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Thread Statistics | Show CCP posts - 29 post(s) |
Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.06 11:57:00 -
[1]
any word on density 1 per system just wont cut it ( having them despawn and respawn outside of dt would be better than having em refresh then) i do hope CCP dont take the easy option on this on as the late 12 hours after dt+ players miss out. Also opens em up for the farmers straight after dt even tho they aint static
Otherwise perhaps introduce variants on the unknown types
comment regarding wrecks well perhaps if a player is within 100km make them very hard to find if wrecks are just floating with no player ships around make em easier ( sort of like the deadspace shading that missioun runners have) requires very high end skills to track em down
PLaces like motsu are easy to scan mission runners for ninjasalvage tho fact u have 100-150 at any one time running missions means the 2-5% chance will yield up a couple of results on each cycle but if its one running a mission in system chances go south
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.06 12:18:00 -
[2]
15 wuld be good perhaps rigs that raise the strength of scan probe values would be in order
recon we should have a whole line of 3 and 5%+ implants affecting all scan probe related stats to
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.08 04:16:00 -
[3]
i think the comment about removing the easy combat sites then going after the escalation hard ones is valid, perhaps offering the locals a chance to assist with the plexes then going the scan after that as said not ideal but the small chance of faction at least might get peeps moving out of the mission hubs ( luckliy the farmers havent caught on yet)
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 02:30:00 -
[4]
poked around 0.9 and 0.8 space the spawning at dt will favour UK and aussie palyers over US players ( perhaps having them despawn and respawn randomly every 2 hours would be more acceptible) is it possible to do that CCP instead of the dt farming encouragement thing
0.9 and 0.8 systems yielded some basic protecting rats are a forward base in gal space ( with a little blue message about someone finding their forward base call for reinforcements)
will poke aorund the map quite a bit more. I think the chances of a commander spawn currently from my obs running at 5-10% seem reasonable enough. Poor loot on 70% of these commander drops and then 30% good ones seem to match 0.0 distributions
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 04:42:00 -
[5]
more additional points to many drones and not enough angel sites in minmatar space around amamake
Low sec remains medium level frig drone rats reasonable, very basic implementation atm loot alloys could be better but good entry level
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 12:41:00 -
[6]
Originally by: Hoshi
Originally by: Callthetruth poked around 0.9 and 0.8 space the spawning at dt will favour UK and aussie palyers over US players ( perhaps having them despawn and respawn randomly every 2 hours would be more acceptible) is it possible to do that CCP instead of the dt farming encouragement thing
It's been said several times, DT have nothing to do with spawning of any exploration content including encounters. And no spawning and respawning randomly every 2h is not acceptable. It would make looking for escalation site and complexes a virtual nightmare.
despawning after they have been finished only, respawning with something new - its aimed more at encounters but exploration content as well , it is acceptible and not a virtual nightmare
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 04:07:00 -
[7]
Originally by: Azrael Bierce
Originally by: Hail Xenu Seriously, every time i go probing then I'll sit there while watching the timer go down wondering why I pay for this game, it's soul crushing. Make it take less time at least. Make some sites drop absolutely nothing if you have to compensate somehow, just please, less trying to narrow down sites for hours. It just isn't fun at all, especially considering the risk/reward(the reward bit hovering around "none" at times)
And I'd like to say if it was only 130 seconds I could find a way to live with it. It's the failing to find a hit 78 times in a row and sitting in the same spot in space for 3 hours that really sucks.
a little bit less of the time sink guys, we need them popping up refreshing every 2 hours even if its just basic no commander ones. We dont want to sit around for hours trying to scan stuff out, u dont seed enough as it is. MOre quantity can CCP understand what im saying
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 09:28:00 -
[8]
increase the amount generated and seeded. Give us scan probing implants and boosters rather than culmulative scan types as suggested perhaps new pirate faction scan probe stat affecting implants
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 12:35:00 -
[9]
alliances will have to spread out the risk reward and basically open up ISK to all members
either that or any complexes found will be turned over to CEOs. actually this is a good idea, will diversify alliance outpost and might encourage more mining and cross alliance trading ( what ISS tried to do before the PVP nutters moved in)
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.14 00:08:00 -
[10]
Originally by: CCP Greyscale The original plan had two parts:
1) Distribute ALL static complexes across ALL suitable regions. For example, the Serpentis 10/10 has an equal chance of spawning in all systems in Cloud Ring, Fade, Fountain, Outer Ring and Syndicate. (It's a small chance and it's very hard to find on top of that, but it's there)
2) Make special distributions for constellations which already have one (or more) 7/10+ complex, so there's a better chance of finding in that constellation the complex(es) that are already present there pre-Rev2. This is solely so that outposts built in system XZY-123 because there's five 10/10 complexes in there won't suddenly find their 30bn investment is useless.
2) has been removed for exploitability reasons. 1) is still going in. The old statics will still be present and findable in-game from day 1 of Revelations 2. I hope that removes any residual confusion.
1. good 2. goood 3. what about low to mid tier sites are more per system going to be seeded ?
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.14 06:46:00 -
[11]
Originally by: Venkul Mul
Originally by: CCP Greyscale Originally by: Venkul Mul A 10% chance for the good sites seem good enough, unless that mean "only in 0.0, in the cosmos and/or NPC regions" or some similar limitation.
10% is lowball for some of the sites, and this applies to all sites from 1.0 downwards - but the lower the security, the bigger and better the Commander
Seem the perfect balance better rewards in lower security levels, but something decent even in high sec.
considering the fact high sec exploration atm is worthless ( unless youre on right after dt hence the 2 hour respawn-despawn suggestion it works for belt rats )
3% commander spawn possible in high sec maybe even 1.5%
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.27 07:57:00 -
[12]
drones are everywhere some are uber most arent
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.27 07:59:00 -
[13]
the respawning as soon as one despawns ( and not at dt) at the moment this does not appear to be working ie dynamic spawn repalcement like roid rats do. Its fixed at each dt. ANye eta on the change
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.07.04 13:14:00 -
[14]
Originally by: Hectaire Glade The permenant LCO site is Frarolle is still there over a week after i bug reported it. My bug report was closed with 'known issue, added to list' type response and the site left untouched! Good service indeed.
Please give us a petition catagory to clear these out or reset the whole encounter system!
added to later basket
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