at it. As someone else suggested a few posts later, this and a "detune" of local might be two things that could go hand-in-hand to balance each other out. We'll see how it works out
Yes, make the local chat channel not show the member list or total number of pilots in system at all. Then make the on-board scanner show ship name and pilot name within 4AU or so. I think this nicely balances the pirates and the NPCers.
Also, please utilize the probe system scanning view for on-board scanning. There should be some way to get at the information while in normal view as well, but having a fully 3D interface for the built-in scanner is important.
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slabby
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Posted - 2007.04.27 21:55:00 -
[66]
after 2 years of playing as a miner only one question comes to mind: why nerf mining AGAIN?
mining and miners have been nerfed and neglected far too many times over the last 2 years, a short enumeration: -) decrease of respawn rate of belts to (amongst other reasons) decrease lag and discourage macro mining -) getting fewer or not as good as fighters add-ons like new ships skills modules etc, if we get them at all (mining foreman drone coordination as example) -) insanely expensive bpo's for our stuff: covetor bpo: 2 Bill <=> tier 2 BS 1 Bill
in short: please don't move belts to exploration it'll ruin the limited "fun" that mining is atm (yeah it has become a little bit more fun/easier with warp to 0 coming in game)
please, please, oh please tell me why miners get left behind and nerfed unnecesarily
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Mitsa Nutita
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Posted - 2007.04.27 21:56:00 -
[67]
About this, it would increase the amount of probe scanners since you want to find your enemy :P I like the idea though but i am a bit worried about this..
I think you shouldn't completely replace complexes with exploration, i would guess for the standard user a couple of static plexes would be a good idea.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.04.27 22:07:00 -
[68]
Originally by: Aramendel Edited by: Aramendel on 27/04/2007 21:54:43
Originally by: hydraSlav Simple. Remove list of players from local. Make it delayed by 5 minutes, or make it hidden unless a player talks. Maybe leave the total players in local indicator, but don't show exactly who it is (could be a friendly gang moving through, could be a hostile gank squad)
This way, if a roaming gang comes into system, the ratter will not be alerted to them immediately, and in the meanwhile the gang will have time to scan down the ratter.
Won't work. The ratter will see "total players in local" increasing, will ask "friend or foe" in local and if he gets no response will safespot and cloak.
The # of pilots could be delayed too. I'd suggest something similar to the "Show Average Pilots In Space" filter, though updated frequently and reflecting shorter periods of time.
* * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

sharkyballs
Amarr Dkiller Delta Force Corp.
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Posted - 2007.04.27 22:08:00 -
[69]
Edited by: sharkyballs on 27/04/2007 22:07:15 would the asteroid belts that you can use the onboard scanner to find move at all....cause we're going to have another bookmark problem if they don't.
i really don't think is good either because pvp is becoming more consensual, as mentioned before "what if i just want to warp around" and now i've got to do more work for nothing.
Edit: not to mention less realistic. now we don't even know what's in our home system we've been living in for some time. we've got to scan it over everytime we log on.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.04.27 22:08:00 -
[70]
Edited by: Tsanse Kinske on 27/04/2007 22:05:22 By the way, great blog, and it's really nice to see all the time and thought already put into your follow-up replies. :) * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.27 22:13:00 -
[71]
Originally by: Tsanse Kinske The # of pilots could be delayed too. I'd suggest something similar to the "Show Average Pilots In Space" filter, though updated frequently and reflecting shorter periods of time.
Possibly. There would be still the problem of the hunter needing to determine if there even is a target in system. What helps them there also helps their target, although their target does not know when new people jump in. So it's essentially a question how often/regulary the target uses the same means as the hunting team to determine if ships are around. And once the target knows there are other ships around it's more or less over unless you can count the seconds till you can scamble it with your fighers.
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Grismar
Gallente The Establishment Establishment
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Posted - 2007.04.27 22:17:00 -
[72]
At the moment, I fail to see how the proposed change to the belts will harm macro (ab)use. In fact, a macroer would just clear a belt exploration site of the initial spawns and park their barge in them and with the current rules, they wouldn't even suffer interuption anymore.
