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TomB
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Posted - 2004.01.22 18:00:00 -
[1]
We have fixed the NPC Pirate warp in/group respawn where they would appear from 0 to 10 KM away from players. They are random in distance from players but it can still happen that they warp in or spawn next to players if they are few spread around the belt, so keep your alert.
Also the distribution of the pirate groups around the world has been fixed, here are tiny details on how they are spread:
Empire Space:
0.0 - 0.2 in Empire Space now have ~50% of having a cruiser or few in groups.
0.3 - 0.4 in Empire Space now have ~15% of having a cruiser or few in groups.
Deep Space:
The infestation in Deep Space is more randomized than before and more depending on location. Regions next to Empire Space are more safe than before (less pirate strenght) and regions near Pirate Regions are more dangerous, and Pirate Regions can have seriously deadly groups.
Feel free to test this out on Chaos and post any feedback, both on the lower security Empire Space and in Deep Space. I'm also looking to balance the pirates so test them and post any feedback.
So you wanted to test out some boosters? |

Kronarty
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Posted - 2004.01.22 19:02:00 -
[2]
Quote: and Pirate Regions can have seriously deadly groups.
Even worse than they are now in TQ?
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Kalki Nibiru
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Posted - 2004.01.22 19:31:00 -
[3]
TomB, it sounds like your new system is a more strength gradient system I was hoping for (0.0 can be extremely hard, and as you progress to 1.0 pirates get easier). I like the start of what the changes are and I'll go on Chaos when I can to test the changes.
However, I was wondering if you could put a more concrete system in like this:
If 0.0 pirates are going to be extremely hard, then 0.1 better have Very high level cruiser spawns(40-85k), 0.2 should have high level cruiser spawns (30-60K), 0.3 should have low level cruiser spawns with frigates (12.5k-30k, 0.4 should have high level frigate spawns with the odd 20k cruiser, 0.5 mid-high level frigates, and so on and so forth.
And to go even further with that idea (to spice up low secuirty empire space) see my thread Here.
I believe that if you add some rarer minerals, create trade with the stations (they all need X ammount of food, entertainment, medicine, and they need to get rid of X ammount of waste, etc) you will see more and more people venture out to these systems and set up permanent bases, you will also see a huge increase in trade and player pirate activity. In essence what you have created is the true meaning and purpose of the security status, to show that Concord has less control over that area than others.
Essentially, low security empire space really begins to feel like its the slums, the red light districts, the drug and crime capitals of the Empire. |

NaZguL
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Posted - 2004.01.22 20:09:00 -
[4]
.0 - 0.2 in Empire Space now have ~50% of having a cruiser or few in groups.
what does that mean ? 0.0 used to have 100% cruiser spawns
are u making 0.0 more easy/boring now ?
and dont tell me to go to "Pirate Regions " cause i dont know where it is , and probably never will
probably locked down systems for pirate/megacorps anyway 
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Tenacha Khan
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Posted - 2004.01.22 20:21:00 -
[5]
Edited by: Tenacha Khan on 22/01/2004 20:23:25
Quote: .0 - 0.2 in Empire Space now have ~50% of having a cruiser or few in groups.
what does that mean ? 0.0 used to have 100% cruiser spawns
are u making 0.0 more easy/boring now ?
and dont tell me to go to "Pirate Regions " cause i dont know where it is , and probably never will
probably locked down systems for pirate/megacorps anyway 
0.0 never had 100% cruiser spawns before castor. What the ugly dude means by pirate regions, they are the regions that pirates have sovereignty (err spell), check em out by filtering the map.
Also, no region can be locked down, your just listening to too much crap on the forums, you should try going out there.
Also when the ugly dude referred to 0.0, he meant empire space, some of them are 0.0 and these havnt had cruisers in them for bloddy ages and ages an ages.
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NaZguL
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Posted - 2004.01.22 20:26:00 -
[6]
no there wherent 100% cruiser in 0.0(empire space) before castor , but there are now
the drop's from frigate kills are useless garbage not even worth recyclig 
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Valeria
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Posted - 2004.01.22 20:27:00 -
[7]
Quote: .0 - 0.2 in Empire Space now have ~50% of having a cruiser or few in groups.
what does that mean ? 0.0 used to have 100% cruiser spawns
are u making 0.0 more easy/boring now
Probably means the 0.0 systems protected by the empires, ie with security hits and active sentry guns at the stations and gates.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

