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

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Posted - 2007.05.25 13:28:00 -
[1]
Here you can discuss the upcomming feature: More Exploration sites!
You can find information about this and other new things here.
Please keep posts constructive and on topic. ____________________________ I break things.
GM Voodoo > That plan really straddles the fine line between genius and idiocy. Tanis. > And that differs from everything else I say how?
[Bug Report Here][How to write a good bug report][Test server rules] |
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Mashie Saldana
Hooligans Of War
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Posted - 2007.05.25 15:49:00 -
[2]
The new ship scanner isn't working yet.
There are two outcomes right now after the 30s scanning time is over: "Nothing found" or stuck at "Analyzing..."
With a 30s scanning time it will be really difficult to track down someone ratting NPCs in belts before they warp to a safe/cloak unless local will get some kind of delay.
We're sorry, something happened.
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CCP Greyscale

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Posted - 2007.05.25 17:15:00 -
[3]
The new scanner is only capable of scanning for Cosmic Signatures - if you want to probe out ships you'll still need either Recon probes or the new System Scanning Array starbase structure. The "stuck result" issue is fixed internally already :)
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Tanis.

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Posted - 2007.05.25 17:43:00 -
[4]
Updated OP ____________________________ I break things.
GM Voodoo > That plan really straddles the fine line between genius and idiocy. Tanis. > And that differs from everything else I say how?
[Bug Report Here][How to write a good bug report][Test server rules] |
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Mashie Saldana
Hooligans Of War
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Posted - 2007.05.25 19:46:00 -
[5]
Originally by: CCP Greyscale The new scanner is only capable of scanning for Cosmic Signatures - if you want to probe out ships you'll still need either Recon probes or the new System Scanning Array starbase structure. The "stuck result" issue is fixed internally already :)
I was actually trying to find a few asteroid belts so I used Cosmic Signature when scanning.
I assumed the exploration asteroid fields had been seeded as the old fields had nothing but giant secure containers in them.
We're sorry, something happened.
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.26 16:37:00 -
[6]
Edited by: Moonaru Izu on 26/05/2007 16:36:27
Originally by: Tanis.
The bulk of the new exploration sites are what we call "Encounters". These are small, easy-to-find sites with some combat content and the chance to spawn a Commander NPC. They can be found near most planets using either traditional probes (which will find them very easily) or the new Onboard Scanner (which will likely take several attempts to find it). Currently they're distributed in all security statuses except 0.4 and 0.5, but they'll be available everywhere in the near future.
I have a question on this one. Currently trying to find something on Sisi in 0.3 and below. From the quote above I get the impression that they are actually seeded in low-sec and 0.0.
I'm just wondering how common they really are. Are we talking one encounter per system, almost all planets in a system, a few? What is the chance that a system has none at all?
Also, how many scans with the new build-in scanner would it take on average to find an encouter site (whats the intended success rate of CCP)?
I hope you can shine a light on this because otherwise it would be shooting in the dark for us which would make testing difficult, if possible at all.
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.26 17:13:00 -
[7]
I'm trying this out of sisi too and the ship scanner isn't working, you scan and it sits on analyzing... after the timer counts down
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Dakisha
Mining Bytes Inc. FREGE Alliance
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Posted - 2007.05.26 18:16:00 -
[8]
What Wizzkidy said. Either nothing found or stuck on 'Analyzing'.
Unable to test due to that.
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.26 18:36:00 -
[9]
Edited by: Moonaru Izu on 26/05/2007 18:35:00
Originally by: Wizzkidy I'm trying this out of sisi too and the ship scanner isn't working, you scan and it sits on analyzing... after the timer counts down
I found out a few things, including some possible bugs
If you get the stuck at "analysis" result that means that the scanner has found something but it won't display it. I found a workaround. When this happens, drop a multispectral probe for exploration. When you have dropped it, destroy it immediately. YOu do not even have to start a scan with it (although you can. you would get an unknown). After the probe is destroyed, try again with the on-board scanner. It will display a result now that you can warp to
Obviously, this is a bug and if I understood correctly a fix is already checked-in but not on SiSi yet. Anyway, hopefully this workaround can get some more people into testing.
In the mean time I have found three encounters. All in the same system. It seems that they respawn there as soon as one is done but that is purely speculation. I found them in a 0.7 system with four planets. They were Guristas hideout (1x) and guristas watch (2x) I didn't get a commander NPC or an escalation at any time.
Also, and I wonder if this is a bug, the rats did not drop any loot or wrecks...none
some dev comments on this would be appreciated.
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Gor Kraon
Minmatar Red Alliance
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Posted - 2007.05.26 21:52:00 -
[10]
Thanks to your workaround i found 3 encounters in one system (in the same scan around the same 2 planets). They are all the same site "Rogue Drone Attack." Hard to tell anything about the rewards of the site when no wrecks appear...
One problem i do think... Using a Multispec probe to look for real site (probed ones) i think reports these on-board scan sites, making it hard to know if there really are probable combat sites in the system.
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.26 23:46:00 -
[11]
Confimed that work around does work, i have only found 2 rouge drone petrol sites so far, both where fairly boring and didn't give anything worth taking.
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Commander BlackJack
Rampage Eternal Ka-Tet
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Posted - 2007.05.27 05:07:00 -
[12]
Feedback:
About 2 hours of scanning in the new drone regions. More specifically in the 6HL8-L region. (NOB-HD & 2FYX-H constellations) Full scan in those constellations with the onboard scanner, multispectral probe scan and i haven't found a single encounter. Only one gravimetric signal...
So my first question is: Are the encounters seeded equally in every region on the testserver? (Or we're going to get a good thing implemented bad in our region again? aka. Is this the drone region exploration love what Oveur promised? :-/)
Can we get specifics on their distribution like spawning rate (after downtime or time intervalls or totally random etc.) - are they despawning after completition?
Is the multispectral probe supposed to show encounters? If yes what kind of signal? Please add a new signal type if it's also unknown right now. Don't mess them up with normal exploration complexes...
Scanning time in a system which have 10planets:
onboard scanner: 10x30sec + warping between the planets
covertops: (with decent scanning skills & covops bonus & rigs) with specific probes: first multispectral scan: ~200sec - deploying the quest probes: 10x15sec + warping - First scan with the quest probes: ~200sec - possible second scan with comb or pursuit probes ~200sec - third scan with sift probe 200sec... etc.
So in it's current form it takes more time to scan an encounter with a ship crated entirely for scanning. So i'd like to see a specific probe for encounter scanning or the scanning skills like astrometric triangulation, signal acquisition and covops ship bonuses should affect the onboard scanner skills.
Exploration in general in the drone regions: There are only two types of signals in our region (Unknown -> Complex - Gravimetric -> Hidden belt) The scanning time is quite long for unknown signals even with nearly maxed out scanning skills and a rigged covops - takes atleast 45m to narrow down a complex but it's usually 1hour+.
Hierarchy: Found this complex several times. Completed it atleast five times. The difficulty was okey, but it doesn't really worth the effort. Only alloys - no bounty - no real loot. Not allowing industrials to enter and no excalation at all for us.
Radiance: Completed this complex three times. The same thing applies to this too..
Independence: Only found once. And it was really difficult. We had excalation at the end and tried to complete it. We died at the last stage i guess (big hive) and the complex despawned. No loot...
Gravimetric signals - hidden belts: not rly worth the effort. they're bugged like the other belts in the drone regions.
To be honest i'm really skeptic because i reported several times these things in specific bug reports, petitions and etc. But still i like exploration and i think it's a great thing which is implemented badly and quite badly in our region... So instead of making new encounters and exploration complexes i would like to see improvements and fixes in the actual ones first.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.05.27 06:20:00 -
[13]
Originally by: Commander BlackJack
There are only two types of signals in our region (Unknown -> Complex - Gravimetric -> Hidden belt) Gief ladar, radar, magnetometric pls.
IIRC, Ladar signals only show up in 8 special regions right now, so it wouldn't make sense to have them in the drone regions.
Mag and grav don't make sense RP-wise, but gameplay-wise they need to be muscled in.
At the very least mag could be dropped in (drones do drop salvage, right? and the drone areas were open until around 25 years ago, some archaeological remnants should still be there)
Radar on the other hand is a bit iffy, perhaps the mag rate could be increased to compensate.
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.27 07:36:00 -
[14]
Originally by: Commander BlackJack Edited by: Commander BlackJack on 27/05/2007 05:16:02 Feedback:
About 2 hours of scanning in the new drone regions. More specifically in the 6HL8-L region. (NOB-HD & 2FYX-H constellations) Full scan in those constellations with the onboard scanner, multispectral probe scan and i haven't found a single encounter. Only one gravimetric signal...
So my first question is: Are the encounters seeded equally in every region on the testserver? (Or we're going to get a good thing implemented bad in our region again? aka. Is this the drone region exploration love what Oveur promised? :-/)
Can we get specifics on their distribution like spawning rate (after downtime or time intervalls or totally random etc.) - are they despawning after completition?
Is the multispectral probe supposed to show encounters? If yes what kind of signal? Please add a new signal type if it's also unknown right now. Don't mess them up with normal exploration complexes...
currently it seems an encounter does show up with a multispectral probe and indeed as an "unknown". I agree that this might not be the best of choice, unless CCP intends to get rid of the unknown sites as we have known them until know.
In fact, the three I found earlier are ones that I have found on TQ aswell with ordinary exploring (unknown sites). They have the same name on the map yet the encounter versions are different. Maybe this implies that unknown sites will become encounters only. Hopefully some dev feedback is forthcoming on this.
Originally by: Commander BlackJack Scanning time in a system which have 10planets:
onboard scanner: 10x30sec + warping between the planets
covertops: (with decent scanning skills & covops bonus & rigs) with specific probes: first multispectral scan: ~200sec - deploying the quest probes: 10x15sec + warping - First scan with the quest probes: ~200sec - possible second scan with comb or pursuit probes ~200sec - third scan with sift probe 200sec... etc.
So in it's current form it takes more time to scan an encounter with a ship crated entirely for scanning. So i'd like to see a specific probe for encounter scanning or the scanning skills like astrometric triangulation, signal acquisition and covops ship bonuses should affect the onboard scanner skills.
Scanning for an encounter always takes the same amount of time when using the on-board scanner (independant of ship or skills). On-board scanner and probes are two different things. And if I understand it correctly, the onboard scanner can only find encounters, Not grav,radar,mag or ladar sites.
I do agree with you though that ships and persons whom are specialised for scanning/exploring should benefit from the scanning skills and ship bonusses as well when using the on-board scanner.
Originally by: Commander BlackJack Exploration in general in the drone regions: There are only two types of signals in our region (Unknown -> Complex - Gravimetric -> Hidden belt) Gief ladar, radar, magnetometric pls.
..snip..
To be honest i'm really skeptic because i reported several times these things in specific bug reports, petitions and etc. But still i like exploration and i think it's a great thing which is implemented badly and quite badly in our region... So instead of making new encounters and exploration complexes i would like to see improvements and fixes in the actual ones first. It's fine if you guys do it at the same time, but pleeeaseee do it! 
With all respect, but this thread is not about fixing the drone regions although I understand that they surely could use some dev attention.
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Deva Blackfire
Viziam
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Posted - 2007.05.27 07:40:00 -
[15]
I have only one thing to ask. Can we have those "new" encounters give other signal when using multi probe?
So when im trying to find normal exploration sites, encounters dont get in the way.
Atm (if its confirmed what previous posters said) result of unknown can mean both low-risk encounter or high-risk exploration.
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CCP Greyscale

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Posted - 2007.05.27 11:24:00 -
[16]
Yes, multispecs find the new encounters - they're exactly like normal exploration sites in all ways except they're smaller and vastly easier to find. We're looking at the possibility of better differentiation for a patch in the near future, but for now they're all going to be listed as unknowns.
The stats on the escalation sites will mean you should be able to get a signal strength comfortably above 1 with Quest probes, meaning you'll only need one cycle if you want to find all encounter sites in the system with exploration probes.
Drone regions seeding (or lack of) is an authoring error on my part. Good catch, saves QA shouting at me next week :) It'll be fixed next time Adam's patched.
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.27 13:52:00 -
[17]
1. Escalation is working better, yet to find a decent site though but I few have escataled a little way.
2. The on board ship scanner should take into account if you have better skills or if your flying a cov ops
3. Still the same old shoot these lot then another lot spawn, random please this is boring.
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Deva Blackfire
Viziam
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Posted - 2007.05.27 15:36:00 -
[18]
Originally by: CCP Greyscale Yes, multispecs find the new encounters - they're exactly like normal exploration sites in all ways except they're smaller and vastly easier to find. We're looking at the possibility of better differentiation for a patch in the near future, but for now they're all going to be listed as unknowns.
The stats on the escalation sites will mean you should be able to get a signal strength comfortably above 1 with Quest probes, meaning you'll only need one cycle if you want to find all encounter sites in the system with exploration probes.
Drone regions seeding (or lack of) is an authoring error on my part. Good catch, saves QA shouting at me next week :) It'll be fixed next time Adam's patched.
2nd paragraph makes me happy :)
Tho still id vote for some differentiation between em (unknown and "not so sure"? ;p)
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Dakisha
Mining Bytes Inc. FREGE Alliance
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Posted - 2007.05.27 16:45:00 -
[19]
So far I've found a couple using the multispec probe workaround - they all seem to be drone ships and don't even drop wrecks.
Obv I'd imagine they'll drop wrecks in the future - but please make sure they are something other than just drones!
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Ikkajo
Minmatar Illudium Space Products
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Posted - 2007.05.27 17:29:00 -
[20]
What will be happening with the Ice fields? Will they also go to exploration? If they do, they would have to become significantly smaller than they are now so that they could be mined out to let another one spawn. Given exploration, is there a chance to find one of the low-sec ice fields in high sec like we might find with asteroids? Industrialist Carebear, CEO Illudium Space Products: Where's the KABOOM!? |
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CCP Greyscale

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Posted - 2007.05.27 19:38:00 -
[21]
If the loot problems persist after the next SiSi update, please post again here saying so. A quick check on our internal server shows nothing obvious wrong on the latest build.
As to any changes to asteroid belts of any kind, they're not coming in Revelations 2 and haven't been seriously considered yet. As such I have no info on the specifics :)
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Darkrogue
Illicit Technologies
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Posted - 2007.05.27 22:00:00 -
[22]
I would just like to say; please please please make the encounters labeled differently then the current Unknown exploration sites. Hell, just call them "Encounter" on the scanner and leave "Unknown" as higher end plexes. As you said, you are discussing it already, but I think it is crucial to the success of this encounter system.
Also I think it is very important to NOT remove astroid belts, even in the future. The reason: with the combination of exploration, encounters, and ratting and mining in belts I think it makes invdividual solar systems more valuable because you can have different people doing a multitude of different things.
This may even help merge into constellation sovereignty as smaller ammounts of space could support more people. 
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Ikkajo
Minmatar Illudium Space Products
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Posted - 2007.05.27 22:09:00 -
[23]
OK. Fair enough. Does this then mean removal of all belt rats when this comes in? If not, it introduces more ways of getting money into the game until belts are removed.
There's a fairly active "scavenger" mini-profession going on where people just roam the existing salvaging wrecks that the ratters have left behind. If the exploration sites despawn once complete, there will still be a pile of wrecks around. Since it is not possible to scan down wrecks currently, that will result in more server objects than current (lots of wrecks), albeit somewhat temporary. In a way, these scavengers are doing the system a favour. If they can't clean out the new wrecks because they can't find them, That's not a good result.
One last question looking long-term:
If you are moving encounters off to exploration and also mining, would that mean the end of belt-rats for the miners to deal with? Industrialist Carebear, CEO Illudium Space Products: Where's the KABOOM!? |
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CCP Greyscale

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Posted - 2007.05.28 00:15:00 -
[24]
Doing anything to asteroid belts is not on the agenda for Revelations 2, or any patch prior to Revelations 3. If we decide to look at the idea in more details, we'll solicit further comments from the community at that time.
In the mean time, we have a whole bunch of new encounters plus the changes to static complexes coming in Revelations 2, which will be arriving fairly soon. If you have any comments on that front, this is the thread to make them in!
Given that we went feature-complete on Friday, the chance of any change to the way sites are flagged up for the Revelations 2 patch are low, and by "low" I mean "Oveur will subject me to a public flogging if I even suggest it" ;) Concern noted and I'll see if we can get some changes to this in a future patch - any further ideas or suggestions are welcome on that basis
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Gor Kraon
Minmatar Red Alliance
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Posted - 2007.05.28 02:13:00 -
[25]
I have completed a few sites now and have aborted one due to the unscheduled down last night... most have been nice and despawned in a few hours. One i completed yesterday still persists, even after i destroyed all the large collidable crap there (this site was one of three identical named ones in the same system, the other 2 disappeared without issue.). That stuff actually came back after the down. The site i didn't complete due to the down also remains, but nothing is in it; i couldn't have been more than on to wave 2 of the site.
I think one was a Drone Patrol and the other an Angel Watch.
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Ikkajo
Minmatar Illudium Space Products
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Posted - 2007.05.28 02:38:00 -
[26]
Thanks for the clarification on that.
Really the only request I have is to be able to scan down wrecks using the probe system. There's a grouping for it under the scanner UI, but it never returns anything. As such, I don't see that as a new feature, just an existing one that is not implemented yet :) Industrialist Carebear, CEO Illudium Space Products: Where's the KABOOM!? |