I can see the argument for keeping track of less entities in the database, with the instanced belts, if I may. But I think it will break important parts of PvP, system defense and will seriously hurt the roving gang, as mentioned before.
I'd say improving the odds of scanning someone down when they're in an exploration site will fix most of the problems though. In fact, I don't see why most exploration sites would have to hurt probes at all. If specific types of sites shield their occupants for some reason fine, but if the inhabitants of belt sites are easily scannable and the scanner probes and launchers get a bit of a boost or expansion, it might all work.
Curious to see how it will all start to balance once it hits the test servers. But -please- listen to the playerbase as they comment on the changes... Writing quality stuff means having the balls to throw out the bad ideas.
Interesting stuff though, good luck, Grismar.
Your EVE IGB home: EVE Wiki, Explorer, Navigator |

Nisse Owned
The Order of Chivalry
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Posted - 2007.04.27 22:18:00 -
[73]
Just keep in mind if you gonna add this to the game, that it *might* increase item database load alot cause people will start bookmarking belts and stuff, aswell as even selling them i'm afraid 
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Aidelon
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.04.27 22:29:00 -
[74]
"it needs to be as painless as possible for casual ratters and miners"
Please remember: A lot of us don't have a ton of time to play Eve in large chunks. If I only have an hour to play, I don't want to be spending 30 minutes probing to find a 0.0 (-1 security) rat spawn that gives me 4.5 million isk, and then spend another 30 minutes probing. I'm not particularly interested in exploration - at this point. I love pvp and mining, even though mining is boring, but don't want to be feeling the "grind" or "2nd job feeling" that I feel in other game income systems that this system seems to be bringing.
I don't know this new exploration system, or your proposed in ship scanner. What I do know is what our resident explorer tells us....he spends hours per day probing in only a few systems. And it gets frustrating and quite often he's not compensated for the amount of time he really put in it. On the other hand, very rarely, he gets a huge payout. But it just goes to show...I'd be ok with a system where we do a very simple, very fast (under 5 minutes) scan and find the stuff we're looking for.
Leave all the complications for that stuff that provides the billions in payouts.
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CCP Greyscale

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Posted - 2007.04.27 22:45:00 -
[75]
Originally by: Aramendel Well, not exactly that, but...
Sorry, my bad - I meant "providing numbers in your post rather than just saying 'xyz happens' is really useful for us". Listing the amount of time it takes on average to find someone from the moment you enter the system is much more useful than "they run away before we can find them". Getting a FRAPS or similar of how long this takes is even better as it lets us get a proper feel for the amounts of time involved.
Originally by: slabby after 2 years of playing as a miner only one question comes to mind: why nerf mining AGAIN?
This is supposed to be a mining boost, not a mining nerf. Of course, the final outcome will depend on the exact implementation and the numbers we decide on, but there's no desire whatsoever to "nerf" mining. If you coul explain exactly why you think this will make mining less fun we can look at how to avoid that.
Originally by: sharkyballs would the asteroid belts that you can use the onboard scanner to find move at all....cause we're going to have another bookmark problem if they don't.
[...]
Edit: not to mention less realistic. now we don't even know what's in our home system we've been living in for some time. we've got to scan it over everytime we log on.
Yes, they'd use the same system as exploration - you mine them out and they despawn. As to "realism", what's more realistic - asteroid belts that magically regenerate, or asteroid belts which appear near planets (think rogue groups of roids from the Kuiper belt falling into gravitational wells or what have you) and then disappear when you mine them dry?
Originally by: Grismar I'd say improving the odds of scanning someone down when they're in an exploration site will fix most of the problems though. In fact, I don't see why most exploration sites would have to hurt probes at all.
This is the route I'd like to take if it's possible - make these belts lose the deadspace effect and have no effect on probe strengths. You can get scan times down to sub-30s right now anyway - I'm wondering if just allowing them to be probed normally will solve the "need to get there quickly" problem by letting attackers drop a probe, run a quick scan and warp straight to them, rather than having to work the manual scanner. The downside to this approach is it reduces the amount of player skill involved, I suppose.