NaZguL
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Posted - 2004.01.22 20:31:00 -
[8]
BTW TomB there is like a billion fixes/changes on chaos
why does it takes months to transfer the changes into a path to TQ ??? 
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NaZguL
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Posted - 2004.01.22 20:33:00 -
[9]
Quote: quote: -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- .0 - 0.2 in Empire Space now have ~50% of having a cruiser or few in groups.
what does that mean ? 0.0 used to have 100% cruiser spawns
are u making 0.0 more easy/boring now --------------------------------------------------------------------------------
Probably means the 0.0 systems protected by the empires, ie with security hits and active sentry guns at the stations and gates.
--------------------------------------------------------------------------------
yea i know what empire space is , but i dont understand "~50% of having a cruiser or few in groups. " 
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DREAMWORKS
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Posted - 2004.01.22 21:32:00 -
[10]
Thank you tomB, the moment this change gets on chaos i can do what i like best in this game:
Make money with NPC hunting and therefor spend money on PvP. I almost gave up. __________________________
http://www.nin.com/visuals/thtf_hi.html |

TomB
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Posted - 2004.01.22 21:40:00 -
[11]
0.0 systems can also belong to Empire Space, if you check the sovereignity of the solar system you are in or via the map you can see how it's set up.
Sorry about the misleading info.
So you wanted to test out some boosters? |

TomB
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Posted - 2004.01.22 21:46:00 -
[12]
Quote: yea i know what empire space is , but i dont understand "~50% of having a cruiser or few in groups. " 
~50% that a group has cruisers atm, but can be billion in one group 
So you wanted to test out some boosters? |

Kalki Nibiru
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Posted - 2004.01.22 22:36:00 -
[13]
Edited by: Kalki Nibiru on 22/01/2004 23:06:09 Edited by: Kalki Nibiru on 22/01/2004 22:37:31 ............. ^^^^
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Hakera
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Posted - 2004.01.22 23:05:00 -
[14]
Edited by: Hakera on 22/01/2004 23:32:58 I have been down in curse at J7A-UR - the spawn was 2*85k Legionarres, 2*75k Centurions and 6*15k hunters.
Was easy enough to handle by myself - would be a breeze with another BS. Mining ops would be different though - still tough for any miners.
Had nothing spawn on top of me yet - which is nice 
EDIT: a second spawn came after 15mins, they spawned 50k from me and this time was 2*65k, 2*55k, 8*15k.
Like it so far! 
Dumbledore - Eve-I.com |

