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Thread Statistics | Show CCP posts - 29 post(s) |
Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.05.28 23:20:00 -
[1]
So far my experiences are quite good, but the count of the encounters is still a bit low.
About their worth: Why are you using mission-NPCs in encounters and not belt-NPCs? Mission-NPCs have less loot and less bounty, but in missions you are also getting reward + LPs. In encounters reward + LPs are missing, so if the ratio of faction-spawns is not high (and I havnŠt encountered one till now), than it would be better to farm Belt-NPCs than scan for Encounters.
A small suggestion for BM-Handling (as exploration sites require the creation of many bookmarks): Please add in the right-klick-menu in space to each BM a option for deleting this BM.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.06 15:04:00 -
[2]
As nearly all encounters seem to spam the chatchannels with some nonsense of their commanders: Please restrict the NPC-related messages (during missions, encounters or exploration) to ONE channel (perhaps local). It is very annoying if 9 channels start to blink, just because you warped into an encounter!
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.06 17:41:00 -
[3]
I think something is very wrong with your timetable for patches. As soon as it possible to test the new stuff on testserver, it is already too late for any changes. Delay this damned patch and get the needed changes in!
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.09 12:11:00 -
[4]
Originally by: Venkul Mul
when I clear a system of encounter sites they respawn, so it is almost guarantee that I again have encounter sites in the same system.
Unless there is some serious delay in the respawn time the system will never be totally clear of unknow encounter location. To make it even worse if the number of encounter sites is fixed at a costellation level and not at the system level, people clearing 1 system 2 jump away can be cluttering the one I am in, so new sites will spawn even when I am clearing those currently existing.
I am expecting, that the number of encounters is fixed on a region-level or even a multiple-region level. It will depend massivly how often encounters will be run. If they are very popular, you might have far more respawns.
Multispectral scans have to be improved for sure as soon as possible. I personally would prefer a count of signatures, which are present in the system. If you know that there are 3 unkown signatures, you can look easily for the encounters first. If you only find 2 encounters, you can start the Quest probes till you find the 3rd signature.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.10 07:27:00 -
[5]
Originally by: Hoshi The ded plexes show up as unknown on the multispec. This makes the almost impossible to find. You basically need to go to every system, clear out all encounters and escalation sites and then see that you still have an unknown that you haven't found. So you keep scan for that one, but it has a very, low signal strength. 0.208 with a sift right on top of it, so we are looking at around 1% chance with a quest.
These are quite bad news. Sure, a 10/10 should not be very easy to be found, but with 0.208 (and I expect that you are using a char with pretty good skills) this will be very difficult to be found. We can expect to scan for several hours, just for locating this single location. With encounters etc. it will be even more complicated.
Btw: Were you able to check, if the 10/10 plex was unchanged from TQ?
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.15 01:10:00 -
[6]
Originally by: Seramyr l'Ethia Apologies for the brief derail, but when I last checked SiSi it wasn't implemented and I'm unable to check the latest verison (stupid travel, stupid onboard video card). Has the full range of exploration sites been seeded into the drone regions yet, to be deployed along with Kali2 this tuesday?
I see no mention of it in the patchnotes, despite it having been horribly broken for quite a while now.
As far as I can remember, there will be no Radar or Magnetometric Sites in drone space.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 15:30:00 -
[7]
About not unspawning encounters: Like already bugreported there seems to be an issue with plexes, which are started but not completed before DT. After DT NPCŠs are probably missing and the encounter canŠt be completed any longer -> empty encounter.
Originally by: CCP Zrakor And the 'unknown' site issue, that's being looked at by people in Game Design. We might make the old static complexes more distinguishable. We are also adding a slight chance of getting an escalation to one of them through the encounters.
OMG, we are complaining already for several weeks that there is a problem with seperating "unknown" sites. And now Game Design is only looking at the issue? Please decide fast and improve the situation. Easy solution: Give us at least the numbers of "unknown" sites within a system, when dropping a multispectral probe.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 21:31:00 -
[8]
Yeah, the proposal in post 107 sounds good. ItŠs just already 17 days ago, so it looked for me like you have dropped the idea again. If easily possible I would still like the additional impovement, that we get a number of the found complexes, when using a multispectral probe.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 21:58:00 -
[9]
Oh, another thing about despawning of encounters and other complexes:
Please include several timers for auto-despawning, if a complex is not completed correctly. There is the statement that encounters should despawn 48 hours after they are done (or whatever). Till now I havnŠt watched any complex, which has despawned after 48 hours. Either they despawn within 10 minutes of completion (after last pilot has left the plex) or they donŠt despawn at all.
Good would be if a complex would despawn automatically: 8 weeks after spawning of the signature (to avoid that plexes will get cumulated too much in single systems, which are not visited at all) 3 weeks after they are found the first time 24 hours after someone has started to do the encounter (48 hours for normal exploration sites, 7 days for gravimetric sites)
This should guarantee a better distribution of plexes, less frustration for probers and should help against buggy plexes. Specially for gravimetric plexes I know plexes, which are in the same location for several months, but which are not worth to be mined (or which are mined only partially). In my standard systems, which I scan regularily, I havnŠt seen any new gravimetric-signature for at least 2 months.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 22:57:00 -
[10]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 29/06/2007 22:34:51 To be honest: encounters should despawn 1-4 hours after being finished (or no). In empire for example its very hard ot use that 24/48h depspawn timer because there is always someone who will find plex and reset it (until im wrong how despawn timers work).
If the encounter is sucessfully completed, then it will normally despawn within 10 minutes after the last player-ship has left the site.
I suggested my timers only for the cases, when the site has not been successfully completed.
Quote:
And other thingy: i was searching for 0,3 sec system plex. Found it after 10 hours of scanning (4.00 in the morning). Went there after 12-13 hours (after dt on next day) and plex was... gone. Im pretty sure noone did it, so it had to despawn. Is it possible it despawned during DT?
IŠm very sure that somebody else has done it.
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