Originally by: Aidelon Please remember: A lot of us don't have a ton of time to play Eve in large chunks. Minimal pain to me means I learn the system, and don't have to spend 2 hours a day using it...(unless I'm doing some of the higher end probing like we have now, etc)
The way I'm envisioning this is:
Go to a planet and run a scan. This takes say ninety seconds. You've got something like a 50% chance of getting a result. When you get your result, you warp to it, and there's around a dozen NPCs spread around a small site, broken up into groups of three or four so you can take them down in bitesized chunks. Maybe there'll be a few basic triggers, or a profession can, or an exploding cloud or some other feature to make the site slightly more interesting. You kill all the rats, then fly to another planet, spend 3-5 minutes finding another site, and repeat. It takes longer to locate the sites than it currently does to warp to a belt, but the sites will last you for longer (more NPCs) and you'll never have an empty site in the way you can get an empty belt right now.
How does that sound?
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Calvin Firenze
Minmatar Plundering Penguins 3asy Company
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Posted - 2007.04.27 22:46:00 -
[76]
Lovely. Have you thought of the noobs that don't care to do the tutorial? Have you thought of adding the part in the tutorial about "oh yeah, if you want to mine or go npcing you have to scan it out for a half hour, lol our bad." I don't think that this plan, regardless of how its executed, will be a good idea.
In regards to complexes and exploration, I truly do not care as I don't do either.
/me cancels mining account
Sorry bout the flame, I'm ****ed off today, and this blog didn't help my mood any.
We make sure everyone die...when we ride on our enemies - 2Pac |

Xikin
Gallente SH Brotherhood
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Posted - 2007.04.27 22:54:00 -
[77]
Some very good ideas here, i have a few questions though
how long will the belts stay after you find them ?
will they respawn every downtime like it's now but in different places ?
what is the scan cycle of that module ? It would have to be pretty fast if the pirates want to catch anything :P
Also about the small gank squads problem, it would be a good idea to scrap the local channel and make it a constellation channel that shows the numbers but doesn't show ppl until they say something.
Since the probe is only 4au, pirates would be spotted fast and they prey would always run away.. maybe a decrease in mining barges scan range ? they are used for mining only after all so why do they have scanners like high tech combat ships ?
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Bruno Bonner
Gallente Lutin Group
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Posted - 2007.04.27 23:00:00 -
[78]
i like the changes, and establish a base for exploration mini-profession.
But if everything if belts/complexes and other "celestial" objects are going to be moved around, then please consider a 1 time removal of all Anchored Containters, leaving them there will not do any good to node resources/memory.
regards Bruno ------ aka BinderAJ |

Turkantho
Asgard Schiffswerften Ev0ke
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Posted - 2007.04.27 23:01:00 -
[79]
yay for removing static plexes
nay for removing belts, seriously how shall a new player get ISK ? Mission and what else ?
btw a nice idea I read somewhere was to keep Level 1/10 and 2/10 static for new players who don't have scan skills ________
we bring the fun in funeral
I love Emily |

Typhado3
Ashen Lion Mining and Production Consortium FREGE Alliance
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Posted - 2007.04.27 23:03:00 -
[80]
few concerns, clarifications or ideas.
concern: You said your adding faction spawns into exploration to make them more rewarding: what does this mean to drone regions? we don't have faction drones or officer drones. would like to know if anything is happening about that. thx.
concern: My first experience with exploration was not a good one due to 2 things: warp scrambling rats, no idea how hard the exploration I found was. I don't really have a problem with warp scrambling rats as long as they aren't really common, but I would really like to have an idea of how hard an exploration site might be.
clarification: how often will they move? once a day at dt, every hour or two, or once completed (mining ones couldn't be this one).
Idea: saving a scan results (temporarily only) this would mean you could run a scan at start go through all the belts you found before having to go searching again.