Darkrogue
Illicit Technologies
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Posted - 2007.05.28 03:21:00 -
[27]
Edited by: Darkrogue on 28/05/2007 03:22:23
Originally by: CCP Greyscale
Given that we went feature-complete on Friday, the chance of any change to the way sites are flagged up for the Revelations 2 patch are low, and by "low" I mean "Oveur will subject me to a public flogging if I even suggest it" ;) Concern noted and I'll see if we can get some changes to this in a future patch - any further ideas or suggestions are welcome on that basis
I don't know how this is all programmed, but couldn't the change be as easy as a different text color on the scanner for unknown encounters, or all caps compared to lowercase or....anything? I guess if the scanner is programmed to not know the difference between the two I am **** outa luck. But I would think otherwise it would be easy pie.
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CCP Greyscale

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Posted - 2007.05.28 11:26:00 -
[28]
The issue with scanning wrecks is it makes mission/exploration runners incredibly easy to find due to the number of wrecks they generate.
Currently the only difference between encounters and escalation sites, as far as the server's concerned, is that the former have a much bigger signature radius than the latter. There's no other demarcation, and the multispectral probe doesn't pull signature size data currently, so there's no real way to distinguish between the two types of site without significant retooling.
On the topic of the Onboard scanner... The stats currently are Strength 25, range 5AU, min deviation 0, max deviation 200,000m, time 30s
How is it to use? Is the scan time ok? Does it find sites fast enough? Those values can all be tweaked with very little effort
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.28 12:00:00 -
[29]
Originally by: CCP Greyscale If the loot problems persist after the next SiSi update, please post again here saying so. A quick check on our internal server shows nothing obvious wrong on the latest build.
As to any changes to asteroid belts of any kind, they're not coming in Revelations 2 and haven't been seriously considered yet. As such I have no info on the specifics :)
I just did a bit of ratting and I found out that they also do not drop loot or wrecks, at least not for me. So it seems that the problem is not directly related to encounters..
Can anyone else confirm this aswell?
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Xtro 2
Caldari Pre-nerfed Tactics
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Posted - 2007.05.28 15:09:00 -
[30]
confirmed, no loot or wrecks except player made ones.
Xtro 2 - Tactically Insane Tradesman. Insanity, or madness, is a semi-permanent, severe mental disorder. |
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.28 17:45:00 -
[31]
Not sure what other people's experience are but I've not had much luck finding these sites with the on-board ship scanner.
As it is it'd be quicker for me to fetch my covops ship, scan with that and then return with my combat ship. Although my testing hasn't been extensive so I could just have got very unlucky with the scans. I've scanned most of the planets in the PF-346 system and found nothing. I could easily have scanned the entire system in my covops, bookmarked any sites and returned in the same time.
What would be useful to know is the density of these sites and exactly what sort of scan strength they have. If I don't find a site at a planet in the first scan does that mean there likely isn't one there or should I rescan repeatedly?
Also currently the scan radius of the on-board scanner doesn't show up in the system-view, which would be useful. --------------
[Coreli Corporation Mainframe] |

Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.05.28 23:20:00 -
[32]
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 havn¦t 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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Gor Kraon
Minmatar Red Alliance
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Posted - 2007.05.28 23:58:00 -
[33]
They are using deadspace rats, like complexes. The chance at commanders would mean a chance to get deadspace modules/bpc which can instantly make up for a week of poor rewards with a goos score.
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Aiyleena Iluvatar
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Posted - 2007.05.29 07:31:00 -
[34]
Originally by: CCP Greyscale Yes, multispecs find the new encounters - they're exactly like normal exploration sites in all ways except they're smaller and vastly easier to find. We're looking at the possibility of better differentiation for a patch in the near future, but for now they're all going to be listed as unknowns.
At least please at 1 signal result for every unknown side in a system, as you can have multible in 1 system
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.29 18:12:00 -
[35]
just tried on Sisi to see if you could use bombs effectively in 0.0 encounters. Worked like a charm.
This could be a possible exploit that you might wanna look into. Especially since it is mentioned somewhere that CCP would not like for bombs to be used in NPC missions.
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.05.29 18:26:00 -
[36]
Could we get hacking/archaeology (radar,mag) out in drone regions, were getting screwed from every single possible angle out here. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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Gaogan
Gallente Solar Storm
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Posted - 2007.05.29 20:55:00 -
[37]
Please differentiate between the new and old exploration sites or you will ruin exploration as a profession. If every system you check with a multispec says something is there, you won't know if you are wasting your time searching until you find the site and realize it is just an encounter, not an exploration site.
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Dodona
Gallente Azure Horizon Coalition Of Empires
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Posted - 2007.05.30 04:25:00 -
[38]
I tested this for a while today; I made 6 million or so in the first ten minutes from loot and bounties. I scanned three systems after that with no success. Did I have bad luck, or is that an appropriate rate?
Also, will these encounters have any affect on your sec status like asteroid belt NPC rats? Perhaps they should.
I have two questions about the scanner: if I enter warp while the scanner is activated, from what point in space am I ultimately scanning? And, am I reading correctly that scanning the same area two or more times may pick up an encounter where one scan would not have?
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.30 08:32:00 -
[39]
The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
Couldn't do it on my own so got some buddies in, and wow what a mission is was! the thing spawned around 10 BS in stage 1 then another 15 BS after that, you then needed serpentis cystal tags to get into the last stage, which I got and we got the tanker in there to find a hostile NPC POS with POS guns, tanker stayed alive with bots on him and we pwn'ed the guns and NPC's only to be greeted with another 23 BS spawn (we had a message in local that these ships had "undocked" from the POS we pwn'ed them as well to find it had given us a commander spawn Shadow Serpentis which dropped some nice looking POS faction ammo 
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.05.30 08:42:00 -
[40]
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
hmm, are you saying that you found an encounter (i.e. found it with the onboard scanner) that had the type Gravimetric?
aren't encounters always of the type unknown?
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.30 08:57:00 -
[41]
Edited by: Wizzkidy on 30/05/2007 08:57:22
Originally by: Moonaru Izu
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
hmm, are you saying that you found an encounter (i.e. found it with the onboard scanner) that had the type Gravimetric?
aren't encounters always of the type unknown?
This I'm not sure about, but I had never seen this site before on live. the fact that it dropped a faction POS ammo BPC is new as well, If this was an "encounter" or not I'm not sure.
//Edit - and this was found with Exploration Probes NOT the onboard ship scanner.
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Commander BlackJack
Rampage Eternal Ka-Tet
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Posted - 2007.05.30 11:12:00 -
[42]
Edited by: Commander BlackJack on 30/05/2007 11:11:45 Drone region encounter feedback:
I found two encounters so far. They were quite similar. The rats came in several waves about 20 battleships overall. It was a pretty intense and fun fight from the beggining. And i think the difficulty was ok.
Loot: only ALLOYS.  I'd like to see some bounty and loot atleast in the encounters. pleease..
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SirMolly
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Posted - 2007.05.30 13:42:00 -
[43]
Edited by: SirMolly on 30/05/2007 13:45:29 Logged in this morning on the testserver and checked osmeden with the new onboard scanner. found 3 encounters on the first try. 1 serpentis with 10 frigs and some sentries, and 2 drone encouters with some small drones.
Since I had to leave for school, i tried again 4 hours later. The previous 3 encouters that i did were gone. Instead i found another encouter (serpentis hideout, ~15 frigs & 2 sentries). After i finished this encouter, there were no encouters left in osmeden. i guess its ok for 0.7 (dunno when new encouters spawn).
Then i wanted to try out 0.0 and went to Syndicate (F67EQ). The System has 9 planets and i went to the middle of the system. After the scan i was surprised that i didnt find anything. So i moved out to another planet. Here i found another serpentis hideout with 3 BS, 3 Cruisers and some sentries. After i killed the innitial spawn, another 8 BS and some smaller ships spawned. After the last Bs was destroyed a Commander spawned and dropped some shadow serpentis stuff. Then this encouter was finished. I got ~13mio isk in total + some rather useless faction stuff  |

Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.05.30 13:57:00 -
[44]
A few interesting things. You can now start the scans (both built in and from probes) while cloaked, a covert ops ship can warp cloaked to a planet, scan for a site, find it and warp into it while never uncloaking.
This is a very nice addition that makes finding people doing these sites much easier.
If you are using probes to scan warping does not interrupt the scans anymore. You are free to warp around as you wish while scanning (only limit is you can't start a scan while in warp). This doe snot work with the on-board scanner.
Your probing skills do not effect the built in scanner. Would be a nice touch if at least astrometric pinpointing and astrometric triangulation worked on it as some people have invested a lot of time into these skills. Or maybe not, using a recon probe launcher and snoob probes with good skill are going to be slightly better (same strength, much less deviation, slightly faster with rigs) at finding the sites than the built in scanner. Maybe that is good enough, not sure.
On the bad side. The interface does not remember the selection of the on-board scanner as it does with probes. You need to reselect it to start a new scan every time. This is a bit irritating.
I did the scanning in tribute, found 3-5 sites per system, half where guristas sites, the other half drone. Too many drone in my opinion. I did not actually finish any site (was in a covert) so I have not checked how site respawn works. ---------------------------------------- A Guide to Scan Probing in Revelations |

Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.30 16:16:00 -
[45]
Originally by: Hoshi A few interesting things. You can now start the scans (both built in and from probes) while cloaked, a covert ops ship can warp cloaked to a planet, scan for a site, find it and warp into it while never uncloaking.
This is a very nice addition that makes finding people doing these sites much easier.
If you are using probes to scan warping does not interrupt the scans anymore. You are free to warp around as you wish while scanning (only limit is you can't start a scan while in warp). This doe snot work with the on-board scanner.
Your probing skills do not effect the built in scanner. Would be a nice touch if at least astrometric pinpointing and astrometric triangulation worked on it as some people have invested a lot of time into these skills. Or maybe not, using a recon probe launcher and snoob probes with good skill are going to be slightly better (same strength, much less deviation, slightly faster with rigs) at finding the sites than the built in scanner. Maybe that is good enough, not sure.
On the bad side. The interface does not remember the selection of the on-board scanner as it does with probes. You need to reselect it to start a new scan every time. This is a bit irritating.
I did the scanning in tribute, found 3-5 sites per system, half where guristas sites, the other half drone. Too many drone in my opinion. I did not actually finish any site (was in a covert) so I have not checked how site respawn works.
The being able to warp while scanning as far as I am aware is not intended and most probably will be changed
Also you no longer have to wait for your probe launcher to stop flashing green before you scan, this again is not intended I confirmed this last one with a BH
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Gaogan
Gallente Solar Storm
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Posted - 2007.05.30 19:11:00 -
[46]
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
Couldn't do it on my own so got some buddies in, and wow what a mission is was! the thing spawned around 10 BS in stage 1 then another 15 BS after that, you then needed serpentis cystal tags to get into the last stage, which I got and we got the tanker in there to find a hostile NPC POS with POS guns, tanker stayed alive with bots on him and we pwn'ed the guns and NPC's only to be greeted with another 23 BS spawn (we had a message in local that these ships had "undocked" from the POS we pwn'ed them as well to find it had given us a commander spawn Shadow Serpentis which dropped some nice looking POS faction ammo 
I think you are confused. It sounds like you actually found an unknown exploration plex using a gravimetric probe, not a new encounter.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.05.30 21:51:00 -
[47]
Did one of the new drones encounters (in guristas space).
Started out with just one Elite something (dropped an Elite Drone AI). But more and more kept spawning for everything I killed. Once I was done I think I killed over 30 BS sized drones and 20 smaller (several of the scrambling). Mostly Patriarch Alvus and Alvus Creators for the BS sized.
With the exception of that Elite thing dropping a can with the Elite Drone AI not a single drone left a wreck. ---------------------------------------- A Guide to Scan Probing in Revelations |

Gor Kraon
Minmatar Red Alliance
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Posted - 2007.05.30 22:49:00 -
[48]
Originally by: Hoshi Did one of the new drones encounters (in guristas space).
Started out with just one Elite something (dropped an Elite Drone AI). But more and more kept spawning for everything I killed. Once I was done I think I killed over 30 BS sized drones and 20 smaller (several of the scrambling). Mostly Patriarch Alvus and Alvus Creators for the BS sized.
With the exception of that Elite thing dropping a can with the Elite Drone AI not a single drone left a wreck.
I did that same site yesterday... everything left wrecks except the Elite, which left only a can with that AI thingy... That site had to be the biggest waste of time of all ive done so far, unless you really love alloys. Salvaged it all and got less than 40 parts total id say...
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S0lar Flare
Caldari Lords Of Amber
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Posted - 2007.05.31 11:35:00 -
[49]
Spent some time yesterday to try new encounters in Guristas space. First I did one in 0.7 just to see what will happen, few frigates spawned, extremely easy but that is expected from 0.7.
Later I moved in 0.3 to check new encounters in low sec. Got 3 encounters on second scan. First was Guristas, wave after wave of cruisers and some frigates/destroyers, finished it but no commander spawn or anything. Second and third were Drones. Spawn site had asteroid station, one shot on station and drones spawned together with two NOS towers. There was maybe 7-8 spawns all together up to BC sized drones. No bounties or any kind of incentive except alloys in drone wrecks. First time I've seen drones shooting missiles :) Think these drone encounters will not be really popular, they take a lot of time to finish and you do not get anything except alloys/salvage. Doubt people will do these drones encounters in low sec - too much risk, small reward.
Generally speaking, encounters are not bad idea. I presume it is going to be benefit for everyone, young players in high sec and others in low sec/0.0. Especially if you can hit jackpot (commander spawn) once in a while.
I destroyed all structures on sites and nothing dropped. Would like to know is that intentional or there will be possibility to get some nice loot from structures sometimes?
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.31 12:40:00 -
[50]
Originally by: Gaogan
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
Couldn't do it on my own so got some buddies in, and wow what a mission is was! the thing spawned around 10 BS in stage 1 then another 15 BS after that, you then needed serpentis cystal tags to get into the last stage, which I got and we got the tanker in there to find a hostile NPC POS with POS guns, tanker stayed alive with bots on him and we pwn'ed the guns and NPC's only to be greeted with another 23 BS spawn (we had a message in local that these ships had "undocked" from the POS we pwn'ed them as well to find it had given us a commander spawn Shadow Serpentis which dropped some nice looking POS faction ammo 
I think you are confused. It sounds like you actually found an unknown exploration plex using a gravimetric probe, not a new encounter.
No there was no unknown sig in the system only an gravametric sig.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.05.31 12:50:00 -
[51]
Originally by: Wizzkidy
Originally by: Gaogan
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
Couldn't do it on my own so got some buddies in, and wow what a mission is was! the thing spawned around 10 BS in stage 1 then another 15 BS after that, you then needed serpentis cystal tags to get into the last stage, which I got and we got the tanker in there to find a hostile NPC POS with POS guns, tanker stayed alive with bots on him and we pwn'ed the guns and NPC's only to be greeted with another 23 BS spawn (we had a message in local that these ships had "undocked" from the POS we pwn'ed them as well to find it had given us a commander spawn Shadow Serpentis which dropped some nice looking POS faction ammo 
I think you are confused. It sounds like you actually found an unknown exploration plex using a gravimetric probe, not a new encounter.
No there was no unknown sig in the system only an gravametric sig.
That doesn't sound like an exploration site/encounter at all. More like some cosmos or static plex. ---------------------------------------- A Guide to Scan Probing in Revelations |

Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.05.31 13:42:00 -
[52]
Originally by: Hoshi
Originally by: Wizzkidy
Originally by: Gaogan
Originally by: Wizzkidy The only way you can tell if your doing a new exporation site or not is down to the signal strength of the plex
I found a Gravametric with a 0.02 Strengh
Couldn't do it on my own so got some buddies in, and wow what a mission is was! the thing spawned around 10 BS in stage 1 then another 15 BS after that, you then needed serpentis cystal tags to get into the last stage, which I got and we got the tanker in there to find a hostile NPC POS with POS guns, tanker stayed alive with bots on him and we pwn'ed the guns and NPC's only to be greeted with another 23 BS spawn (we had a message in local that these ships had "undocked" from the POS we pwn'ed them as well to find it had given us a commander spawn Shadow Serpentis which dropped some nice looking POS faction ammo 
I think you are confused. It sounds like you actually found an unknown exploration plex using a gravimetric probe, not a new encounter.
No there was no unknown sig in the system only an gravametric sig.
That doesn't sound like an exploration site/encounter at all. More like some cosmos or static plex.
Well I scanned it out with gravametric probes and there wasn't any static plexes in the system.
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Dominator9987
Minmatar Macrocosm Advanced Industries
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Posted - 2007.06.02 06:49:00 -
[53]
I was intrigued how all the complexes disappeared off the test server. (the ones worth doing / 5/10 and up ). I asked CCP Oneiromancer about it. I was told that they had to be probed out now, and that they were no longer static.
very bad change, a lot of players are gonna be ticked, the plexes are already difficult, now we will have to train up those inaccurate / random probe skills to find the plex in any given system of a region?
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Echtra
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Posted - 2007.06.02 07:31:00 -
[54]
Originally by: CCP Greyscale Drone regions seeding (or lack of) is an authoring error on my part. Good catch, saves QA shouting at me next week :) It'll be fixed next time Adam's patched.
Does this mean Drone regions will have the full range of exploration sites (i.e. Mag/Radar/ladar/Grav/Unk) as well as the new encounters?
Ech
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CCP Greyscale

