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Thread Statistics | Show CCP posts - 29 post(s) |
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CCP Greyscale

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Posted - 2007.06.13 20:42:00 -
[151]
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.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.14 00:08:00 -
[152]
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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Venkul Mul
Gallente
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Posted - 2007.06.14 06:12:00 -
[153]
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.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.14 06:46:00 -
[154]
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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Alski
Gallente Di-Tron Heavy Industries
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Posted - 2007.06.14 08:18:00 -
[155]
A few issues with the Drone based encounters:
The first one is the number of wrecks. (and bare in mind that a reasonable portion of the wrecks were destroyed by 1x Thanatos fitted with 2x large faction smartbombs)
Things to bare in mind: -The drones have no bounties. -The reward for the encounter is purely refineable drone compounds. -It takes a long time to collect them all even with a dedicated salvage ship (destroyer with 8 tractor beams) -It takes a long time to kill them all - ie: killing+looting you are going to be in the encounter site for a significant amount of time -Its in lowsec -Anyone else (includeing pirates) can find the encounter while you are running it. -The drones have an absolutely tiny sig radius, and can mwd up to 550m/s or more
All this basically adds up to spending an awful lot of time in a lowsec encounter with questionable rewards that any pirate can bust in on at any time, I realise that CCP's new ethos is that "loot" of any kind, even drone compounds are better than bounties because they introduce resources instead of magically created isk into circulation, however I for one think that bounties or even a few best named items like missile launchers or shield boosters would be a better risk / reward than this. (also doesn't really tie in with CCP's need for speed initiative.)
My Second issue with just this particular plex (sadly I didn't note the name of it) is this...
This would be a NOS battery Nosing my carrier. 
"wtf would you run a 0.4 system encounter in a carrier?" Pretty simple, rogue drones have an absolutely tiny signature radius and are very fast, so the natural choice of ships to kill them with is an Assault Frigate (in this case an Enyo)
Unfortunately there were 2 NOS Batteries right at the warp in point, and even when I got 25km away (with zero capacitor and half armor) the damn things were still sucking me dry, its also not possible to do enough damage to them, warp out and warp back in to finish them as there shield recharge is fairly fast.
So I switched on godmode and sent in the carrier just to see how fast it could possibly be done, so..... duel T2 sensor boosted Thanatos with 2x large faction smartbombs, 12 T2 scout drones and 1 Enyo, and it still took at least 7 or 8 minutes because there were so damn many drones, respawns, and the drones are hard to hit And then you have a good 10-15 minutes *at least* of salvaging to do for your reward.
Less stuff like this would be good. 
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Avrunath
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Posted - 2007.06.14 10:32:00 -
[156]
Originally by: Hoshi
Originally by: Chi Quan
4) does any module/rig/ship increase the chance of finding explorations or decrease the scan time ?
4) No.
Of course there is a Rig that decreases scanning time! Im sure Hoshi overread that 
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Alski
Gallente Di-Tron Heavy Industries
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Posted - 2007.06.14 10:40:00 -
[157]
Originally by: Avrunath
Originally by: Hoshi
Originally by: Chi Quan
4) does any module/rig/ship increase the chance of finding explorations or decrease the scan time ?
4) No.
Of course there is a Rig that decreases scanning time! Im sure Hoshi overread that 
Gravity Capacitor Upgrade (rig) decreases scan time by 10%. -
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.14 10:52:00 -
[158]
Originally by: Alski
Originally by: Avrunath
Originally by: Hoshi
Originally by: Chi Quan
4) does any module/rig/ship increase the chance of finding explorations or decrease the scan time ?
4) No.
Of course there is a Rig that decreases scanning time! Im sure Hoshi overread that 
Gravity Capacitor Upgrade (rig) decreases scan time by 10%.
Either me or you misunderstood his question, I was assuming it related to the new built in scanner, there is no skills or mods that effect it. ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.14 10:54:00 -
[159]
Originally by: Callthetruth
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%
As been said I don't know how many times now both by players and dev. Downtime have NO effect what so ever on the spawning and despawning of exploration sites. ---------------------------------------- A Guide to Scan Probing in Revelations |