My Opinions are my own, not my corp's, not my friend's, and not my pet fedo's |
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Zensu Kai
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Posted - 2007.04.27 23:17:00 -
[81]
CCP.
If you want to reduce the load and perceived lag of your servers, you could start by:
- deleting all of the unnecessary secure cans in empire space. Two years strong now, and the promise you made is unrealized.
- re-working the database queries used by The Market and Get Info windows. Is it really necessary to retrieve static information for modules when these values are not used for any calculations?
- reduce the amount of transparency in the Overview. It's bad enough incurring lag when in any combat situation. It is inconvenient to inadvertantly make the situation worse by clicking on unintended targets behind the Overview, etc.
These are three very simple adjustments that will go a long way to improving the feel of the game experience. It doesn't cost any significant amount of time to implement, and it allows everyone (including developers) to benefit by reducing lag-inducing characteristics that have no real purpose to begin with.
Please think about it.
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Aidelon
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.04.27 23:18:00 -
[82]
Edited by: Aidelon on 27/04/2007 23:20:55 Edited by: Aidelon on 27/04/2007 23:15:48
Originally by: CCP Greyscale
The way I'm envisioning this is:
Go to a planet and run a scan. This takes say ninety seconds. You've got something like a 50% chance of getting a result. When you get your result, you warp to it, and there's around a dozen NPCs spread around a small site, broken up into groups of three or four so you can take them down in bitesized chunks. Maybe there'll be a few basic triggers, or a profession can, or an exploding cloud or some other feature to make the site slightly more interesting. You kill all the rats, then fly to another planet, spend 3-5 minutes finding another site, and repeat. It takes longer to locate the sites than it currently does to warp to a belt, but the sites will last you for longer (more NPCs) and you'll never have an empty site in the way you can get an empty belt right now.
How does that sound?
This sounds pretty good actually. A few things for this as well:
1) Strength of spawn. Right now in a -.9 system, we get anywhere from cruiser spawns to 1.8mil rats. If we find a bad spawn, we move on, find a good one, and chain it for a few hours (or as long as your playtime permits) to maximize isk gain. If I'm spending 3-5 minutes to find a whole bunch of cruiser spawns in a row...you can see how this isn't good for isk gain. A little more consistancy in the $$ reward for each find would be appreciated for a system where we have to spend the extra time to find each spawn.
And what of player volume? Will everyone probing in the system find something, or will there be a max number of spawns?
2) For mining: Currently we jump into a belt, setup a tank for the rat spawn, and can mine for a few hours and only have to worry about enemy players. In the "seperated" groupings you suggest, the mining tank ability might be compromised, which could lead to pains in being a miner. Will we be able to kill the rats and then mine without worrying about respawn, or will we tank each group without worrying about the other groups hitting our miners, or something else? How do you envision mining in this new system?
BTW I really appreciate the level of attention you are giving us in this thread and also the level of feedback. Gold star!
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Bozse
Caldari Reikoku Band of Brothers
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Posted - 2007.04.27 23:18:00 -
[83]
- We're not at the stage where anything like that has been decided on yet. Point taken on board though.
Fair enough.
- I'm not sure how we'll balance it yet either, because we haven't looked at it. As someone else suggested a few posts later, this and a "detune" of local might be two things that could go hand-in-hand to balance each other out. We'll see how it works out
Yeah it's an idea, once it's implemented for static complexes and the new encounters so we can see how the interface for it looks and how it actualy works or if u could give a more descriptive post i think it will be more easy to form ideas and argue upsides and downsides of different sollutions.
- It's unlikely that officer gear will become much more common, as that's not its designated role. I'll keep this issue in mind though.
My sugestion would not increase the supply by much, as i said the odd chance that the commander is switched for an officer isn't going to have a huge impact on the supply, neither is fixing so that officers actualy drops an officer item every time u kill it (it isn't atm) and no the tag and ammo doesn't count. Sience officers was introduced the player base has grown and the use of officer mods has increased with capitals and super capitals but not much has been done about the supply, now the small changes / fixes i mentioned will make up some but probably not for all the increased demand.