Zagum Darkfin
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Posted - 2004.01.22 23:42:00 -
[15]
Spawning right on top of you every 10mins is what sucked in Deep Space with the Castor patch. Now if the pirates can warp in like PC pilots, you might have a chance to fight them off at 40k-60k ranges and possibly mine in a belt. I will check it out later.
If anything, increase the respawns to 25-30mins.
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dalman
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Posted - 2004.01.22 23:55:00 -
[16]
Edited by: dalman on 23/01/2004 00:17:44
Quote: ...and regions near Pirate Regions are more dangerous, and Pirate Regions can have seriously deadly groups.
Ok. I have some questions about this... (I have not been on chaos to check systems, and don't have time for that)
g-me2k (in stain, dead end system with a station) pre-castor had a sec rating of -0.72 and lots of bistot, post-castor has a rating of -0.2, nothing better than gneiss, and 250k battleships.
aok-wq (in catch, just above stain) pre-castor was -0.09, with crappy ore and easy pirates. Post-castor there are arkonor and mercoxite, and 500k NPC battleships.
c-pewn (as far down in Esoteria you can go, far below stain) pre-castor was -1.0 with lots of bistot and the hardest possible spawns. Same status post-castor, ark, merc and 1 million NPCs.
As I read your post, you're changing the way sec rating decides ore and NPCs... Ie, -1.0 does not mean arkonor and 1M NPCs and -0.2 does not mean gneiss and 250k NPCs. So the hardest NPCs will now be in g-me2k, followed by aok, and last c-pewn. While the ore is the other way, best ore in c-pewn followed by aok and last g-me2k.
While all logic says that this is how it's supposed to be, with the toughest NPCs in their sovereignty and the best ore as far away as you can go (supposedly the NPCs has mined the best ore), that doesn't really go well with gameplay... Then the only players that will ever see 1M NPCs are the ones going out hunting to get stuff like modulated Tachyons, while miners will travel far to mine arkonor with just some 250k NPCs.
At least not until we have player owned stations... Cause with player owned stations it would really be a big reward if you could build a station in a very distant system where the area holds lots of arkonor and the NPCs are just cruisers and some odd 250k battleships.
So can you tell us more specificly how hard NPCs are and how good ore are in the "pirate regions" and at different distances from those regions?
*edit* And also... If there are to be ~50% a spawn in 0.0-0.2 empire space will contain cruisers, what is the best ore that will be found in those systems?
I'm very curios to know all this, since the Castor patch forced my corp to completely change. We mined all ore we needed ourself in Stain, stripping Veldspar in belts with 5 NPC cruisers (50k +4x30k). One day we even mined out the whole system (9 belts) leaving not a single roid in the system before the downtime (including EVERY hidden roid (some scor roids were 800km away from the belts)), in our attempts to figure out how the roid respawn/growth worked to best avoid the baby roid problem, which were bigger in our HQ than in the 1.0 starting systems...
M.I.A. since 2004-07-30 |

AnjinSan
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Posted - 2004.01.23 00:24:00 -
[17]
Edited by: AnjinSan on 23/01/2004 00:27:23 Edited by: AnjinSan on 23/01/2004 00:25:52 Yes I really hope this makes it possible again to make a living farming npc pirates. 
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Bry I'onak
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Posted - 2004.01.23 01:01:00 -
[18]
Seems live for soloists will be a bit easier, checked some 0.0 systems near empire space (1-3 jumps) and had decent spawns which can easily be done alone. Max number of NPCs was 8, highest 75k, lowest 8.5k in constellations like that:
4x 12k + 2x 35k + 1x 75k 4x 12.5k + 2x 40k + 1x 55k 1x 35k + 2x 12.5k 1x 40k + 2x 10k + 2x 8.5k 2x 40k + 4x 12.5k 2x 40k + 4x 10k + 2x 15k 1x 40k + 2x 10k + 2x 12.5k
Still need to check out what's happening when you get deeper into deep space, but it seems they got it quite right this time.
Not sure about the spawning either, up to now i had plenty of time to collect the loot without any respawn.
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Zeus
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Posted - 2004.01.23 01:50:00 -
[19]
Edited by: Zeus on 23/01/2004 01:51:13 Is there any change to the time between respawns?
I'm interested since it was to short before in the outer 0.0 regions for any kind of mining to take place before the next wave appeared and ganked the miners.
Also there is no warning either 
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Morkt Drakt
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Posted - 2004.01.23 02:03:00 -
[20]
Makes a LOT more sense.
Please put it in before the weekend ;-)
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Stem
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Posted - 2004.01.23 05:22:00 -
[21]
Just got off chaos. Here is the good and bad in my view of the new NPCÆs
Type- Serpents Systems visited: Orvolle - 0.4 Oulley - 0.2 PF- 346 - 0.0 BMNV-P to 5-MLDT
Testing Ship - MOA
GOOD + Great improvement over current live system. + Spawn times seem more reasonable, Non of this insane quick spawning that occurs sometimes + Finally NPC cruisers spawn in empire space properly. + Mining in low sec empire space should be fun. + in 0.2-0.1 space you can get anywhere from 2x 12k + 1x 8.5k to 3x15k + 2x 40k + 1x 55k + Starter 0.0 space seems only slightly harder, more frigate escorts. + 5-MLDT Finally met my match 4x 45k +1x 85k
BAD- Still way to easy to solo in a cruiser in empire space. - DoesnÆt look like farming is possible now. - You run into spawns of only Frigates in 0.0 space (even deeper in) - No reason to mine in low sec empire space.(had to through that in) - This is just another nice feature that will sit on chaos for weeks.
Wish List A very slim.. maybe 1% chance of a low level BS pirate to spawn in 0.2-0.1 systems. Just for the fear of it, and to blow away unprepared or sleeping farmers/miners :)
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Kalki Nibiru
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Posted - 2004.01.23 06:26:00 -
[22]
Bring back farming, or at least introduce more ways for Combat characters to make cash.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Arthur Guinness
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Posted - 2004.01.23 07:13:00 -
[23]
I agree with dalman, the current situation is really good from an RP point of view. But till we get orecompressors or mob refineries or something like that, it forces every last 0.0 corp to ,mine their commons in empire. Imo not good.
As for better spawns in low sec empire, i am against it, simply because it puts risk vs reward a bit more into the favour of empire. Want the goodies, leave empire, that's how it should be. |