Vasiliyan
The Flying Swan
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Posted - 2007.06.14 15:32:00 -
[160]
Originally by: Hail Xenu Edited by: Hail Xenu on 12/06/2007 21:27:04 You know, exploration was kinda neat in the beginning, but if you guys want us to sit on our butts for 130 seconds every time we want to initiate warp then you are definitely wrong in thinking that isn't the worst gameplay decision you have ever made.
Indeed. It's a way to take all the fun out of space exploration.
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Avrunath
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Posted - 2007.06.14 17:29:00 -
[161]
Originally by: Hoshi Either me or you misunderstood his question, I was assuming it related to the new built in scanner, there is no skills or mods that effect it.
Well it doesnt really matter whos wrong or right. I understood it as for exploring. And exploring is in my understanding the searching for sites without the on board ship scanner. But you could also be right.
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Avrunath
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Posted - 2007.06.14 17:33:00 -
[162]
Originally by: Hoshi
Originally by: Callthetruth
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%
As been said I don't know how many times now both by players and dev. Downtime have NO effect what so ever on the spawning and despawning of exploration sites.
I think he means that if you do it right after dt you had 1 hour where nobody could go for scanning so dt effects it in a way.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.14 20:37:00 -
[163]
Originally by: Avrunath
Originally by: Hoshi
Originally by: Callthetruth
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%
As been said I don't know how many times now both by players and dev. Downtime have NO effect what so ever on the spawning and despawning of exploration sites.
I think he means that if you do it right after dt you had 1 hour where nobody could go for scanning so dt effects it in a way.
Well that depends on how the system works doesn't it? If it works the same as grayscale explained about complexes (and it seems very likely to me, why bother with different systems) a site will spawn only when another site despawns, the most common way for a site to despawn is for someone to run and finish it which means sites are most likely to spawn when a lot of people a doing exploration, which means not after DT. ---------------------------------------- A Guide to Scan Probing in Revelations |

Seramyr l'Ethia
Fallen Angels Inc INVICTUS.
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Posted - 2007.06.14 22:07:00 -
[164]
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.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.15 01:10:00 -
[165]
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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Seramyr l'Ethia
Fallen Angels Inc INVICTUS.
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Posted - 2007.06.15 02:10:00 -
[166]
Originally by: Helison
As far as I can remember, there will be no Radar or Magnetometric Sites in drone space.
Those aren't the only two broken. Unknowns can't be triangulated after registering on a multispec, etc.
Also, do you have a source for that statement?
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.15 03:26:00 -
[167]
Originally by: Alski [stuff]
Hmm, mabye it would be good if plex/mission drones dropped less loot and more loot containers were added to compensate?
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.06.15 03:54:00 -
[168]
Angel Provincial Headquarters
Super fun encounter, please please remove like 50% of the structures. It brings most people PC's to a crawl :P
Also the text for the guardians are confusing, they say you have made them angry by shooting them ( we didn't) the spawns are timed and seem come in ramdonly.
Props to this one though, fun times.
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Deva Blackfire
Viziam
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Posted - 2007.06.15 05:39:00 -
[169]
IIRC Angel Provi HQ is exploration not encounter. (exploration - needs scan probes to find, encounter - onboard scanner is enough).
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.06.15 06:36:00 -
[170]
Originally by: Black Atom Edited by: Black Atom on 15/06/2007 04:30:17 Angel Provincial Headquarters
Super fun encounter, please please remove like 50% of the structures. It brings most people PC's to a crawl :P
Also the text for the guardians are confusing, they say you have made them angry by shooting them ( we didn't) the spawns are timed and seem come in ramdonly.
Props to this one though, fun times.
Edit: Actually please tone down the third part of the escalation.. it killed a passive tanked drake before he could load.
Actually it kept escalating, had to bring in a carrier to tank it. All of the groups are agressing at the same time making anything less than a carrier a waste. Though the escalation path does seem to accomodate this.
Yes it does allow for capitals this may be intentional, but anything short of a carrier tanking and you might as well not go.
Also as a bug report it's impossible to gang warp to escalations. Please fix this :(
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TWD
TAOSP Band of Brothers
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Posted - 2007.06.15 07:20:00 -
[171]
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.
I thought static complex meant it stays at the same location, and does not move. Like the current deadspace complexes that show up under 'DED deadspace report' on TQ.
On SISI, there are 2 10/10 complexes left under 'DED deadspace report'... but are new complexes in new locations. Is this final before the rev2 patch? |

Smel Ly
The Mint
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Posted - 2007.06.15 07:59:00 -
[172]
TWD I believe those are cosmos 10/10 complexes (I believe these are on TQ atm as well, atleast I know of 1 cosmos 10/10 in Vale of the silent on TQ) and not ordinary DED ones like the ones currently still on TQ.
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Smel Ly
The Mint
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Posted - 2007.06.15 08:01:00 -
[173]
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.
So basically with 2) going out the window, what's CCP intention? That people find maybe 1 x a 10/10 in a week or something. Or what is the goal here? Or is there something else that might give away slightly where to look, I mean 5 regions is just a ridiculous amount of systems..
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TWD
TAOSP Band of Brothers
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Posted - 2007.06.15 08:46:00 -
[174]
Originally by: Smel Ly TWD I believe those are cosmos 10/10 complexes (I believe these are on TQ atm as well, atleast I know of 1 cosmos 10/10 in Vale of the silent on TQ) and not ordinary DED ones like the ones currently still on TQ.
On SISI:
2x DED Deadspace report 10/10 2x Agent site report comparable to 10/10 (if what you say is true)
So thats 4 high value, static complexes that can be found by anyone on the map.
G5ED in Vale of silent has a DED deadspace complex & 10/10 comparable cosmos complex. If this is final, that system will sure see alot of action after DT each day. |