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Posted - 2007.06.02 12:34:00 -
[55]
We'll probably look at revising the rewards for encounters in the near future - we just want to get a handle on exactly how they're going to work out first
Originally by: Dominator9987 I was intrigued how all the complexes disappeared off the test server. (the ones worth doing / 5/10 and up ). I asked CCP Oneiromancer about it. I was told that they had to be probed out now, and that they were no longer static.
very bad change, a lot of players are gonna be ticked, the plexes are already difficult, now we will have to train up those inaccurate / random probe skills to find the plex in any given system of a region?
Yes, as discussed in my last dev blog, static complexes are all being changed to exploration content.
Originally by: Echtra
Originally by: CCP Greyscale Drone regions seeding (or lack of) is an authoring error on my part. Good catch, saves QA shouting at me next week :) It'll be fixed next time Adam's patched.
Does this mean Drone regions will have the full range of exploration sites (i.e. Mag/Radar/ladar/Grav/Unk) as well as the new encounters?
Ech
Not yet, no. Watch this space though.
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.06.02 16:39:00 -
[56]
Im a bit confussed now..
-'ve been testing encounters/exploration a bit on sisi.
So far we have
- encounters, type=cosmos signature, indicated as "unknowns" by multispectrals and findable with on-board scanner or probes, signal strength > 1 - exploration sites, type=cosmos signature, indicated as "unknowns" by multispectrals and findable with probes only, signal strength < 1 - hidden complex sites, type=???, indicated as ??? by multispectrals and findable by ???
I'm wondering on the cosmos site obviously and also if the other findings are correct or not. I.e. can we distinguish encounter sites from "real" exploration unknown site by the signal strength only?
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.02 19:25:00 -
[57]
^Well, it would be nice if the multispectral probe gave us a signal strength for each site it found.
As for the complexes, I'm guessing they will have similar exploration properties to encounters, seeing as they are similar in the fact that they do not escalate.
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Echtra
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Posted - 2007.06.02 21:09:00 -
[58]
Edited by: Echtra on 02/06/2007 21:09:20 Edited by: Echtra on 02/06/2007 21:08:57 I noticed a strange glitch while I was in an "Encounter". I was using drones and a new spawn had targeted one of my drones so I recalled it. When it entered the drone bay the overview showed the drone as if it were still in space but with no activity e.g. "attacking". I released the drone again and all was normal again. It did this each time I rcalled a single drone. Not sure if it is limited to the encounter, however I did not notice it later when PVPing.
Ech
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Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.06.05 14:13:00 -
[59]
Originally by: CCP Greyscale
Quote:
Does this mean Drone regions will have the full range of exploration sites (i.e. Mag/Radar/ladar/Grav/Unk) as well as the new encounters?
Ech
Not yet, no. Watch this space though.
Watching intently. Any hint as to what I should be watching for?
Simple spelling lessons for forum posters: A point is moot, not mute Guerilla tactics are different from gorilla tactics.
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Hectaire Glade
Forum Jockey
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Posted - 2007.06.05 16:15:00 -
[60]
some kind of message which says 'hey, threat neutralized' or similar when you complete the last wave would be nice, I did 2 in a .5 system today and was just sort of left hanging.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.06 11:57:00 -
[61]
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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Titus Quintus
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Posted - 2007.06.06 12:01:00 -
[62]
Edited by: Titus Quintus on 06/06/2007 12:05:22 Edited by: Titus Quintus on 06/06/2007 12:01:07
Originally by: CCP Greyscale The issue with scanning wrecks is it makes mission/exploration runners incredibly easy to find due to the number of wrecks they generate.
Currently the only difference between encounters and escalation sites, as far as the server's concerned, is that the former have a much bigger signature radius than the latter. There's no other demarcation, and the multispectral probe doesn't pull signature size data currently, so there's no real way to distinguish between the two types of site without significant retooling.
??? You already got 5 different types of cosmic signatures: Unknown, Ladar, Radar, Magneto, Gravimetric. Why should it be so difficult to add a sixth category "Encouter"?
Sure it's work for the mission scripters to change every "Unknown" flag to "Encouter", but it's not like you have to reprogram everything.
The strength and range of the scanner makes sense, btw. The on board Scanner is too strong. Snoop scan probes have a strength of 20 and the same range. Perhaps halve the scan strength to 10 of the scanner?
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.06 12:18:00 -
[63]
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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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.06 15:04:00 -
[64]
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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Akurion
Gallente Master Miners Aftermath Alliance
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Posted - 2007.06.06 16:11:00 -
[65]
There seems to be a massive disparity between rewards on some of these encounters. For example:
Yesterday I found a drone encounter in Mannar, a 0.3 space. It consisted of about 5 waves of drones, from destroyers up through battlecruisers. I had to retreat several times to repair (was using a PvP setup). The only loot was alloys.
A few minutes ago I scanned out an encounter in Oursulaert, a 0.9 hub system. It consisted of about 4 waves of coreli frigates/destroyers, and ended with a shadow serpentis trooper that dropped a Shadow Serp 1MN MWD and a Shadow Serp Stasis Webbifier (!).
The coreli encounter was infinitely easier, in much higher security space, at least 10x faster to finish, and gave much nicer loot.
Drone rewards need to be looked at, IMO. Alloys aren't going to cut it.
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CCP Greyscale

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Posted - 2007.06.06 16:24:00 -
[66]
Originally by: Callthetruth ( having them despawn and respawn outside of dt would be better than having em refresh then)
They already do. DT has (or should have) no effect on exploration sites.
Originally by: Titus Quintus You already got 5 different types of cosmic signatures: Unknown, Ladar, Radar, Magneto, Gravimetric. Why should it be so difficult to add a sixth category "Encouter"?
Sure it's work for the mission scripters to change every "Unknown" flag to "Encouter", but it's not like you have to reprogram everything.
The strength and range of the scanner makes sense, btw. The on board Scanner is too strong. Snoop scan probes have a strength of 20 and the same range. Perhaps halve the scan strength to 10 of the scanner?
In answer to the first, it would require programming work on Multispectral probes to deal with the extra type - it shouldn't be too hard, but we can't do it for Rev 2 at this stage.
In answer to the second, I'm not quite sure why you're comparing the onboard scanner (limited to exploration only) to Snoop probes (intended for finding ships)?
Originally by: Helison 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!
This is on my post-Rev 2 To-Do list
(Also, only 9? You have it easy!)
Originally by: Akurion There seems to be a massive disparity between rewards on some of these encounters. For example:
Yesterday I found a drone encounter in Mannar, a 0.3 space. It consisted of about 5 waves of drones, from destroyers up through battlecruisers. I had to retreat several times to repair (was using a PvP setup). The only loot was alloys.
A few minutes ago I scanned out an encounter in Oursulaert, a 0.9 hub system. It consisted of about 4 waves of coreli frigates/destroyers, and ended with a shadow serpentis trooper that dropped a Shadow Serp 1MN MWD and a Shadow Serp Stasis Webbifier (!).
The coreli encounter was infinitely easier, in much higher security space, at least 10x faster to finish, and gave much nicer loot.
Drone rewards need to be looked at, IMO. Alloys aren't going to cut it.
Commander spawns have a (small) percentage chance of occurring in all encounters - you were lucky with that Serpentis site! There's more to be said on the subject of Rogue Drone Commanders, but that's not my area of expertise so I won't muddy the waters about it here :)
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Gaogan
Gallente Solar Storm
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Posted - 2007.06.06 16:59:00 -
[67]
Originally by: CCP Greyscale
In answer to the first, it would require programming work on Multispectral probes to deal with the extra type - it shouldn't be too hard, but we can't do it for Rev 2 at this stage.
Then don't put encounters in rev 2. If you can't do it right, don't do it at all. It is already too hard to find exploration sites as it is, having dozens of false positives thrown into the mix will make it impossible.
And AFAIK, the scrap category does nothing anyhow, so why not just rename it to Encounter?
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CCP Greyscale

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Posted - 2007.06.06 17:22:00 -
[68]
Originally by: Gaogan
Originally by: CCP Greyscale
In answer to the first, it would require programming work on Multispectral probes to deal with the extra type - it shouldn't be too hard, but we can't do it for Rev 2 at this stage.
Then don't put encounters in rev 2. If you can't do it right, don't do it at all. It is already too hard to find exploration sites as it is, having dozens of false positives thrown into the mix will make it impossible.
And AFAIK, the scrap category does nothing anyhow, so why not just rename it to Encounter?
The only direct effect Encounters are going to have on Exploration is making it harder to know if there's a non-encounter Unknown site in the system, unless there's something I've missed?
The scrap category suggestion is a good one, I'll see if it's something we can investigate further.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.06 17:41:00 -
[69]
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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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.06.06 18:52:00 -
[70]
It was once stated that existing Static Complex sites would cause a higher chance of spawing an Exploration site when Static Complexes are removed. The stated reason was that people had put up infrastructure to farm these complexes, and therefore there would be a greater chance that good Exploration sites would be found.
I think this concept is EXACTLY the WRONG way to go!
Farming of Complexes is an abused area of the game. Regardless of the infrastructure put up, there should not be a benefit in the future in these areas.
In addition...What possible reason would a NPC entity have for continuing to swarm in an area where they are habitually destroyed? Should not the opposite be true - that they moved on to less-dangerous areas to regroup?
I suggest completely reversing the proposed favortism and move the best exploration to areas that currently have NO complexes.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.06 19:25:00 -
[71]
I think you should really look at the amount of drone encounters. So far more than half of all sites I have found have been drone sites. If I am in guristas space I expect to find guristas, sure if there are a couple of drone sites here and there but they should not be the majority.
For one thing is devalues the drone regions. Why should I live there if I can get all the drone minerals I could ever want from drone encounters?
Btw what will the DED complexes show up as on the multispec? Because if it's unknown for that too they are going to be very hard to find. ---------------------------------------- A Guide to Scan Probing in Revelations |

Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.06.06 19:26:00 -
[72]
Originally by: Princess Jodi It was once stated that existing Static Complex sites would cause a higher chance of spawing an Exploration site when Static Complexes are removed. The stated reason was that people had put up infrastructure to farm these complexes, and therefore there would be a greater chance that good Exploration sites would be found.
I think this concept is EXACTLY the WRONG way to go!
Farming of Complexes is an abused area of the game. Regardless of the infrastructure put up, there should not be a benefit in the future in these areas.
In addition...What possible reason would a NPC entity have for continuing to swarm in an area where they are habitually destroyed? Should not the opposite be true - that they moved on to less-dangerous areas to regroup?
I suggest completely reversing the proposed favortism and move the best exploration to areas that currently have NO complexes.
I have not noticed anything different between the systems that use to have static plexes and those that don't - as far as I can see its random!
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Deva Blackfire
Viziam
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Posted - 2007.06.07 08:51:00 -
[73]
Originally by: CCP Greyscale
The only direct effect Encounters are going to have on Exploration is making it harder to know if there's a non-encounter Unknown site in the system, unless there's something I've missed?
Yep, you missed :) You scan system, see unknown.
1. Drop probe at each planet (takes abt 10-15minutes sometimes), scan. 2. You find encounter, remove probe, use short range one scan. 3. Finish encounter 4. Now to check IF there is NORMAL unknown site (exploration) you need to kill ALL probes in system, drop NEW multifrequency and if you find unknown again you need to start from scratch.
Not only it doubles time needed (thx to "false" signal) but usually doubles up probes needed.
And if you stay and scan ad-nauseam AFTER you got encounter you might as well waste 1,5 hour (if encounter was only unknown site in system).
Exploration is already insane time sink (some easy empire sites took me 4x quest probes = 6 hours to find). Forcing to play "drop/remove" probe increases it...
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CCP Greyscale

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Posted - 2007.06.07 10:52:00 -
[74]
The relative strengths of Quests and Encounters means you'll be able to identify every single encounter in the system within three cycles or so. You'll probably find them all in the first cycle, but I don't think that's guaranteed. If you're hunting escalations/complexes, you shouldn't need more than two multispectrals and two sets of probes for any system, unless you're unlucky with respawns.
This is, incidentally, what I meant by "harder to know if there are non-Encounter Unknowns in the system", in that there's no way of telling if one exists without clearing the system first. It won't have any impact on people searching for Radar/Ladar/Gravimetric/Magnetometric sites, or anyone looking for encounters, but it will mean that if you're after combat sites the most efficient modus operandi will be to look for Encounters and then run a multispectral probe after you've cleared a system on the off chance that there's a more valuable site there too. It's not an ideal situation and we will revisit it again in the near future, but equally it's not going to make doing any kind of exploration completely impossible.
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Deva Blackfire
Viziam
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Posted - 2007.06.07 12:21:00 -
[75]
Edited by: Deva Blackfire on 07/06/2007 12:20:36 i know it doesnt make it impossible - but if you have exploration + encounter (both unknown) it effectively doubles time you spend in system (because launching probes also takes time - especially in larger systems when you need to launch 10 of them or fly 50+ AUs between planets)
and the time you spend ALREADY is pretty long (depending on your luck.. it seems im very unlucky lately because it takes me 4h to find stupid gravimetric plex in 0.5 system...)
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CCP Greyscale

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Posted - 2007.06.07 12:24:00 -
[76]
I agree with the general sentiment - this does make things harder than is strictly necessary, and it's something we should (and probably will) consider making easier in the near future.
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Deva Blackfire
Viziam
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Posted - 2007.06.07 12:39:00 -
[77]
Oh i have one thing id like to ask about:
Is signal. str. of exploration site fixed for each one? or is it random (to some degree)?
Also would it be possible to set harder sites = lower signal str = better rewards?
As now it happens that hi-reward radar sites (in 0.0) re usually found pretty fast (signal str of 0,3 sometimes) while empire sites are insanely hard (had 0,02str. on hisec exploration with proper probes).
If they are fixed numbers would it be possible to revise em? And maybe give plain 10% increase on all of them. Its not like "lets reduce str. - that will make it harder to find" - it just changes into "it takes longer to find".
And its pretty annoying to sit in one system for 4 hours (ok gravi plex im scanning rite now on TQ took me already 6 hours... STILL scanning - and i have 100% coverage...).
Or maybe just give another scan str. skill you could train?
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.06.07 18:33:00 -
[78]
Originally by: Akurion There seems to be a massive disparity between rewards on some of these encounters. For example:
Yesterday I found a drone encounter in Mannar, a 0.3 space. It consisted of about 5 waves of drones, from destroyers up through battlecruisers. I had to retreat several times to repair (was using a PvP setup). The only loot was alloys.
A few minutes ago I scanned out an encounter in Oursulaert, a 0.9 hub system. It consisted of about 4 waves of coreli frigates/destroyers, and ended with a shadow serpentis trooper that dropped a Shadow Serp 1MN MWD and a Shadow Serp Stasis Webbifier (!).
The coreli encounter was infinitely easier, in much higher security space, at least 10x faster to finish, and gave much nicer loot.
Drone rewards need to be looked at, IMO. Alloys aren't going to cut it.
Drone region residents get screwed from every possible angle in eve, this is just one examble (oh and you need a hauler to haule the ore our of the deadspace complexs and conveniently Industrial ships are not allowed to use the gates). ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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Lord DarthVader
Chicas Locas
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Posted - 2007.06.07 22:58:00 -
[79]
I have spent many an hour in the past few days scanning in a 0.0 region that has many complex's in it now and i am yet to find one, the in ability to find cosmos and complex's due to the results from encounters is just getting silly, not that i have much say in it but i think encounters either need to be removed until they can be implemented with their own scan type or a scan type needs to be introduced with them in rev 2 as i forsee many a unhappy customer as probing takes so long as it is.
ldv
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.06.08 00:41:00 -
[80]
Any plans to reduce the restriction of overlapping probes? I can't really see any justification for it other than it being annoying and adding to the time it takes to scan down sites. Tedium != fun.
Also in feythabolis I know a lot of the escalating kill missions essentially lead to non-existant rewards. 2-3 hours work to kill a station or a tower that results in a can filled with mining crystals or T1 named gear.
Angel of Death is one specific example where it was completed and there was just an empty wreck. There was another that was mining related that ended after about 4 hours of escalations in a can that had some T1 mining crystals.
Now if this is intentional so be it, but in the scheme of things for the 3-4 people we needed to complete the sites we ended up making about 13mill isk each, and that's not a lot for the amount of work involved. I don't think the small possibility of commanders will really fix this either, unless they are fairly common.
Anyways would love to hear the feedback on this.
Another Note: Escalating missions such as Angel of Death are they supposed to truncate on occasion? We ran it twice, the second time it just stopped at the 2nd part with the same message we had before saying we were too late and we had to chase down the angel of death, it just didn't provide the next beacon, GM was response was this was intentional, despite it not seemingly being correct.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.08 04:16:00 -
[81]
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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Venkul Mul
Gallente
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Posted - 2007.06.08 06:57:00 -
[82]
Just a thought, but someone has considered the effect of moving belts on Ice Mining?
The best ship for ice mining is a bit specialized (mackinaw), so people needing them to fuel POS will use them almost exclusively for ice mining, and will set a ice mining operation in the system where the ice is available.
But with the new exploration system it is not guaranteed there will be a ice field in system.
While for a hulk, if the minerals in system are different you only need to change crystals and at least you get you full volume of minerals, with a mack if you need to switch to mining minerals instead of ice you cut your production heavily.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.08 09:33:00 -
[83]
A very much doubt we will get probes that can be places inside each others scan range. Probes are use for more than exploration you know. There are many situations where stacking multiple probes ontop of each other would make them overpowered for ship scanning.
As for that Angle of Death site, escalation sites are not supposed to escalate every time. There is a chance at every stage that they will just stop, and supposedly there is also just a chance at the end to get the real reward. I agree that the addition of commander spawns is going to do much unless it's a very large chance. Personally I think the whole concept of escalation sites are broken.
Venkul: They are not changing belts yet, Grayscale said it won't happen until rev 3 at the earliest. ---------------------------------------- A Guide to Scan Probing in Revelations |