Officer mods shuld ofc still be rare hence why my sugestions isn't asking for much but u have to agree that a cap recharger for 10b+ or a smartbomb for 6b+ is just a wee bit to much, and the prices is only going up.
Originally by: CCP Wrangler EVE is designed to be a dark and harsh world
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Pinkoir
Caldari A.W.M Ka-Tet
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Posted - 2007.04.27 23:23:00 -
[84]
I love the sounds of all of these changes.
As a resident of drone space (also known as The Ghetto) I don't see how they will change much. Does this increased chance of officer spawns mean we'll see drones that drop 100 plush instead of 45? Or maybe some higher level professional sites that drop more plush when you hack the containers...
I'd love for you guys to put some of the creative power you obviously have to finding a way, consistent with the back-story, of making the drone regions not suck for PvEers (which is turn would make them not suck for PvPers because maybe then someone might want to fight over them).
-Pinkoir
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Windryder
Caldari New Fnord Industries
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Posted - 2007.04.27 23:25:00 -
[85]
The change to Asteroid Belts has the potential to break the economy.
Why add another scanner? Just expand the current directional scanner.
Are we going to see ICE fields done as mini-exploration sites?
Are we ever going to see ICE fields as true gravimetrics?
Speaking of Ice Mining - a ten minute cycle? Seriously? And you are trying to get rid of macro-miners?
When you change the static complexes, what are you going to do with looted ship logs? The logs always seemed to have heaps of adventuring potential that was never fully realised. If they gave bookmarks to complexes this would be very very cool.
Once complexes/sites/belts are found, are there going to be ways we can protect those investments - e.g. Stealth Emitter Probes / Deployables?
Are you going to link the "roving complexes" to Factional Warfare? That seems logical and obvious to me. Or a mechanism that would mean "10/10 farming" would actually drive the site further and further away when it respawns?
Frankly I'm a little ticked that organisations that built infrastructure to exploit a game mechanic (as opposed to exploiting a simulation of a natural resource) are actually having their investments protected! Hello? Why aren't the previously fixed complexes in high-sec going to stay in the same Constellation? What if you rent a corp office in a system just so you can farm the 3/10 like others farm the 10/10 in zerospace? Why are their investments protected and yours are not? And do not say "scale". Seriously. Do not say scale. The game mechanics should work the same for everyone regardless of wealth.
"Never underestimate the power of a n00b to blunder through a dangerous situation unharmed and obliviously unaware." |

Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.04.28 00:08:00 -
[86]
Originally by: CCP Greyscale
1) Signal Strength will be a very clear indicator of whether a site is meant to be found by the onboard scanner or by using exploration probes, which should let you extrapolate both how hard it will be and the level of reward you're likely to get
2) For low-end belts you'll be able to use the onboard scanner to find them, so you won't need to switch ships. For high-end stuff yes, you'll either need to scout the sites yourself first or pay someone else to do it for you. We haven't yet decided (among other things) what constitutes "low-end" or "high-end" for any particular security status though
Might I suggst you add signal strength to existing belts? that way we can test it for you, we can start to get used to it and it won't create much of an impact on anyone's game play at this time. -AS |

Pilk
Axiom Empire
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Posted - 2007.04.28 00:17:00 -
[87]
Domination rats are the commanders (i.e., you can't chain them in belts). Arch Angel are merely tier-2 (chain all you want!). Therefore, I presume you meant Domination?
--P
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Auron Shadowbane
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Posted - 2007.04.28 00:24:00 -
[88]
read the blog, liked most of it.
some problems I see:
you said you won't have the chance of getting an "empthy" result. How will the systhem know if a spot is "empthy"? How will it tell the difference between a player warping out to repair/change ship and a player leaving?
In one case it will lead to people finding half-assed sites with only a few frigs left (or a archeaology can the "ratter" just didnt want to take). In th eother case it will mean you will loose your site once you have to warp out.