Deva Blackfire
Viziam
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Posted - 2007.06.15 09:24:00 -
[175]
G5ED (Vale) plex is 100% cosmos (even if it shows 10/10). Been there, done it ;p
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CCP Greyscale

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Posted - 2007.06.15 10:17:00 -
[176]
Originally by: Seramyr l'Ethia
Originally by: Helison
As far as I can remember, there will be no Radar or Magnetometric Sites in drone space.
Those aren't the only two broken. Unknowns can't be triangulated after registering on a multispec, etc.
Also, do you have a source for that statement?
Helison is right - Content have been working like demons for this patch but didn't have time to do a complete set of drone profession sites on top of everything else.
The broken Unknown distribution in the drone regions should be fixed as per patch notes.
Originally by: Black Atom Actually it kept escalating, had to bring in a carrier to tank it. All of the groups are agressing at the same time making anything less than a carrier a waste. Though the escalation path does seem to accomodate this.
Yes it does allow for capitals this may be intentional, but anything short of a carrier tanking and you might as well not go.
Also as a bug report it's impossible to gang warp to escalations. Please fix this :(
That particular escalation is... interesting Also, if something's broken please actually bug report it!
Originally by: TWD On SISI, there are 2 10/10 complexes left under 'DED deadspace report'... but are new complexes in new locations. Is this final before the rev2 patch?
These are both COSMOS sites, which we're not messing around with right now
Originally by: Smel Ly So basically with 2) going out the window, what's CCP intention? That people find maybe 1 x a 10/10 in a week or something. Or what is the goal here? Or is there something else that might give away slightly where to look, I mean 5 regions is just a ridiculous amount of systems..
The intention is simply that they're not horribly farmable. Beyond that, we're going to wait and see what happens and then adjust things accordingly. There are more sites out there in Rev II than there are currently on TQ, but they're going to be much harder to locate.
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Che Guevaro
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Posted - 2007.06.15 11:04:00 -
[177]
Please could you explain once more. For example there was lets say 10 6\10 blood raiders static complexes. couple in Aridia region others in Delve. Will those plexes randomly spawn somewhere in this regions? Or spawn across Amarr Empire or blood raiders region everywhere? And is there exactly 10 plexes per day spawned or number is random too? Is there good chance to find them in constellation they was before rev2?
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.15 11:28:00 -
[178]
Originally by: Che Guevaro Please could you explain once more. For example there was lets say 10 6\10 blood raiders static complexes. couple in Aridia region others in Delve. Will those plexes randomly spawn somewhere in this regions? Or spawn across Amarr Empire or blood raiders region everywhere? And is there exactly 10 plexes per day spawned or number is random too? Is there good chance to find them in constellation they was before rev2?
Judging from what I have read. They will only spawn in 0.0 blood raiders regions. All complex spawns are limted by sec status.
There might be more than 10, 15-20 perhaps, everyone will always be spawned at any time. As soon as you finish a plex and warp out it will despawn and a new one will spawn somewhere else in one of the blood raider 0.0 regions.
Btw grayscale are you in any way fixing the frequence of plexes over the pirate factions. For example there are currently the exact same number of blood raider plexes as there are angle plexes, but the angels occupy an area 5 times as large.
IMHO that is very broken, if a pirate faction is larger than than an other it should have more plexes too. That should go without saying. ---------------------------------------- A Guide to Scan Probing in Revelations |

Stellar Vix
State War Academy
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Posted - 2007.06.16 05:58:00 -
[179]
Is COMOS under consideration for the same sort of treatment for the the normal plexes are im sure some real scientist would love for this to be implimented as well. =========
400x120 13kbs...
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |

Deva Blackfire
Viziam
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Posted - 2007.06.16 09:02:00 -
[180]
Edited by: Deva Blackfire on 16/06/2007 09:03:55 Edited by: Deva Blackfire on 16/06/2007 09:01:27
Originally by: Stellar Vix Is COMOS under consideration for the same sort of treatment for the the normal plexes are im sure some real scientist would love for this to be implimented as well.
Originally by: CCP Greyscale These are both COSMOS sites, which we're not messing around with right now
Ah one more thing (not sure who works with COSMOS stuff). Blood Raider Crypt (in port maphante, amarr cosmos) - is it possible to create deadspace pocket inside?
Atm favourite way of farming the plex is to have one frig (gangmember) 200-300km above the plex and then jo-jo from frig to can (you have to create BM earlier) and then back to frig. Then next can and so on. In this way farmer can jump at 10 cans in time you need to get 1-2. Also he evades most of rats (not enough scrambling rats) so his full rack of codebreakers insta-open cans.
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