Venkul Mul
Gallente
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Posted - 2007.06.08 10:43:00 -
[84]
Originally by: Hoshi
Venkul: They are not changing belts yet, Grayscale said it won't happen until rev 3 at the earliest.
True, it is not a pressing matter, but better think about possible problems when it is still easy to correct them.
Originally by: Hoshi A very much doubt we will get probes that can be places inside each others scan range. Probes are use for more than exploration you know. There are many situations where stacking multiple probes ontop of each other would make them overpowered for ship scanning.
Yes, the possibility to stack probes will have negative effects on the security of deadspace areas, both the exploration and the mission ones.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.08 11:00:00 -
[85]
Also consider the situation of stacking 5-10x 40 au probes. Why use snoops... ---------------------------------------- A Guide to Scan Probing in Revelations |

RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.06.08 11:32:00 -
[86]
Will these new "encounters" spawn during the day or will they only respawn after DT?
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Necronomicon
Caldari KIA Corp KIA Alliance
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Posted - 2007.06.08 17:02:00 -
[87]
I would prefer the scrap option to be fixed, the amount of wrecks that are just left is nuts, and salavgers could scan down old mission spots and clean up the mess.
Carlsberg dont make Eve Pilots, but if they did, i wouldnt be one of them.
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Black Atom
Confederation of Red Moon Red Moon Federation
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Posted - 2007.06.08 18:34:00 -
[88]
Originally by: RedClaws Will these new "encounters" spawn during the day or will they only respawn after DT?
Spawn continuously throughout the day, they only disappear when they are consumed.
If that's the case on the escalations then they're a flawed design, it's more beneficial at this point to run the same crappy mission over and over again in empire. You at least loyalty points and useful faction, in 0.0 you get nothing but wasted time and poor rewards. As it stands Unknowns aren't worth running, and unless they escalate properly they aren't going to be worth the reward.
I hope the current mindset that they shouldn't escalate 100% of the time changes, without a reward they aren't worth doing. Too difficult for the time involved.
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Stellar Vix
State War Academy
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Posted - 2007.06.08 20:36:00 -
[89]
replace 50% drones with mecenary/factionless pirate encounters with the likes of the Seven, EOM, Medusa or just plain mercenaries, that may make the drone ones more bearable. :) then again there isnt any mercenary/factionless encounters, plexes, or sites... sure i dont expect these guys to have a mass shipyard, but a wearhouse some back logged placed where they usually hang out, or thier blackmaret trade hubs. Dunno it will give the content folks to something to chew on. =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |

katz3
Aliastra
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Posted - 2007.06.08 22:03:00 -
[90]
Yeah, it would be great if there were less drone encouters, they kinda suck.  ___________________
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Venkul Mul
Gallente
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Posted - 2007.06.09 11:37:00 -
[91]
Originally by: CCP Greyscale The relative strengths of Quests and Encounters means you'll be able to identify every single encounter in the system within three cycles or so. You'll probably find them all in the first cycle, but I don't think that's guaranteed. If you're hunting escalations/complexes, you shouldn't need more than two multispectrals and two sets of probes for any system, unless you're unlucky with respawns.
This is, incidentally, what I meant by "harder to know if there are non-Encounter Unknowns in the system", in that there's no way of telling if one exists without clearing the system first. It won't have any impact on people searching for Radar/Ladar/Gravimetric/Magnetometric sites, or anyone looking for encounters, but it will mean that if you're after combat sites the most efficient modus operandi will be to look for Encounters and then run a multispectral probe after you've cleared a system on the off chance that there's a more valuable site there too. It's not an ideal situation and we will revisit it again in the near future, but equally it's not going to make doing any kind of exploration completely impossible.
Sorry, but unless I am missing something, the procedure you suggest is not functional:
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.
Another negative point is the absence of a ship with astrometrics bonus and some decent combat capacity. The t1 frigates can maybe clear an easy encounter while mounting a probe launcher, the Cov ops have almost 0 combat capacity, especially if mounting the almost obligatory cloak.
I think a cruiser/BC sized ship with bonus on the scan probe launcher and maybe the analyzer and codebreaker and the capacity to clear a decent sized encounter site will beuseful.
Currently to clear a encounter site you have two option: a) a friend to clear it while you continue scanning; b) dock, lose all the probes, change ship, return to the encounter site and clear it, re-dock and change againship, deploy new probes.
Option a) is the best one, but I dubt it is so easy to get someone waiting for the results of my scans, and clearing the one I don't find interesting.
I am not suggesting a new player hunting ship, so the bonus should be limited to the slower scan probe launcher, not the recon.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.09 12:11:00 -
[92]
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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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.10 00:53:00 -
[93]
I just scanned down a 10/10 plex on sisi, it was located in a constellation that has a 8/10 on TQ atm.
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 sites are going to be found in 2 ways, either by explorers looking for other stuff and happens to be very lucky or someone dedicated to finding one, doing the stuff outlined above spending probably several days worth of work if he does it solo (it took me 3 days to find this one).
If it stays this way I suggest people start investing in deadspace faction gear because with this difficulty in locating the sites the number of complexes that are actually being done is going to drop drastically so supply will also drop and that means higher prices. ---------------------------------------- A Guide to Scan Probing in Revelations |

Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.10 07:27:00 -
[94]
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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sghuhu
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Posted - 2007.06.10 08:20:00 -
[95]
The problem I have with the exploration system as it is now, is the following:
Problem: The time it takes to find a site in an area does only slightly depend on the number of sites in that area.
Two examples: 1. Somewhere in empire with only one radar site in 10 systems left: It takes 5 min/system for the multispec and 1-2 hours once ur multispec had a hit until u actually find the site: 2-3 hours total time spent
2. Somewhere in a seldom visited 0.0 area with one radar per system: It takes 5 mins for the multispec and 1-2 hours to find it: 1-2 hours total time spent
The difference is not very big, which means that the the incentive to move into the areas with lots of sites is low -> the almost empty areas stay empty.
My suggestion would be to give the multispec probes a chance lower than 100% of detecting a site. That way more time would need to be invested per system (like 10-15 minutes), encouraging more people to move to the high site density areas.
Am I making sense?
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Deva Blackfire
Viziam
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Posted - 2007.06.10 08:33:00 -
[96]
Originally by: sghuhu The problem I have with the exploration system as it is now, is the following:
Problem: The time it takes to find a site in an area does only slightly depend on the number of sites in that area.
Two examples: 1. Somewhere in empire with only one radar site in 10 systems left: It takes 5 min/system for the multispec and 1-2 hours once ur multispec had a hit until u actually find the site: 2-3 hours total time spent
2. Somewhere in a seldom visited 0.0 area with one radar per system: It takes 5 mins for the multispec and 1-2 hours to find it: 1-2 hours total time spent
The difference is not very big, which means that the the incentive to move into the areas with lots of sites is low -> the almost empty areas stay empty.
My suggestion would be to give the multispec probes a chance lower than 100% of detecting a site. That way more time would need to be invested per system (like 10-15 minutes), encouraging more people to move to the high site density areas.
Am I making sense?
No. Im ALL for making exploration FASTER. Not sitting there and doing 5 multispec runs "just in case".
Taking more time does NOT equal harder. Its more frustrating tho.
It should be risk vs reward balance not risk vs timesink.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.10 09:51:00 -
[97]
Originally by: Helison
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?
Leve 5 Astrometric Triangulation yes so maxed out for strength, and I have not done a 10/10 guristas on TQ so I can't say for sure but the first room looked like the screenshots I have seen. ---------------------------------------- A Guide to Scan Probing in Revelations |

Thommy
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Posted - 2007.06.10 16:34:00 -
[98]
I really like the encounters so far.
I ran into an 1.4 mil battlecruiser commander spawn which dropped me an factional medium artillery battery 3 run bpc (got to love factional pos equipment).
Today i ran into another encounter which had only an 0.0062 signal strenght and i found it with just 1 scan (huge luck factor probably?). It needed an tag to enter the 2nd stage which is not an problem with them seeded, could grab one 1 jump away.
First part consisted of 4 battleships and was very nice although graphic heavy (not an problem on my machine but i can see people die in it because thei computer wont coop with it). Second part (also very graphic heavy yet still not a problem even with the accidental triggering of the full spawn minus the final commander spawn) consisted of an 6 or so battleships plus 2 additional spawns totalling arround 14 or so battleships. It was really great and when i shot the final trigger building (yes i know by now to just shoot everything randomly once done, you never know what may happen ). And an 4.8 mil battleship came out of hideing with 4 250+k cruiser and some frigate support.
Really awesome and very great encounter (although i bet i was really lucky finding this one with the 0.0062 signal strenght it had)
Guide to fix eve problems. Cleanup your cache with my cache tool |

Avrunath
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Posted - 2007.06.11 17:21:00 -
[99]
Originally by: Helison 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!
/signed
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 02:30:00 -
[100]
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 -
[101]
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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CCP Greyscale

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Posted - 2007.06.12 10:17:00 -
[102]
Originally by: Avrunath
Originally by: Helison 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!
/signed
On my to-do list
I'm toying with increasing pirate spawns and decreasing drone spawns in the near future, but that's not an immediate priority. And exploration sites do not spawn/despawn at downtime - it shouldn't have any effect at all.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.12 10:19:00 -
[103]
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. ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.12 10:26:00 -
[104]
Grayscale what would be your stance of moving complexes to another signal type? Ladar for example, as there are no ladar sites outside cosmos it's a very underused type. That would make it possible to actually go out looking for complexes. ---------------------------------------- A Guide to Scan Probing in Revelations |

Alski
Gallente Di-Tron Heavy Industries
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Posted - 2007.06.12 11:18:00 -
[105]
Originally by: William Hamilton ^Well, it would be nice if the multispectral probe gave us a signal strength for each site it found.
As for the complexes, I'm guessing they will have similar exploration properties to encounters, seeing as they are similar in the fact that they do not escalate.
Agreed, this is the best stop-gap feature before encounters get there own signature type something thats esp. importent now we have 3 types insted of one: -exploration sites -hidden "static" plexs -encounters
Sureley thats not too biga feature to be stoped by the feature freeze?  -
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 12:41:00 -
[106]
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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CCP Greyscale

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Posted - 2007.06.12 13:28:00 -
[107]
The solution I'm playing with in my head right now is changing "Scrap" to "Cosmic Anomalies" or something similar. This would contain all content designed to be found with the onboard scanner (currently just encounters, possibly other stuff in the future that we're not discussing right now). That would mean we can have encounter-level content with different signature types, which won't interfere with exploration-level content.
This will still mean that existing static complexes are mixed in with escalations, but I think that distinction is probably going to become increasingly blurred as time goes on, so trying to demarcate the two will be counter-productive in the long run. It does mean that "going out to find a complex" is going to be difficult, but it also means that people outside the major alliances have more chance of stumbling across one (and probably selling the bookmark on for an outrageous profit in the case of the 10/10s). It changes the current dynamics, but I'm not entirely happy with them anyway so maybe a change is a good thing?
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ShinChan
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Posted - 2007.06.12 13:43:00 -
[108]
Originally by: CCP Greyscale The solution I'm playing with in my head right now is changing "Scrap" to "Cosmic Anomalies" or something similar. This would contain all content designed to be found with the onboard scanner (currently just encounters, possibly other stuff in the future that we're not discussing right now). That would mean we can have encounter-level content with different signature types, which won't interfere with exploration-level content.
This will still mean that existing static complexes are mixed in with escalations, but I think that distinction is probably going to become increasingly blurred as time goes on, so trying to demarcate the two will be counter-productive in the long run. It does mean that "going out to find a complex" is going to be difficult, but it also means that people outside the major alliances have more chance of stumbling across one (and probably selling the bookmark on for an outrageous profit in the case of the 10/10s). It changes the current dynamics, but I'm not entirely happy with them anyway so maybe a change is a good thing?
That sounds good. It is certainly a pain to try to find escalation and DED plex right now. Moving encounters to "scrap" and keeping escalation/DED on cosmic signature should be more than enough atm, until you find a final fix.
Also, DED plex signal strenght are lower than cosmos plex signal strenght. The 10/10 DED plex gave me an initial sig str of 0.002, so it's a good idea to separate encounter with escalation/DED signals. Otherwise we will miss (we, explorers) lot of these places. We find encounters on first scan, but a plex with 0.002 sig str takes hours to find, and If we do not clear whole constellation we will never be able to find those sites.
On a side note, I've been scaning a constellation that contained 4/10 and 6/10 on TQ. I have not been able to find 4-6, but found 10/10 instead. Wasn't planned to keep the current system, so a system that contained a 10/10 will contain another 10/10 within the same constellation? You are going to have people going crazy for this change. But may benefit other people since they are going to have a top DED plex where they had a crap plex before. And viceversa.
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CCP Greyscale

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Posted - 2007.06.12 14:10:00 -
[109]
Ok, this will be going out in a dev blog at some point (hopefully - it's written, but it's being held up somewhere in the editorial process), but we're getting close enough to release that the info needs to get out somewhere, and this is probably the best place.
We were hoping to have special per-constellation distributions for existing complex sites. This will not make it into the initial Revelations 2.0 release. It will probably make it into a fix release soon after. Here's why.
Currently, when a site despawns, it respawns elsewhere in the same distribution. When the distribution covers five regions, this is not considered a problem, as there's several hundred systems it could move to.
When the distribution is a single constellation, there's usually half a dozen possible candidates. With a dedicated team of scanners and combat pilots you can keep the entire constellation clear of other Unknown signatures reasonably easily. This means that if someone finds an Unknown, chances are it's the plex you're after.
If you have ten scanning pilots, then any combination of signature radius and sensor strength that it's remotely possible for a normal player to find within say six hours will be run down very very quickly. Find the complex, complete it and it respawns immediately within the same constellation. Thirty minutes max to relocate it, and you can run it all over again. If it takes thirty minutes to run, that means you can run it on the hour every hour all day long, and with some PvP support you can camp out the constellation so nobody else can run it either. Essentially, it becomes a license to farm - and farm hard - for any well-organized force.
The only sensible solution here is some kind of respawn delay timer on the sites, so we can force them not to reappear for a defined period of time. This tool does not currently exist as this situation was not envisioned when the original distribution tools were written. Unfortunately, by the time this problem surfaced it was too late to get such a fundamental change to the system implemented in time for Revelations 2. Faced with the alternative between making these distributions hideously farmable and just disabling them for now, we opted to disable them.
Most of the hard part of the authoring work is already done - I have a list of all the candidate constellations and associated complexes, and all the distribution groups exist, they're just not populated. We're hoping to have the tools in place to implement these distributions soon after Revelations 2, but obviously I'm not making any promises on dates.
We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day. We will monitor what effects this change has and re-assess our plans once we have the capability to resolve this issue - I'm not ruling out anything at this stage, although it's probable that we will do something to ensure that large-scale infrastructure projects based around existing complex sites will end up with some sort of special resource.
Hopefully this post makes it clear that this wasn't a decision we took on a whim, and that the available, realistic alternatives forced this particular outcome.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.12 14:49:00 -
[110]
Mixing escalations and complexes I have no problem with, it's the mixing with encounters that's the killer, moving encounters to the scrap groups sounds like a good solution to me.
As for the spawing positions of complexes I was under the impression that a complex would not always spawn in the same constellation, it will only have a higher chance of spawning there. Some sort of weighted chance based (lets say there are 50 candidate constellations spread over 5 regions, out of which 1 had the static complex before. So now the constellation which used to have the static have it's chance weighted to 1/10 chance of spawning the plex instead of 1/50 like the rest).
Personally I am not effected by specific spawning places of plexes as I live in an npc region so if you completely remove the weighting or what ever you are planning and make it completely random it would be fine by me. ---------------------------------------- A Guide to Scan Probing in Revelations |
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PenguinJim
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Posted - 2007.06.12 14:55:00 -
[111]
As an explorer who has little interest in unknow (combat) signitures, i'm curious as to the effect of the changes to the ability to scan down the other type of cosmic signiture, in my case i only look for Radar and Magneto.
ATM if i got to a system and drop a mutlispec, i could get a couple of hits one being say Radar and the other say unknown. Now the problem i have atm is that I drop my radar quest probes i will eventaully get two hits and have to scan both down to find the Radar site i want.. Not too much of a problem for me atm as i can cope with two signal and tracking both down.
What concerns me is if i go to a system with thyese changes and i get many unknown hits due to these encounters. Will i have to track down and kill all of the unknown hits before i get to the Radar site i'm after. Seem a tad unfair that i'm forced to do something i have no interest in..
There should be a way of tracking down just what your looking for? and making sure these new encounters you designing for the ship scanner to pick up, are not being picked up by probes, but due to the way it all works i can see my exploration of non-combat sites becoming a thing of the past..
So, the question is how do i as an explorer no just find my non-combat sites? if i'm getting what could be half a dozen or so unknowns being picked up making my search of the radar site a mammoth task that i dont have the time to do.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.12 15:03:00 -
[112]
PenguinJim you will have a slight more clutter in the scan window, that's about it. The encounters have such a huge signal strength there is no way you are going to mistake one for a hacking site. A quest probe of any kind will always get a 0m accuracy result on them. ---------------------------------------- A Guide to Scan Probing in Revelations |
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CCP Greyscale