Regarding Pirate vs Carebear I'd have an idea:
Remove the deadspaces from all non-kill/complex results.
Allow that 4AU inbuilt scanner to find uncloaked player ships within its scan range quite reliable. Maybe combine it with the directional scanner, that it can "lock onto" a scan result from the directional scanner and depending on scan strenght, signature, some other blablabla it takes seconds up to minutes to "lock" it. once locked you can warp to it.
Assign all sites a modifier to that lock time depending on how hard they where to find. The "onboard scanner" sites should have a modifier > 1 and the true exploration sides << 1.
Example given: P jumps into a systhem where M is mining peacefully in a belt he scanned with his cheap onboard scanner on his barge and E is salvaging an exploration side he spent 3 hours to nail in his covops.
P does a quick warp/scan and finds a barge somewhere near planet 2 and a covops near planet 5. Looking at his scanner he sees that the barge has a very high signature while the covops is specially tiny.
P decides to go for the easy barge and warps to planet 2, looking at his sensor windo waiting for the "lock" button to appear once he is in 4 AU range. He then presses the button and a faint grin appears on his face as the 3 secon timer runs out. then he can warp directly ontop of the barge and do his nasty job.
all this hasnt taken longer than P would have taken in the old systhem.
After P killed and looted the barge he decides to go after the covops, warps to the covops planet and starts to lock on it with his warp drive. His grin fades as he sees a nice 3600.00s indicator slowly running down. Better get a scan probe launcher and some exploration probes then!
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Chruker
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Posted - 2007.04.28 00:43:00 -
[89]
One of my biggest problems with exploration today is carrying all those damn probes around. Now if this new onboard scanner, in addition to finding the low-end belts/sites, could tell you that there was some other COSMOS signatures in the system, however the signature strength would be so low that you need the exploration probes.
So basicly you could have a ship for ratting, then flying around scanning the low-end sites. Then when you see the hint of a high-end signature, you can go fetch a ship which has an exploration probes launcher fitted.
My other problem with exploration is the lack of site. Here are my scans for 2007: http://games.chruker.dk/eve_online/exploration_log_stats.php Less than one signature per 2 scans/systems. And since I'm usually looking for the profession sites there are way way less. ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Pen Khadiji
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Posted - 2007.04.28 00:45:00 -
[90]
Edited by: Pen Khadiji on 28/04/2007 00:46:06 sounds like a step in the right direction, imo
2 points that bother me about the new way of doing it that have come up when messing with current exploration/mining sites that I personally have done are:
1) fixed warp-in/no mwd (deadspace) type sites: I can understand why you might want this for some of the special sites but for mining (esp in the scope of replacing fields) this is a bad idea. Why? well what happens is your mining barges/haulers have to make (upto)60km sprints to get from roid to roid(can to can, warp-in to can/roid, etc) and it makes things alot more tedious esp with the loss of MWD useage.
I recommend leaving out the deadspace related features outright and having it so a scout could pre-bm the places for the miners/haulers to warp in and get right down to work. Leaving out the deadspace features would also help our pvp/pirate side of things allowing for scanner work to go as normal.
2)Cherry-pickers/ore types might be a problem in new design: a few posts mentioned some of this and you addressed it a bit, but what I can see happening with "rarer" fields is players pick over the good stuff and leave the junkier stuff.. I know it's all subjective but spending time/probes on a location and finding it's all kernite (in low-sec/0.0 rare site) would be maddening
Perhaps take out the common empire stuff right out of the sites that 'require a probe' to find, or perhaps just make them single ore type sites.. so if I want a kernite site I can scan for a kernite site specfically etc etc. imho this would go a long way towards keeping the cherry-pickers down and keep the respawn rates up as it would have alot less material to mine out before it would allow the respawn.
As usual it's just something to think about when your designing, none of it is beefs or will ultimatly break the game for me. hopefully it's something you havent thought of and helps to make a better experience
best wishes, Pen
P.S. If any of this was directly said in another players post forgive me, I often skim the player posts due to time/desire to read dribble/off topic stuff  |
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