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Posted - 2007.06.12 15:15:00 -
[113]
To give you a rough idea, I just went out and dropped a Quest probe around a planet I that knew had a fairly standard-strength Encounter nearby. Range 2.3AU, Signal Strength 11. If you're not after Encounters, just disregard any hit with a strength over say 3 and you'll be fine.
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Thira Rans
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Posted - 2007.06.12 15:24:00 -
[114]
Originally by: Hoshi PenguinJim you will have a slight more clutter in the scan window, that's about it. The encounters have such a huge signal strength there is no way you are going to mistake one for a hacking site. A quest probe of any kind will always get a 0m accuracy result on them.
some people need to be taken by the hand... come one, when you explore alot you even instantly know approx. the level of the site from your first scan result with quests. So just by the description from the friendly dev you could figure out that every encounter will have a very high signal strength.
With my skills the highest signal strength i can get with a sift on top of the site is 2.4 (e.g. lvl 1 site) and the lowes is 0.6 (lvl 4 site). So when I get a hit on the quest with signal strength larger than usual i would know this is an ecnounter.....
so basically i don't see any need to discern encounter and exploration stuff as it is already clear by its signal strength!
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PenguinJim
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Posted - 2007.06.12 15:44:00 -
[115]
Edited by: PenguinJim on 12/06/2007 15:44:16 I'm sorry if people think my question is stupid, but i have not tested on SiSi these new changes.. Hence my questsion.
As said if by the signal strength I can tell an encounter from a site then fine it should not be too much of a problem. I only explore in 0.0 sites and and dont think i have ever found a site with a signal strength of over one with a Quest probe.
So i suspose dropping quest probes i wait till i find the signiture lesss then one before i start dropping the next level of probes.
Thanks for the clarification GreyScale, I look forward to testing this.
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Deva Blackfire
Viziam
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Posted - 2007.06.12 16:08:00 -
[116]
Actually using scrap for encounters is a good idea. Possible to get exploration plexes (even w multi) w/o hitting encounters.
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Sadist
Rage and Terror Against ALL Authorities
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Posted - 2007.06.12 17:22:00 -
[117]
Quote: We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So pardon my asking, but what's going to replace complexes in terms of profitability and high-end challenging PVE content? Lvl 6 missions to be done with capitals?
тттттттттттт
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Deva Blackfire
Viziam
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Posted - 2007.06.12 17:38:00 -
[118]
Originally by: Sadist
Quote: We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So pardon my asking, but what's going to replace complexes in terms of profitability and high-end challenging PVE content? Lvl 6 missions to be done with capitals?
Um... do you understand that complexes will REMAIN INGAME? They are only MOVED to exploration. It means you need to have someone scan it before you can run it.
Ah one more thing: please make sure plexes despawn properly after being done (ie: overseer killed), so they dont get farmed.
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Toffles
GoonFleet GoonSwarm
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Posted - 2007.06.12 19:59:00 -
[119]
Edited by: Toffles on 12/06/2007 19:58:32
Originally by: CCP Greyscale
We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So you mean like jump bridging titans through trade routes to make 2b a day risk free. Why isn't that being addressed?
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Fabienne Runestar
Ars ex Discordia GoonSwarm
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Posted - 2007.06.12 20:03:00 -
[120]
Edited by: Fabienne Runestar on 12/06/2007 20:03:03 So this is all well and good. Great way to get complexes out of revenue generation mode for large alliances. Too bad some large alliances have been able to use them for years to generate all the income they will want. What about being able to jump bridge freighters, can than be looked at next, and either make it obscenely expensive or not doable at all. As it is right now titans are being used to ferry freighters across empire space for profit and or safer conduct. Is that what was envisioned for titans? ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |
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Kaylana Syi
The Nest
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Posted - 2007.06.12 20:21:00 -
[121]
This is probably the best solution you could do.
Far too long have select alliances turned territory combat into trivial ideas. When you can farm a few plexes for 12 Deathstar kit towers or 8 or so carriers then there is little risk for territory sieges.
Simply put, its legal exploitation. I hope you turn static complexes off ASAP until its in so you can reset the alliance landscape and make logistics and infrastructure mean something to large alliances.
Exploration is fine and dandy, statics suck because they are free isk prints.
Team Minmatar
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2007.06.12 20:22:00 -
[122]
Any chance that while you are at it, you can fix the existing unknown signatures so they are worth a damn? So far it seems like they require 3 hours to find, 3 hours to run with a buddy across multiple systems, and in the end, most of the time you just get some veldspar mining crystals.
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Itzena
Amarr GoonFleet GoonSwarm
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Posted - 2007.06.12 20:25:00 -
[123]
Originally by: Toffles Edited by: Toffles on 12/06/2007 19:58:32
Originally by: CCP Greyscale
We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So you mean like jump bridging titans through trade routes to make 2b a day risk free. Why isn't that being addressed?
This needs quoting for the new page.
-- Nothing will improve the way things currently are. |
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CCP Greyscale

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Posted - 2007.06.12 20:35:00 -
[124]
Originally by: Gaogan Any chance that while you are at it, you can fix the existing unknown signatures so they are worth a damn? So far it seems like they require 3 hours to find, 3 hours to run with a buddy across multiple systems, and in the end, most of the time you just get some veldspar mining crystals.
Would something like this help things out?
Originally by: Tanis. [...] Existing Escalation sites should also have a chance of spawning a Commander at the end of the site [...] Please keep posts constructive and on topic.
And, as Tanis says, please stay on topic. I'm trying to work out how I can tie jump portals and freighters into an exploration thread, but I'm just not seeing it...
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Hail Xenu
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Posted - 2007.06.12 21:22:00 -
[125]
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.
FYI.
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)
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Azrael Bierce
Merch Industrial
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Posted - 2007.06.12 21:52:00 -
[126]
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.
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Hail Xenu
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Posted - 2007.06.12 23:10:00 -
[127]
Actually, thinking about it then the static complexes were the one thing worth fighting over in eve. Making them into yet another "no-risk unless you take no pre-cautions at all" like mining and ratting is a big mistake.
(For anyone thinking that others could probe them and come after you, the complexes have locked gates and keys. Which means unless you've been farming keys(which won't be viable with rev2) then the people running the complex are usually safe once they get past the first or second room, and even with keys then you will have to be pretty quick about it since there's a lot of ground to cover. In other words, unless the two opposing forces probe it out and gather forces at pretty much the exact time then there won't be a fight simply because the one that gets there first will just run deeper into the complex.)
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AztecD
GoonFleet GoonSwarm
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Posted - 2007.06.12 23:23:00 -
[128]
Originally by: CCP Greyscale
And, as Tanis says, please stay on topic. I'm trying to work out how I can tie jump portals and freighters into an exploration thread, but I'm just not seeing it...
Here you go it ties in with the Alliance Income angle
Originally by: Itzena
Originally by: Toffles Edited by: Toffles on 12/06/2007 19:58:32
Originally by: CCP Greyscale
We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So you mean like jump bridging titans through trade routes to make 2b a day risk free. Why isn't that being addressed?
This needs quoting for the new page.
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Anaalys Fluuterby
Caldari
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Posted - 2007.06.12 23:46:00 -
[129]
Originally by: CCP Greyscale
Originally by: Gaogan Any chance that while you are at it, you can fix the existing unknown signatures so they are worth a damn? So far it seems like they require 3 hours to find, 3 hours to run with a buddy across multiple systems, and in the end, most of the time you just get some veldspar mining crystals.
Would something like this help things out?
Originally by: Tanis. [...] Existing Escalation sites should also have a chance of spawning a Commander at the end of the site [...] Please keep posts constructive and on topic.
And, as Tanis says, please stay on topic. I'm trying to work out how I can tie jump portals and freighters into an exploration thread, but I'm just not seeing it...
Of course it would help 
Now, how about the tendancy of escalation to take you form High Sec into LowSec EVERY time? <-----------> Factional Warfare:
The LowSec wars which never happened. |
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CCP Greyscale

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Posted - 2007.06.12 23:59:00 -
[130]
Originally by: AztecD Here you go it ties in with the Alliance Income angle
Ok, allow me to be a little less subtle: the issue you're talking about has absolutely nothing to do with Revelations 2 Exploration Changes feedback. If you want to discuss it, please do so in another thread.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.13 00:00:00 -
[131]
Personally, I don't really see the problem of having encounters and "old" unknowns on the same signature type. They are both essentially the same thing after all, an encounter is just like an unknown with the amount of stages set to 1.
If you're setting out to run unknowns wouldn't you be also ready to run encounters, or vice-versa?
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Aeryn Davenport
Claflin Industries
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Posted - 2007.06.13 02:43:00 -
[132]
Originally by: AztecD
Here you go it ties in with the Alliance Income angle
Everything in EVE relates to each other, doesn't mean its on topic to talk about POS's and Titans in a thread about Exploration.
You can also link tech2 manufacture with Exploration too by saying you can find asteroid belts with minerals you use in building tech2 equipment, or invention materials. They are still completely different subjects.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 04:07:00 -
[133]
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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Deva Blackfire
Viziam
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Posted - 2007.06.13 05:26:00 -
[134]
Hmm....
Would it be possible to improve scan str. of probe for each succesive scan done by it?
Like +5% for each scan?
Just an idea... dont have time to elaborate now ;p (tho i think it wouldnt be a prob even with scanning ships).
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Stellar Vix
State War Academy
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Posted - 2007.06.13 05:42:00 -
[135]
Edited by: Stellar Vix on 13/06/2007 05:41:18 Nothing about my distress beacon idea? awww. oh well im sure your plate is way to full atm trying to meet the dead line of properly seeded those plex removals. also can you make exploration belts last alot shorter? =========
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |

Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 09:28:00 -
[136]
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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Thira Rans
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Posted - 2007.06.13 11:18:00 -
[137]
One question, Greyscale, How will the signal strength of the former static complexes be calculated? Will it be dependent on the level of the complex? What signal strength can i expect for e.g. a 3/10 or a 6/10 complex? Will the same formula hold as for the signal strength for deadspace singature, and if yes, what level have the complexes in that formula?
Thanks in advance....
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Sadist
Rage and Terror Against ALL Authorities
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Posted - 2007.06.13 11:37:00 -
[138]
Originally by: Deva Blackfire
Originally by: Sadist
Quote: We're aware that this will have an impact on the way large alliances in particular are funded; that said, complexes were originally designed as high-end, challenging PvE content with good rewards, and not as alliance-level revenue generators restricted to approved pilots only and run mechanically day after day.
So pardon my asking, but what's going to replace complexes in terms of profitability and high-end challenging PVE content? Lvl 6 missions to be done with capitals?
Um... do you understand that complexes will REMAIN INGAME? They are only MOVED to exploration. It means you need to have someone scan it before you can run it.
Ah one more thing: please make sure plexes despawn properly after being done (ie: overseer killed), so they dont get farmed.
They are removing them completely for at least a month, which could potentially take twice as long knowing CCP, and cutting alliance income for 2 months without any decent alternative to replace it is bad. Please think before you use your fingers to type some utter nonsense. тттттттттттт
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Thira Rans
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Posted - 2007.06.13 11:48:00 -
[139]
poor poor alliances....
i am really happy that CCP removes one grinding ISK printing machine from the game. i am no expert in high end - alliance complexes, but i doubt that there was much fighting around those high end 10/10 plexes in deep alliance space. I remember that one poor T2 hauler from an alliance getting killed by pirates with overseers effects worth over 20bil in its cargo hold! An people commenting on this on the forum said that this was not the rewards from a month or two but probably much less.
So, enlighten me and tell me why the alliances have the right to have access to an isk printing machine with limited risk and huge rewards? And don't tell me that i can go there and challenge them for the complex! First complexes are PVE content and second you have to be a big alliance yourselve to challange them which means i probably would already have an high end complex in my territory....
by the way.... sounds ver similar to "Oh my lvl 4 mission rewards....!"
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.13 12:35:00 -
[140]
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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CCP Greyscale

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Posted - 2007.06.13 12:38:00 -
[141]
Originally by: Sadist They are removing them completely for at least a month
No we're not.
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Deva Blackfire
Viziam
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Posted - 2007.06.13 12:42:00 -
[142]
Originally by: Sadist
Originally by: Deva Blackfire
Um... do you understand that complexes will REMAIN INGAME? They are only MOVED to exploration. It means you need to have someone scan it before you can run it.
Ah one more thing: please make sure plexes despawn properly after being done (ie: overseer killed), so they dont get farmed.
They are removing them completely for at least a month, which could potentially take twice as long knowing CCP
Proof or STFU.
Originally by: Sadist
, and cutting alliance income for 2 months without any decent alternative to replace it is bad.
There are many alternatives. You could for example cuno freighters. Or whip your slaves to mine/NPC more. Or do inventions (its abt 200mil/day for solo character - get 10 ppl and you got 2bil/day back).
So many alternatives.
Originally by: Sadist
Please think before you use your fingers to type some utter nonsense.
Again proof or STFU. Which part of this is "utter nonsense"?
Originally by: Deva Blackfire
Um... do you understand that complexes will REMAIN INGAME? They are only MOVED to exploration. It means you need to have someone scan it before you can run it.
1. complexes will be still available in game to run them, if: 2. you scan probe them
Tell me again - where im wrong? Or maybe you are just crying because you need to work for ISKies not get em w/o any effort?
Ah let me guess: does it have something to do with corp im in now?
Quote: So, enlighten me and tell me why the alliances have the right to have access to an isk printing machine with limited risk and huge rewards? And don't tell me that i can go there and challenge them for the complex! First complexes are PVE content and second you have to be a big alliance yourselve to challange them which means i probably would already have an high end complex in my territory....
Thats why it is 1st good move by CCP concerning plexes. Move them to exploration = no more farming, no more isk printing machines for those who accidentaly got new plexes lately. Now everyone in the area can find a plex with equal chance.
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Chi Quan
Jade Phoenix Deutschland Event-Horizon
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Posted - 2007.06.13 13:25:00 -
[143]
i confess i only read the first and last page of this thread, could someone sum up a few things? thx 1) how long do the Encounters stay on the map once they have been scaned down? 2) how long do they stay once someone enters them without killing any npc? 3) how long does the encounter stay when all npcs have been eliminated? 4) does any module/rig/ship increase the chance of finding explorations or decrease the scan time ? 5) are there only encounters with npcs shooting, or will there also be encounters which let you mine excusively (i had an npc-shoot one with veld asteroids inside today), or maybe salvage? (yea, some ship graveyard from ancient old time battles) -- Tempus fugit -- |

Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.13 14:14:00 -
[144]
Originally by: Chi Quan i confess i only read the first and last page of this thread, could someone sum up a few things? thx 1) how long do the Encounters stay on the map once they have been scaned down? 2) how long do they stay once someone enters them without killing any npc? 3) how long does the encounter stay when all npcs have been eliminated? 4) does any module/rig/ship increase the chance of finding explorations or decrease the scan time ? 5) are there only encounters with npcs shooting, or will there also be encounters which let you mine excusively (i had an npc-shoot one with veld asteroids inside today), or maybe salvage? (yea, some ship graveyard from ancient old time battles)
1) Unknown.
2) In my experience is seems to be like any other site. It will stay for 48h after last visit or until the despawn tigger have been hit. This is mostly killing all npcs but in some cases it's killing a building.
3) A few min after you have warped out.
4) No.
5) Atm only npc killing, salvaging sites are already part of exploration (arcsal). Belts might be comming in the future but when and how I don't think even CCP knows for sure. ---------------------------------------- A Guide to Scan Probing in Revelations |

Venkul Mul
Gallente
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Posted - 2007.06.13 15:06:00 -
[145]
Originally by: CCP Greyscale
Originally by: Gaogan Any chance that while you are at it, you can fix the existing unknown signatures so they are worth a damn? So far it seems like they require 3 hours to find, 3 hours to run with a buddy across multiple systems, and in the end, most of the time you just get some veldspar mining crystals.
Would something like this help things out?
Originally by: Tanis. [...] Existing Escalation sites should also have a chance of spawning a Commander at the end of the site [...] Please keep posts constructive and on topic.
Without offense, no, not really. I find distasteful that the end result of a lot of work is 99% nothing 1% uber.
Like some of the mission "there is a chance of a faction spawn, and whitin that there is a chance of a good faction drop".
In the end the concept is if you are very fortunate and you grind a lot, after getting X mining crystals or civilian booster, you will get a big find. It can be true to RL, but this is a game.
So a decento to good common reward and eventually a lesser rare find is better than a non existant reward and a very big rare reward.
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CCP Greyscale

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Posted - 2007.06.13 15:37:00 -
[146]
The ratios should be significantly higher than that. I'm not going to go into exact numbers but your 1% estimate is between one and two orders of magnitude off, depending on the site
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ShinChan
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Posted - 2007.06.13 18:56:00 -
[147]
Originally by: Tanis. [...] Existing Escalation sites should also have a chance of spawning a Commander at the end of the site [...] Please keep posts constructive and on topic.
I have completed a few drone escalation plexes and the Sentiend Commander Drone dropped nothing, the wreck was empty. Salvaging it returned in t2 comps, but no loot. Is this intended or loot table has not been finished yet?
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Venkul Mul
Gallente
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Posted - 2007.06.13 19:20:00 -
[148]
Originally by: CCP Greyscale The ratios should be significantly higher than that. I'm not going to go into exact numbers but your 1% estimate is between one and two orders of magnitude off, depending on the site
Magniture: : a number assigned to the ratio of two quantities; two quantities are of the same order of magnitude if one is less than 10 times as large as the other; the number of magnitudes that the quantities differ is specified to within a power of 10 [syn: order of magnitude]
While a chance 2 order of magnitudo larger would be nice, it seem a bit excessive (between 90 and 110%? ).
My evalutation in based on the previsious experiences both in excalating paths that in missions with a chance of a faction spawn and reward.
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.
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CCP Greyscale

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Posted - 2007.06.13 19:45:00 -
[149]
Originally by: ShinChan
Originally by: Tanis. [...] Existing Escalation sites should also have a chance of spawning a Commander at the end of the site [...] Please keep posts constructive and on topic.
I have completed a few drone escalation plexes and the Sentiend Commander Drone dropped nothing, the wreck was empty. Salvaging it returned in t2 comps, but no loot. Is this intended or loot table has not been finished yet?
This is phase 1 of the Drone Commander loot programme; we have more interesting stuff in the pipe for phase 2 which we think you'll really like 
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
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Kaylana Syi
The Nest
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Posted - 2007.06.13 20:01:00 -
[150]
To be a bit more clear then, are the statics being completely removed for REV deployment at the end of the month?
And the replacements that are going into the exploration systems will just be turned off until the tool is built. Once the tool you need built is done, you will turn them on and the replacements will be as envisioned... to be constellation distrubuted.
Also, does this include the empire and low sec static complexes or are you going to leave them turned on as is?
Team Minmatar
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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
|
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.
|
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
|
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
|
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
|
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

|
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
|
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
|
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
|
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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Stellar Vix
State War Academy
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Posted - 2007.06.16 19:46:00 -
[181]
Well I meant Cosmos moving in the future, make the camping a less of a profession and exploration the norm for it, move or make the easier ones to the ecounter system where anyone without skills can find them. The harder ones to exploration sites in cosmos areas give them the similar distribution rules in cosmos areas only. =========
400x120 13kbs...
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |

Che Guevaro
|
Posted - 2007.06.16 21:33:00 -
[182]
Originally by: Hoshi
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?
They will only spawn in 0.0 blood raiders regions.
So does it mean that BOB have monopoly for A-Type membranes and reppers now?
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.16 21:56:00 -
[183]
Originally by: Che Guevaro
Originally by: Hoshi
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?
They will only spawn in 0.0 blood raiders regions.
So does it mean that BOB have monopoly for A-Type membranes and reppers now?
A mistake in my post, I assumed 6/10s where 0.0 only now. Seem they are low sec and 0.0 so that would mean they would spawn in 0.0 and lowsec blood raider regions. ---------------------------------------- A Guide to Scan Probing in Revelations |

Sadist
Rage and Terror Against ALL Authorities
|
Posted - 2007.06.17 06:23:00 -
[184]
Originally by: CCP Greyscale
Originally by: Sadist They are removing them completely for at least a month
No we're not.
You didn't put a time frame on it. тттттттттттт
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Draahk Chimera
Interstellar eXodus R0ADKILL
|
Posted - 2007.06.17 11:42:00 -
[185]
Uhm I tested the onboard scanner a little in my home in Geminate, Guristas space. Here's the result: k25: no hits. U-L: 3 hits at first planet all 3 drones, then no more. D-I: 2 hits at last planet, both drones. So where is the dread guristas, the officers in chimeras and the 2 8/10 plexes we had in Geminate? Will 100% hits be drones in the live verion also?
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.17 12:13:00 -
[186]
Originally by: Draahk Chimera Uhm I tested the onboard scanner a little in my home in Geminate, Guristas space. Here's the result: k25: no hits. U-L: 3 hits at first planet all 3 drones, then no more. D-I: 2 hits at last planet, both drones. So where is the dread guristas, the officers in chimeras and the 2 8/10 plexes we had in Geminate? Will 100% hits be drones in the live verion also?
A few things to consider. * You might need to scan several times to find the encounters, I have encountered some that including the range factor have as low as 10% chance of finding with the built in scanner. Only way to be sure you have found them all is to use probes, quest and multispec.
* None of the encounters I have found so far have had capital ship npcs. I am fairly sure that they are limied to level 5 missions at this time.
* I have got a dread gurista spawn in an encounter, but remember that they are still rare in these. Don't expect more than you would find in belts. It's the escalation sites that have the large chance of getting one.
* You will never find a 8/10 complex with the built in scanner. 3/10 maybe. You will need probes to find complexes. ---------------------------------------- A Guide to Scan Probing in Revelations |

Draahk Chimera
Interstellar eXodus R0ADKILL
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Posted - 2007.06.17 12:39:00 -
[187]
Thanks for the responce. Yeah what you say makes sence, except for 1 thing, the question I really asked (using too many words and thus blurring it). Why was 100% of the encounters drones, in gurrie space? Should I expect like 95% drone encounters and thus fit my npc ship accordingly? Or is the high level of drone hits just for testing purpouses and the live version will have "correct" spawns for the region?
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.17 13:20:00 -
[188]
In my experience around 50-75% have been drone encounters. But Grayscale posted here earlier saying he would look at reducing them a bit. If this change will be done before tuesday or if it's a later fix I don't know.
Originally by: CCP Greyscale
I'm toying with increasing pirate spawns and decreasing drone spawns in the near future, but that's not an immediate priority.
---------------------------------------- A Guide to Scan Probing in Revelations |

Draahk Chimera
Interstellar eXodus R0ADKILL
|
Posted - 2007.06.18 01:34:00 -
[189]
From that description it sounds like they might change it in a sneak patch in a year or so. Thanks for the info tho.
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Aiyleena Iluvatar
|
Posted - 2007.06.18 04:33:00 -
[190]
Edited by: Aiyleena Iluvatar on 18/06/2007 04:34:17 Edited by: Aiyleena Iluvatar on 18/06/2007 04:32:30 something still wrong with the profession sites.. when i find base 1or 2 sites i can be 80% sure there is 1 bpc or else at least...
but when i do base 3 or even 4 (as they have why lower sigs i assume the reward should be in line or higher) i can be 80% sure that i only find 1 or 2 containers with stuff.. and thats normaly not even a bpc or something that would be rewarding for the scan
edit: thats for serpentis profession sites in deepspace edit2: and before some1 asks, i use 36% modules to open these (lvl5 + rigs)
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Aiyleena Iluvatar
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Posted - 2007.06.18 04:42:00 -
[191]
about the loot drop -data interfaces drop way to much compared the dont get lost normally -70% drop on mechanical engi. dadatcores because of the agent imbalance ? -t2 rig constuction components should drop in line with salvaged overseers...
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.06.18 20:07:00 -
[192]
Is there any possibility you might be able to give us some little clue as to wether or not drone regions will get any more of the exploration sites? All of us explorers in drone region feel kinda left out, everyone else is running around scanning out invention materials and what not while we get left in the dust.
I could never quite understand what reason was being used to deny pirate factions access to drone regions, obviously not rats at belts but they should atleast have bases in drone regions by way of explorations sites (like a serpentis com station to hack or something).
It does not seem to be unfair to give drone regions all faction exploration sites because while anything will spawn out there its impossible to only scan for the ones you want (say if your looking for incognito data interface bpc's) so it will end up taking longer to get what you want.
Just a thought, if theres some real reason why drone region explores are getting the cold shoulder i'd realy like to know what that is. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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Venkul Mul
Gallente
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Posted - 2007.06.19 11:37:00 -
[193]
As someone is asking for that in the mission forum, and effectively thy are needed:
We will see encounter and exploration sites were the enemies are the empire corporations, for the use of the player working for the pirate factions or opposite empires?
Something like:
"Caldari navy staging ground" 6/10 complex with Caldari navy units on the border of gallente space;
"Gallente federation spionage station" 3/10 complex inside Caldari empire
and so on.
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Kerfira
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Posted - 2007.06.19 13:20:00 -
[194]
Edited by: Kerfira on 19/06/2007 13:31:17
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.
TBH, I think you should just stick with option 1) for all complexes. Whenever you make something static or predictable, you open up for exploitation (as can be seen with all the current high-end complexes).
If all complexes are converted to exploration sites, and they have equal chance of appearing in any system in the suitable regions for that faction, you reward people who're willing to WORK for the chance to do the complex, not the people who are able to blob the complex the most when respawning. You're also opening up this part of EVE gameplay to ALL players, not just the few from the big alliances who currently farm them.
As for the excuse about outposts built for the purpose its a bit far flung. The outpost will not really loose its value, since the people doing the 'plex will be maybe 10 per day. The value of the outpost comes from all the OTHER people visiting the outpost. It'd be far more economic to put up a pos if the only purpose was the 'plex. The outposts will not have been put in those systems because of the 'plex. They're put there because the people who built them wanted an outpost in that area, and the 'plex just made that system slightly more attractive as the place to put it.
And no, I don't give a damn about 'alliance funding'. If alliances funding becomes a bit more scarce, maybe that'll inhibit pos spamming.....
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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Che Guevaro
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Posted - 2007.06.19 18:35:00 -
[195]
Originally by: Kerfira TBH, I think you should just stick with option 1) for all complexes. Whenever you make something static or predictable, you open up for exploitation (as can be seen with all the current high-end complexes).
If all complexes are converted to exploration sites, and they have equal chance of appearing in any system in the suitable regions for that faction, you reward people who're willing to WORK for the chance to do the complex, not the people who are able to blob the complex the most when respawning. You're also opening up this part of EVE gameplay to ALL players, not just the few from the big alliances who currently farm them.
Wrong. Think better about it: old plexes was strategical objects, such as oil deposit in real. Those who stronger cleverer and better organized had access to it. they really DID work to get access to the plex. People had to think and fight for the award. And what we have now? plex will get those who can waste time sitting launching probes system by system, probe by probe, for hours every day. Do u call "work" such way of wasting time? I would say its very damned way of work in real life and especially in game. Nobody who come to EVE for fun will not do that damned scanning more then N times until he got bored. So after couple weeks normal players no more will scan plexes, and only those who real =work= in EVE for real $$ will continue that stupid monotonous employment.
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Deva Blackfire
Viziam
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Posted - 2007.06.20 08:57:00 -
[196]
Ok back to problem number one that was announced earlier.
Encounters being unknown sites. There is NO WAY to check if you have normal site in system w/o sitting there for hours doing pointless scans (is it there? or no?) with quest probes.
Was doing explloration in lowsec - found 6(!) encounters. Before i cleared 3 i got 2 more respawning...
How the heck am i supposed to clear em all and use multi probe to find normal unknown plex?
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Thira Rans
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Posted - 2007.06.20 09:03:00 -
[197]
/signed
was thinking the same. clearing all encounters to do a multispec again in order to find out if there is a deadspace complex in the system or not seems difficult if the encounters keep respawning....
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Sunaria
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Posted - 2007.06.20 10:04:00 -
[198]
basicly do 6 to 8 Quest probe scans if you don't find a below 0 sig str unknw give up and move to another system. Best you can do atm
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Deva Blackfire
Viziam
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Posted - 2007.06.20 10:05:00 -
[199]
Originally by: Sunaria basicly do 6 to 8 Quest probe scans if you don't find a below 0 sig str unknw give up and move to another system. Best you can do atm
Plexes moved to exploration can have VERY low scan str (like 0,02) - that means abt 20 tries to get them. So it still doesnt fix a problem - at all. Plus it is useless timesink.
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IHurricane
Sniggerdly
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Posted - 2007.06.20 10:39:00 -
[200]
Edited by: IHurricane on 20/06/2007 10:37:50 Whats the reward you can get at encounters? I've found quite a lot of, but they seem like just fancy belts. ---------------------------------------------
There was never a genius, without a tincture of madness - Aristotle |
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Deva Blackfire
Viziam
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Posted - 2007.06.20 10:43:00 -
[201]
Commander spawn in the end (dread guristas etc) with loot.
Ah one more thing. Can you change exploration NPCs to belt NPC types? Ie: change Centi to Sansha? Belt rats have tad higher bounties...
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.20 11:13:00 -
[202]
Would make them too strong IMO. A non-drone encounter gives you quite a lot ships to kill - I had in a -1.0 system 5-6 waves of, if riod type, four 1.4 - 1.55 mil BS. Without any fly time between the spawns.
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IHurricane
Sniggerdly
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Posted - 2007.06.20 11:29:00 -
[203]
Edited by: IHurricane on 20/06/2007 11:28:16
Originally by: Deva Blackfire Commander spawn in the end (dread guristas etc) with loot.
Ah one more thing. Can you change exploration NPCs to belt NPC types? Ie: change Centi to Sansha? Belt rats have tad higher bounties...
I've done a couple now and nothing spawned, I guess they are chansed based then? ---------------------------------------------
There was never a genius, without a tincture of madness - Aristotle |

Deva Blackfire
Viziam
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Posted - 2007.06.20 11:34:00 -
[204]
Yep
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Echtra
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Posted - 2007.06.20 12:32:00 -
[205]
Edited by: Echtra on 20/06/2007 12:34:31 Just found an encounter on Tranquility. Used the onboard scanner warped to the hit - warp scrammed almost instantly, and then find I am being smashed by 7 Battleship sized drones and 6 sentry guns and I die.
I tried some encounters on the test server and they all seemed like they were designed for one person to complete.
This encounter is imposible for one person. I went back in my covert Ops thinking that I would use covert ops in future to check the site before taking in my Domi, only to get decloaked on warping in and again warp scrammed and killed, So should I expect to just loose ships when I find this type of encoounter? as there does not seem any way to warp into it alone and survive.
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Deva Blackfire
Viziam
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Posted - 2007.06.20 12:33:00 -
[206]
7 BS sized drones + 6 sentries? Very easy in Abaddon (t2 fit). Before they get to half of your armor you should kill 4-5 drones already.
Also command ships shouldnt have a problem.
Its possible to solo up to 20 NPC battleships at once with correct ship/fitting.
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Sprzedawczyk
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Posted - 2007.06.20 13:46:00 -
[207]
2007.06.20 13:26:10 Notify The Gas Cloud Harvester I cannot be activated as it requires access to resources which 1 modules of the same purpose are already using up.
Currently, you cannot use more than one at time. That makes whole booster production less profitable than mining veldspar in cruiser. Could you *please*, *please*, *please* ninja-fix it during next downtime?
It makes booster production a joke compared to npcing, plexing, or even empire mining.
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Moonaru Izu
Caldari I.Z.U Syndicate
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Posted - 2007.06.20 18:33:00 -
[208]
anyone else running into encounters on TQ that have not despawned? I found two already it looks like. There is nothing left except large collidable object. No NPC's and nothing does spawn/trigger
seems not quite right..
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Commander BlackJack
Rampage Eternal Ka-Tet
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Posted - 2007.06.20 21:49:00 -
[209]
It seems that Rouge Drone Commanders are dropping empty wrecks right now on TQ. Can you please check their loot list Greyscale?
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Nimitz Alexander
Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2007.06.21 01:18:00 -
[210]
Originally by: Moonaru Izu anyone else running into encounters on TQ that have not despawned? I found two already it looks like. There is nothing left except large collidable object. No NPC's and nothing does spawn/trigger
seems not quite right..
No, but i have found some that, at a accuracy of 0m, are just plain empty, no objects/ ships/ effects/ anything
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Avrunath
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Posted - 2007.06.21 13:00:00 -
[211]
I havent found any since i found 2 in the patchnight. and now i just found an empty one. I think the plexes dont respawn. =(
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Kahor
Minmatar Coreli Corporation Corelum Syndicate
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Posted - 2007.06.21 13:28:00 -
[212]
Ok I've done quite a few encounter in Fountain (+ some with friends) and here is what I can say.
Serpentis encounter :
Basicaly the BSs that sometimes spawn in those complex have lower bounties than the BSs I can find in the very belts of the system, and they have bugged loot tables (no drop or just one sensor booster or mods of the same kind). I have done approx 10/15 of them with varrying difficulties and saw no commander yet. One we did "Serpentis Base", VERY hard to find (like ~1 hours with two people probing), with two stage (two stargate, one to enter it, one to access second stage), the stargate have very bid radius, which is defo a good thing, but the encounter was crap, couple BSs..nothing else, I don't know what is supposed to happen but I am kinda thinkign it is bugged.
Drones encounter :
Risk vs reward is broken, I did multiple solo without any commander spawning and then we found a big 'difficult one', took 4 BS and one hour to do it + loot it...reward approx 20 mil in minerals...divided by 4, that's 5 mil per BS for one hour of shooting...I thought working together would grant us better reward, no :)
And this is all in 0.0, where ratting grant you 20 mil / hour without sweating.
---------------- An eye for an eye make a whole world blind.
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Freaky Bare
Blueprint Haus Hydra Alliance
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Posted - 2007.06.21 14:29:00 -
[213]
What am I doing wrong? After repeated failure with my Tempest's on-board scanner I switched to my CovOps. I checked 4 systems and found 1 sig with a multi-spec. It was a cool little Guristas site - me and a friend made 15 mill combined in bounties with a total of 4 spawns. Loot was crap - but it usually is in 0.0. BTW - I found the site with the mult-spec, then an alliance mate in system said 'hey if you want a site try planet 8 moon 4.' He found it while ratting. 
My question is - where are all these sites? I thought I was supposed to fly to a planet, scan a time or 2 and quite possibly find a sig. I now think that I will simply rat and scan a bit as I go. Thats fine - but if I wanted to rat belts I would be doing that. I want exploration to be worth a bit more than ratting.
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Agnar Koladrov
Gallente Aliastra
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Posted - 2007.06.21 18:11:00 -
[214]
Originally by: Freaky Bare What am I doing wrong? After repeated failure with my Tempest's on-board scanner I switched to my CovOps. I checked 4 systems and found 1 sig with a multi-spec. It was a cool little Guristas site - me and a friend made 15 mill combined in bounties with a total of 4 spawns. Loot was crap - but it usually is in 0.0. BTW - I found the site with the mult-spec, then an alliance mate in system said 'hey if you want a site try planet 8 moon 4.' He found it while ratting. 
My question is - where are all these sites? I thought I was supposed to fly to a planet, scan a time or 2 and quite possibly find a sig. I now think that I will simply rat and scan a bit as I go. Thats fine - but if I wanted to rat belts I would be doing that. I want exploration to be worth a bit more than ratting.
Same here, I had a probe lighing arroung which I fited for scanning. Went through 5 systems before I got a hit on the 3rd planet. Came back with me bc a nothing, even after 20 or so scans! Now jumping through the entier system cause most planets are within 5au from each other, but still nothing yet.
I will withhold me opinion till I have done this more often, on paper it atleast sounds like a good feature. ________________________________________________
-- What a Revelation! --
Where was the creativty for speed/mass/etc when the tier2 Battlecruisers were designed? Why the same for each race BC? |

Kahor
Minmatar Coreli Corporation Corelum Syndicate
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Posted - 2007.06.22 06:06:00 -
[215]
Someone might have run it, or it despawned and you were particulary unlucky.
All in all I found it quite easy to find those deapspace signatures in 0.0, I do it while traveling, at gates, at planets, or while checking belts for good spawns.
It's the content that is a prob if you ask me. ---------------- An eye for an eye make a whole world blind.
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Sandra ky
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Posted - 2007.06.22 10:45:00 -
[216]
Something is wrong for sure. While doing my normal exploration in 0.0 I have looked in 15 systems. In those (many of them with no people in them) I have found a total of 4 encounters and all 4 where empty, no npcs, no structures, no nothing. Just a cloud to even hint that there where a site there.
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Erynion
StarHunt Fallout Project
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Posted - 2007.06.22 12:13:00 -
[217]
Is it normal that blowing up Drone Commander we end up with no loot ?
Otherwise the encounter sites look great :)
---------- FOR SALE: Parachute. Used once. Never opend. Little stained. Eve-mail for details. |

Deva Blackfire
Viziam
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Posted - 2007.06.22 21:53:00 -
[218]
Yet another problem: encounters dont despawn too fast. It means that clearing system of them before getting to "unknown" plex/escalation (if its there) is impossible until you do it WAY in advance. Or until you sit there and scan blindly hoping for a hit.
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ROGUEFORT
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Posted - 2007.06.22 23:13:00 -
[219]
Sandra ky Posted - 2007.06.22 10:45:00 - [216] - Quote Something is wrong for sure. While doing my normal exploration in 0.0 I have looked in 15 systems. In those (many of them with no people in them) I have found a total of 4 encounters and all 4 where empty, no npcs, no structures, no nothing. Just a cloud to even hint that there where a site there. ------------------------------------------------------------
I have also experienced this several times...??
Also i'm a little confused on the technique of this new on-board scanner.
I used to drop a multi-spec probe in sys then on confirmation of signature presence i would continue to use my quest probes at all the planets etc etc. Now am i to just fly to each planet and use the on-board scanner??
reason why i ask....
I have multi-spec'd a sys then used my quest probes and found a sig (massively strong like 35.2) and i fly to one of these sites but it's empty except for roids eww!! So i have receieved an unkown signature and it turns out to be an on-board scanner site.....how do i differenciate between old school exploration an the new 0n-board scanner signatures - i know it will be signature strength but it seems like i'm going to be wasting a lot of quest probes to find a heap of "easy to find" on-board scanner sigs...can someone clarify this for me please!?
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.06.23 00:30:00 -
[220]
Yah rogue drone commanders (sentient <name> drone) drop no real loot but their wrecks give lots of t2 components. Last one i did gave 18 t2 components : 5 lorentz fluid, 5 circuit logic and 8 power circuits. (from memory)
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.06.27 00:49:00 -
[221]
Originally by: CCP Greyscale Ok, this will be going out in a dev blog at some point (hopefully - it's written, but it's being held up somewhere in the editorial process)...
 * * * 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 |

Stellar Vix
State War Academy
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Posted - 2007.06.27 02:23:00 -
[222]
I wished these things despawned more istantly like some exploration sites do if you suddenly close connection after finishing them. =========
400x120 13kbs...
SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vix |

Flamothron
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Posted - 2007.06.27 05:14:00 -
[223]
There is a radiant drone complex in bloodraider region is this normal ?(please say no ! lol !) Those drones plex ae really boring, long to find and not rewarding enough to my oppinion.
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.27 07:57:00 -
[224]
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 -
[225]
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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Nimitz Alexander
Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2007.06.28 15:30:00 -
[226]
yes the damn drone plexes are everywhere :(
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picchiatello
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Posted - 2007.06.28 18:22:00 -
[227]
there are still some encoutner that dont' despawn.. plz fix it...is terrible that dont' despawn
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schurem
Silver Snake Enterprise Interstellar Starbase Syndicate
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Posted - 2007.06.29 13:19:00 -
[228]
Originally by: Callthetruth 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
umm, no, dt doesnt quite respawn the plexes. my constellation is full of empty, dead plexes now, and its right after dt. i bugreported a couple of them, see where that goes. However, I still think EvE needs more and better tactical warning sounds.
<<<< No Boundaries, No Fences, Fly Free Or Die Trying >>>>
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CCP Zrakor

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Posted - 2007.06.29 14:30:00 -
[229]
The despawning issue, this is being looked at. There is a code bug where the despawning sometimes doesn't work when the node is laggy. We are working on fixing that.
As for the 'crappy' rewards, we have had very mixed views on that. Some find them perfectly fine, and others don't. The normal rats in them aren't as lucrative as the belt rats, but there is a higher chance of getting a commander spawn, at least compared to most belts. And we will be adding in an escalation chance to them in the next patch.
Also I think a lot of people are confused about the Drone rewards. There are drone commanders just like there are pirate commanders, however the main part of the drone commander loot is in the materials you salvage from their wrecks. So if you aren't salvaging, you won't be getting the best loot. And the drop chance is fairly random. I've personally seen a player get 400+ million ISK worth of salvage materials from a drone commander. Their loot is also still under review, so they may get a boost in the next patch.
We will also be tweaking the encounter distribution in the next patch. In low security you will see higher level dungeons on average after the patch than you do now. The problem in low sec is that you are getting fairly low level dungeons usually, difficulty rating 4-5, which directly affects the reward obviously. And there will be less drone sites compared to pirate sites, other than in the 'drone regions' obviously.
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CCP Zrakor

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Posted - 2007.06.29 14:35:00 -
[230]
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.
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 15:30:00 -
[231]
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 NPC¦s are probably missing and the encounter can¦t 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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CCP Greyscale

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Posted - 2007.06.29 15:58:00 -
[232]
Originally by: Helison 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.
I'm in the middle of establishing the technical feasibility of and parameters for a proper fix for the issue. The solution I'm working on is outlined in post 107 of this thread - if you have any feedback or suggestions, please post them here! 
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 21:31:00 -
[233]
Yeah, the proposal in post 107 sounds good. It¦s 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 -
[234]
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 havn¦t 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 don¦t 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 havn¦t seen any new gravimetric-signature for at least 2 months.
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Deva Blackfire
Citadel of dark arts
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Posted - 2007.06.29 22:35:00 -
[235]
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).
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?
Oh yes i was ****ed quite a lot, coz after wasting my time i hoped to get those 50mil isks back (was drone 5/10 plex).
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Helison
Gallente Times of Ancar THE R0NIN
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Posted - 2007.06.29 22:57:00 -
[236]
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?
I¦m very sure that somebody else has done it.
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Deva Blackfire
Citadel of dark arts
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Posted - 2007.06.30 09:43:00 -
[237]
Hm then guess its connected with "encounters not despawning" bug. Had quite a lot of them staying for over 24h in one place...
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picchiatello
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Posted - 2007.06.30 11:26:00 -
[238]
Originally by: CCP Zrakor The despawning issue, this is being looked at. There is a code bug where the despawning sometimes doesn't work when the node is laggy. We are working on fixing that.
As for the 'crappy' rewards, we have had very mixed views on that. Some find them perfectly fine, and others don't. The normal rats in them aren't as lucrative as the belt rats, but there is a higher chance of getting a commander spawn, at least compared to most belts. And we will be adding in an escalation chance to them in the next patch.
Also I think a lot of people are confused about the Drone rewards. There are drone commanders just like there are pirate commanders, however the main part of the drone commander loot is in the materials you salvage from their wrecks. So if you aren't salvaging, you won't be getting the best loot. And the drop chance is fairly random. I've personally seen a player get 400+ million ISK worth of salvage materials from a drone commander. Their loot is also still under review, so they may get a boost in the next patch.
We will also be tweaking the encounter distribution in the next patch. In low security you will see higher level dungeons on average after the patch than you do now. The problem in low sec is that you are getting fairly low level dungeons usually, difficulty rating 4-5, which directly affects the reward obviously. And after the patch there will be less drone sites compared to pirate sites, other than in the 'drone regions'.
in my region hidden plex / encounter are still bugged..they don't despawn.. some worlds when this will be fix?
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picchiatello
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Posted - 2007.06.30 11:27:00 -
[239]
Originally by: Deva Blackfire Hm then guess its connected with "encounters not despawning" bug. Had quite a lot of them staying for over 24h in one place...
many hidden plex and encounter here from rev 2 deployment.. never went away.,.. so not 24h but more then 7 days...
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LUH 3471
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Posted - 2007.06.30 17:48:00 -
[240]
Edited by: LUH 3471 on 30/06/2007 17:49:56 im alittle bit dissapointed by the quality of 0.0 complexes. i find loads of complexes which are worse then the ones i find in lowsec. sansha port for example. oh and i get loads of worthless drone complexes. 0.0 ratting is much more profitable then that.
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Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.07.02 11:58:00 -
[241]
Any timeline on when there will be more variation in plexes in the drone regions? And what kind of stuff we can expect there?
Secondly, you mentioned you were considering reducing the number of drone encounters and increasing pirate encounters. Please make sure that doesn't screw up the drone regions, we only have drone encounters...
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
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Hectaire Glade
Forum Jockey
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Posted - 2007.07.02 13:23:00 -
[242]
Edited by: Hectaire Glade on 02/07/2007 13:22:09 Zrakor/Greyscale, is it possible that we can get the entire encounter system 'flushed out', that is, wipe it clean and reload a full new set of encounters? there are soooo many dead encounters lying around now its not funny and its turning people away from seeking/running them. either that or give us a petition catagory to get a GM to come and despawn the bug ones, bug reports are certainly not being acted and we don't have an active petition catagory for exploration.
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MellaRinn
The Scope
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Posted - 2007.07.02 15:44:00 -
[243]
Originally by: Hectaire Glade Edited by: Hectaire Glade on 02/07/2007 13:22:09 Zrakor/Greyscale, is it possible that we can get the entire encounter system 'flushed out', that is, wipe it clean and reload a full new set of encounters? there are soooo many dead encounters lying around now its not funny and its turning people away from seeking/running them. either that or give us a petition catagory to get a GM to come and despawn the bug ones, bug reports are certainly not being acted and we don't have an active petition catagory for exploration.
I have to agree here. Yesterday - 4 systems - 3 dead unknown-type sites with no spawn evena fter decloak and roving about them for a few minutes.
My Vids - Click |

Deva Blackfire
Citadel of dark arts
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Posted - 2007.07.03 14:38:00 -
[244]
Guess Unknown sites problem (exploration vs encounter) won't be fixed in this patch?
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Eventy
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Posted - 2007.07.03 19:02:00 -
[245]
I am encouraged by CCP Zrakor and CCP CCP Greyscale's comments, however it isn't simply the drops people are reacting too.
Basically the skill is being devalued by many of these changes. I've posted addtional observations:
In this thread
I welcome further comments from Zrakor and Greyscale.
Cheers
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MIGHTYDWC
Gallente Eternity INC. Mercenary Coalition
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Posted - 2007.07.04 05:08:00 -
[246]
I thought that this patch would hopefully address the issue with using the salvager on "Derilect Cans" in archeology sites. Didn't happen. 6 cans, 2 gone to waste because "you need special equipment to access this can", even though I have a salvager fitted, online, salvaging 5, and a salvaging rig.
Any progress on this?
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CCP Greyscale

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Posted - 2007.07.04 10:15:00 -
[247]
Originally by: Malachon Draco Secondly, you mentioned you were considering reducing the number of drone encounters and increasing pirate encounters. Please make sure that doesn't screw up the drone regions, we only have drone encounters...
The drone regions have their own distributions containing 100% rogue drone sites; we won't be reducing their spawn rates, don't worry 
Originally by: Deva Blackfire Guess Unknown sites problem (exploration vs encounter) won't be fixed in this patch?
The fix we have lined up will need authoring work and a static update, so it won't be showing up before the next content patch
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Lucius Ventrue
Minmatar Resurrection R i s e
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Posted - 2007.07.04 12:18:00 -
[248]
Edited by: Lucius Ventrue on 04/07/2007 12:18:07
Originally by: Hectaire Glade Edited by: Hectaire Glade on 02/07/2007 13:22:09 Zrakor/Greyscale, is it possible that we can get the entire encounter system 'flushed out', that is, wipe it clean and reload a full new set of encounters? there are soooo many dead encounters lying around now its not funny and its turning people away from seeking/running them. either that or give us a petition catagory to get a GM to come and despawn the bug ones, bug reports are certainly not being acted and we don't have an active petition catagory for exploration.
Exactly ... i spent 4 hours yesterday just to find 2 working encounters... i have 11 bookmarked that i would be happy to have a GM come with me and see..all empty..no spawns... and i 'know' nobody did them (i was like one of the first on server yesterday morning, already 6 jumps out of my core, in the middle of DEEP 0.0 ... found 3 sites in one system... ALL were dead, nothing spawned...
Fleet Commander (V) Fear near maxed leadership
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ShinChan
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Posted - 2007.07.04 12:19:00 -
[249]
Edited by: ShinChan on 04/07/2007 12:21:00 So far I have done 75 encounters (alone and with friends). And none of them included a faction ship. The worse ones are Blood Haven and Blood Sanctum, with zillions of BS and nothing worth looting. Not even when you destroy the Pirate Complex, which only contains 1K faction ammo 20% of the times, and it's the bigger and difficult one.
Before rev 2.0 was deployed on TQ, I ran few of these encounters in sisi, and 80% of them contained a faction ship at the end. The moment encounters reached TQ, I started doing them, but I still have to kill a faction ship from those. I have killed more factins ships from belts since revelations than from encounters.
Is this what you mean when you say you have more chances to get a faction ship from encounters than from belts? Because 75 encounters done and 0 commanders is a bit odd. And it's clear something has been changed from sisi to TQ. My friends also get more commanders now from belts than from encounters, and I start hearing from them than encounters are not worth the time spent. They prefer to scout belts instead of scan for encounters. It's still much more profitable (and fun).
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Lucius Ventrue
Minmatar Resurrection R i s e
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Posted - 2007.07.04 12:25:00 -
[250]
Morning #2 update...
servers just came up...in a new system, first in (i know cause i got the message when trying to jump into it that the system was down, then jumped 1 sec later).
Multispec found 1 unknown, first planet dropped a radar quest... found 0m warp to on Drone Squad site, warped to it...
Got message in warp:
I get the message:
"Rouge Drones appear to have taken over this station ruin and made it their home. Your sensors pick up the faint signature of frozen bio matter, the remains of the stations inhabitants no doubt"
I am setting here RIGHT now, nothing spawning... if your reading this GM, come to "Alumar Ventrue" .... i will sit here for the next few hours. Maybe take a reference of the site type see if its bugged?
Fleet Commander (V) Fear near maxed leadership
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Hectaire Glade
Forum Jockey
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Posted - 2007.07.04 13:00:00 -
[251]
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!
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.07.04 13:14:00 -
[252]
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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OneSock
Silentia Mortalis Curse Alliance
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Posted - 2007.07.04 13:25:00 -
[253]
Is this just a pure fluke ?
I was running the onboard scanner and hit a 0.0055 sig strength DED 3/10 Drone Plex.
Thankfully this plex did despawn unlike many others I have seen.
I really hope this issue can be solved some time soon.
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MIGHTYDWC
Gallente Eternity INC. Mercenary Coalition
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Posted - 2007.07.06 00:16:00 -
[254]
I'd like to add some more of my experiances since the patch, hopefully to boost what everyone else is saying about the problems that need fixing.
Instead of wasting the time i've put into training skills for exploration, I've been scanning like I always do. Drop Quest Probes and go from there. With the unknowns, you can find them with any type. This helps bring all the unkowns (high sig strength) to the surface on the first scan, without going planet to planet. With the plexes you need more scans to latch onto that low sig of the plex, but, i've noticed a ever increasing tendancy for say a mag probe to pick up a hidden belt, or a radar site, even a ladar gas cloud(if the multispec scan says theres such a sig hit in system). Don't think I EVER found a grav hit with mag probes before Rev2.
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FarScape III
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Posted - 2007.07.06 00:42:00 -
[255]
When are we going to get Expeditions with what we find with the onboard scanner?
A Minmater City... Cool! My Skills |

Sadist
Rage and Terror Against ALL Authorities
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Posted - 2007.07.10 02:10:00 -
[256]
Ok. So.
When will the plexes be returned?
And don't give me the "they are already there, you just have to look for them" excuse. They aren't there. If you'd actually tried looking for them in-game, you'd know the chances of finding one are one in a thousand.
Either make them easier to find, or don't pretend they ARE THERE. Because they aren't.
Already 20 days after the patch, and no news about it. Looks like what I said about a month without plexes is coming true. Please stop lying to us.  тттттттттттт
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Veng3ance
Illicit Technologies
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Posted - 2007.07.11 05:27:00 -
[257]
So when we getting that promised fix.
TAKE LONGER WHY DONT YOU.
And lie some more about it while your doing it. *Cough* worthless *cough*
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Hectaire Glade
Forum Jockey
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Posted - 2007.07.11 09:04:00 -
[258]
Greyscale/Zrakor, is it possible you can get every encounter site in the game reset/cleaned out? Despawn them all and let them start appearing again natuarally while we wiat for a fix, currently exploration is borked and the number of un-bugged sites with NPCs in them is getting smaller by the day.
Atleast if you can reset the whole thing we may have another week or so before it becomes useless again.
Possible or not? Something to look into?
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Loobzer Smoothpate
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Posted - 2007.07.11 20:48:00 -
[259]
Originally by: Lucius Ventrue Morning #2 update...
servers just came up...in a new system, first in (i know cause i got the message when trying to jump into it that the system was down, then jumped 1 sec later).
Multispec found 1 unknown, first planet dropped a radar quest... found 0m warp to on Drone Squad site, warped to it...
Got message in warp:
I get the message:
"Rouge Drones appear to have taken over this station ruin and made it their home. Your sensors pick up the faint signature of frozen bio matter, the remains of the stations inhabitants no doubt"
I am setting here RIGHT now, nothing spawning... if your reading this GM, come to "Alumar Ventrue" .... i will sit here for the next few hours. Maybe take a reference of the site type see if its bugged?
Wow, looks like I'm not the only one with this problem. I looked here to see if anyone else has seen this problem like I have for the last couple weeks or so. An empty Drone Gathering in Shuria just won't go away!
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Clurk Brodon
Yog-Sothoth Heavy Industries
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Posted - 2007.07.11 22:19:00 -
[260]
I ran enough Encounters to find two exploration Complexes with my onboard scanner, but I still have to see my first Commander spawn.
Right now Encounters in lowsec feel like Level 3 missions, but without the LP, the completion rewards nor the standing increase, and with mostly missions against rogue drones (ie : very cheap alloys instead of isk bounty and named modules). And I don't need to scan empty systems if I want this kind of loot, I can always ask my L3 agents...
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ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.07.11 22:42:00 -
[261]
Drone regions plexes need some major CCP luvin. There is no mini-profession content in the drone regions, and there is really no reason why we shouldn't have this stuff. We need hacking, archaelogy, and gas clouds. . Do not read this thread!!!
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CCP Greyscale

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Posted - 2007.07.11 23:53:00 -
[262]
Originally by: OneSock Is this just a pure fluke ?
I was running the onboard scanner and hit a 0.0055 sig strength DED 3/10 Drone Plex.
Thankfully this plex did despawn unlike many others I have seen.
I really hope this issue can be solved some time soon.
Yup, fluke. 0.0055 strength indicates a 0.55% chance per scan of locating it. Assuming ten planets in a system, you'd need to run ~1800 scans on average to find it (assuming you know it's definitely in the system), which works out at 15 hours. And that's one of the easiest complexes to find.
Originally by: FarScape III When are we going to get Expeditions with what we find with the onboard scanner?
Soon. Depends how quickly it can be implemented - you'll have to ask Zrakor if you want a firmer prediction 
Originally by: Clurk Brodon I ran enough Encounters to find two exploration Complexes with my onboard scanner, but I still have to see my first Commander spawn.
Right now Encounters in lowsec feel like Level 3 missions, but without the LP, the completion rewards nor the standing increase, and with mostly missions against rogue drones (ie : very cheap alloys instead of isk bounty and named modules). And I don't need to scan empty systems if I want this kind of loot, I can always ask my L3 agents...
We're bumping the difficulty of plexes found in lowsec in the next content patch 
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.07.12 02:08:00 -
[263]
Would you guys ever consider putting in Encounters versus a greater variety of enemies? i.e., not just the native pirate type and drones? For instance, Amarr faction encounter sites both in Minni LoSec and in Sansha and Blood Raider space, and maybe Concord sites as well. I'd love to see encounters differentiated from ratting that way, and it seems like a great opportunity to encourage people to take a part in the Eve storyline in ways that aren't currently available. (For instance: see the ratting/complexing problem if you want to be allied with your local pirate faction.) Plus it would make encounters themselves more of a challenge, and require some decision making.
I know people would object because of things like decreased fitting and isk-making efficiency, but if we want easy grinding, there's still ratting and missions.
Ideally I'd want full scale exploration and complexes to offer the same opportunities, but hey, ask for <cough> small things first.  * * * 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 |

ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.07.12 03:48:00 -
[264]
Originally by: CCP Greyscale
Originally by: OneSock Is this just a pure fluke ?
I was running the onboard scanner and hit a 0.0055 sig strength DED 3/10 Drone Plex.
Thankfully this plex did despawn unlike many others I have seen.
I really hope this issue can be solved some time soon.
Yup, fluke. 0.0055 strength indicates a 0.55% chance per scan of locating it. Assuming ten planets in a system, you'd need to run ~1800 scans on average to find it (assuming you know it's definitely in the system), which works out at 15 hours. And that's one of the easiest complexes to find.
Originally by: FarScape III When are we going to get Expeditions with what we find with the onboard scanner?
Soon. Depends how quickly it can be implemented - you'll have to ask Zrakor if you want a firmer prediction 
Originally by: Clurk Brodon I ran enough Encounters to find two exploration Complexes with my onboard scanner, but I still have to see my first Commander spawn.
Right now Encounters in lowsec feel like Level 3 missions, but without the LP, the completion rewards nor the standing increase, and with mostly missions against rogue drones (ie : very cheap alloys instead of isk bounty and named modules). And I don't need to scan empty systems if I want this kind of loot, I can always ask my L3 agents...
We're bumping the difficulty of plexes found in lowsec in the next content patch 
Can you please give some info on the mini professions sites in the drone regions? . Do not read this thread!!!
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Draahk Chimera
Interstellar eXodus R0ADKILL
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Posted - 2007.07.12 05:02:00 -
[265]
Ive had mostly positive experiences from the scan sites. No officer yet but you cant have it all hey? :) So far I've found 1 escalating with about 7 bs per wave ending in a faction bs (at witch point my Logistics alt crashed and I had to warp, came back and the site was despawned but thats not scanning's fault), 1 escalating with about 4 bs per wave, 1 hacking site with an interface bpc and about 10 escalating with 6-7 bc/cruisers per wave. Much more fun then traditional ratting. Thanks you CCP :)
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ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.07.12 05:41:00 -
[266]
Originally by: Draahk Chimera Ive had mostly positive experiences from the scan sites. No officer yet but you cant have it all hey? :) So far I've found 1 escalating with about 7 bs per wave ending in a faction bs (at witch point my Logistics alt crashed and I had to warp, came back and the site was despawned but thats not scanning's fault), 1 escalating with about 4 bs per wave, 1 hacking site with an interface bpc and about 10 escalating with 6-7 bc/cruisers per wave. Much more fun then traditional ratting. Thanks you CCP :)
Yes, thank you CCP for minimal amount of effort you have put into drone region exploration. I REALLY enjoy not being able to take part in any mini profession in 0.0 space. . Do not read this thread!!!
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Manic Smile
Tau Ceti Global Production Rule of Three
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Posted - 2007.07.12 06:49:00 -
[267]
Originally by: ghosttr
Yes, thank you CCP for minimal amount of effort you have put into drone region exploration. I REALLY enjoy not being able to take part in any mini profession in 0.0 space.
QFT...
*courtesy of www.flickr.com
I hate the jpeg format.
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Aeryn Davenport
Claflin Industries
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Posted - 2007.07.12 07:34:00 -
[268]
Are there still plans to increase the frequency of 10/10 complex spawns in the constellations they used to inhabit?
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.07.12 09:18:00 -
[269]
Originally by: Sadist Ok. So. When will the plexes be returned?
And don't give me the "they are already there, you just have to look for them" excuse. They aren't there. If you'd actually tried looking for them in-game, you'd know the chances of finding one are one in a thousand.
Either make them easier to find, or don't pretend they ARE THERE. Because they aren't.
Already 20 days after the patch, and no news about it. Looks like what I said about a month without plexes is coming true. Please stop lying to us. 
Static plexes ARE there, you NEEd to find them, I can confirm this because I found a pith 8/10 plex with exploration and run it and got some nice pith modules out of it 
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ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.07.12 22:08:00 -
[270]
I think CCP needs to work on fixing the areas without plexes before boosting plexes    . Do not read this thread!!!
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Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.07.16 09:04:00 -
[271]
Did 4 exploration sites (encounters) last night, 3 of them were duds, nothing spawned. 2* Drone Squad, 1* Drone Menagerie. I bugreported them, but I am wondering if this is a common occurence (didn't try these before).
And is there any ETA on the content patch where 'unknown exploration complexes' are properly separated from 'unknown encounters'?
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
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band0fdevs
Gallente Band of Dev's
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Posted - 2007.07.16 11:34:00 -
[272]
Originally by: Malachon Draco Did 4 exploration sites (encounters) last night, 3 of them were duds, nothing spawned. 2* Drone Squad, 1* Drone Menagerie. I bugreported them, but I am wondering if this is a common occurence (didn't try these before).
And is there any ETA on the content patch where 'unknown exploration complexes' are properly separated from 'unknown encounters'?
yeah getting sig results in empire esp on the ones with the coloured clouds ( oh if u also want a plex with structures to despawn) blow the rats and 100% of the structures otherwise the plex remains.
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Cpt Branko
Guardian Heroes
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Posted - 2007.07.16 12:10:00 -
[273]
Originally by: Wizzkidy
Originally by: Sadist Ok. So. When will the plexes be returned?
And don't give me the "they are already there, you just have to look for them" excuse. They aren't there. If you'd actually tried looking for them in-game, you'd know the chances of finding one are one in a thousand.
Either make them easier to find, or don't pretend they ARE THERE. Because they aren't.
Already 20 days after the patch, and no news about it. Looks like what I said about a month without plexes is coming true. Please stop lying to us. 
Static plexes ARE there, you NEEd to find them, I can confirm this because I found a pith 8/10 plex with exploration and run it and got some nice pith modules out of it 
You're 1/1000 if you still find them.
Using the on-board scanner hasn't netted any complexes for me since Rev2, and cummulatively speaking, I must've done at least 10+ hour s of scanning in different systems. I've found very bugged (well, nothing in them) encounter sites, and a few which worked, but gave underwhelming rewards. So, (at least for me), complexes don't exist anymore.
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Tintifish
Coreli Corporation Corelum Syndicate
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Posted - 2007.07.16 20:26:00 -
[274]
to the poster above, onboard scanner is used for encounters, if you want to find the old 10/10 etc style plexes you need to use probes.
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deadok
Amarr Free Space Pilots aka Banderlogs Red Alliance
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Posted - 2007.07.30 13:56:00 -
[275]
Originally by: CCP Greyscale The solution I'm playing with in my head right now is changing "Scrap" to "Cosmic Anomalies" or something similar. This would contain all content designed to be found with the onboard scanner (currently just encounters, possibly other stuff in the future that we're not discussing right now). That would mean we can have encounter-level content with different signature types, which won't interfere with exploration-level content.
So? Still not implemented yet? There are "cosmic anomalies" on the test now, but when i drop multispec it shown "unknown", and when i scanned for "deadspace signatures" with radar quests i got an "angel hub" Isn't it supposed to be in "anomalies" and don't pop up in "signatures"?
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Kenji Noguchi
APEX Unlimited APEX Conglomerate
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Posted - 2007.07.31 14:26:00 -
[276]
I can confirm old static complexes can be found trough exploration. I found a Guristas Exploration Complex (4/10) not long ago in a 0.5 or 0.6 system when probing around. Kenji Noguchi, Caldari State warrior. APEX Unlimited Security Division. |
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CCP Greyscale

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Posted - 2007.07.31 15:23:00 -
[277]
Originally by: deadok
Originally by: CCP Greyscale The solution I'm playing with in my head right now is changing "Scrap" to "Cosmic Anomalies" or something similar. This would contain all content designed to be found with the onboard scanner (currently just encounters, possibly other stuff in the future that we're not discussing right now). That would mean we can have encounter-level content with different signature types, which won't interfere with exploration-level content.
So? Still not implemented yet? There are "cosmic anomalies" on the test now, but when i drop multispec it shown "unknown", and when i scanned for "deadspace signatures" with radar quests i got an "angel hub" Isn't it supposed to be in "anomalies" and don't pop up in "signatures"?
It's being implemented but it's not ready yet - as your experiments prove quite successfully.
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deadok
Amarr Free Space Pilots aka Banderlogs Red Alliance
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Posted - 2007.07.31 16:05:00 -
[278]
kthxhope to hear more before next patch 
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Freelancemen
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.07 18:57:00 -
[279]
Before last patch i got a plex hit with onboard scanner allmost all the time (usually the simple ones sometimes up to 7 in 1 system) but after the patch i scanned down 5 systems with 0 result for a whole week....what has happenend?!
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Tikanom
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Posted - 2007.08.10 02:55:00 -
[280]
So, any news on improving Drone Regions exploration? I go scouting about every other week, and all I ever find is the same "Unknown" site in IU-E9T that I cleared a month ago. I would love to be able to take advantage of this part of the game...
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Echtra
Gallente World Order The Imperial Order
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Posted - 2007.08.13 10:04:00 -
[281]
Originally by: Tikanom So, any news on improving Drone Regions exploration?...
I have the same question. I love exploration but it is nearly impossible living in drone regions and trng to find some non-drone region space to explore in.
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Nestor Ne'Arthe
Amarr Convergent Firmus Ixion
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Posted - 2007.08.15 00:09:00 -
[282]
Originally by: Sadist Ok. So.
When will the plexes be returned?
And don't give me the "they are already there, you just have to look for them" excuse. They aren't there. If you'd actually tried looking for them in-game, you'd know the chances of finding one are one in a thousand.
Either make them easier to find, or don't pretend they ARE THERE. Because they aren't.
Already 20 days after the patch, and no news about it. Looks like what I said about a month without plexes is coming true. Please stop lying to us. 
Well, they ARE there.
Just yesterday I've found a gravimetric site, and after about 45 minutes of scanning the system I've found a blood raider 6/10 plex. Sure it's not 10/10 cash cow, but the plexes are there.
You can't possibly expect to find top notch content using only the ****ty onboard scanner? ;-) --
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Sunaria
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Posted - 2007.08.15 17:39:00 -
[283]
k guys I have found the 10/10 so it's in there they all are just rare as hell AS IT SHOULD BE. But we don't have to complain about not having enough plexes we have to complain about the encounters. I don't care what it takes even if you have to rewrite entire EVE but PLEAAAAAAAAASE remove the encounters out of the unknw table oh AND let them despawn properly to. It would be nice to get some info to not like upcomming patch it will be fixed but more patch 06/12/2007 we try fixing it
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