FZappa
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Posted - 2004.01.23 07:17:00 -
[24]
sweet :) finally something good comes out of the nerf bat ;) -------------------------
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Kalki Nibiru
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Posted - 2004.01.23 10:20:00 -
[25]
TomB, could you give a little post about my proposed changes, reguarding it being feasible or if something more of what I stated being added in the future (more concrete spawning patterns that I outlined, more rares in low security empire, larger trade demand, etc).
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Shaqan
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Posted - 2004.01.23 10:36:00 -
[26]
i don't think they should bring back farming, or "sit in a spot randomly pushing the keyboard and get cash-ing". It's great ISK, but now u must move around a bit, which should make it a bit more exciting (what spawn is at the next belt).
BTW: I've hunted a little recently, and managed to chain a 0.0 sec spawn once, so there's still a chance :)
Sounds like great changes -> move them to TQ please
Disclaimer: above text is written to express my thoughts about this subject, and are not an attack on anybody. Spelling errors may occur frequently, and will always do, please do not comment -i know. |

Tyria Evenstar
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Posted - 2004.01.23 10:36:00 -
[27]
Quote: And also... If there are to be ~50% a spawn in 0.0-0.2 empire space will contain cruisers, what is the best ore that will be found in those systems?
I'd like to know this too. It would be nice if at the least, Gneiss became available in low sec Empire space, with these new spawn changes.
-Tyria.
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QuantumX
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Posted - 2004.01.23 10:56:00 -
[28]
Have to have my say also.
I've been quite vocal on this subject.
I like the changes TomB has mentioned However, there is always a but.
At the moment I use to hunt in the loantrek region, around ec-p8r and Ewok-k etc.
I went back yesterday, and found a spawn that consisted of 7 moa class Guristas the 55k ones i think. Well i thought i'm 80km out, i lets see what happens. ok opend fire on 1 cruiser, and within 10sec i have over 40 missiles flying at me. Now i'm all for them getting harder, and welcome it as it was too easy before castor.
BUT i feel that all NPC ships should conform to the rules by which players have to play. I know that if i was in the same cruiser i would not get a lock from 80km. also with an M12 launcher in 2 slots the max for a moa, one volley of missiles from all of he ships should only give 12 missiles every 12 to 15 secs as an average. so how can in less than 20 secs can i have 40+ missiles coming at me, i suspect it was more but hey i did not stay to count them.
I know from others that npc pirates that dont use missiles as their primary weapon are not as bad (though still mad). But this is NOT balanced.
Currently a Destructor Gurista Rat 12.5k bounty which is a kestral, running into a spawn of them at 70 had the same result just mooorreee missiles. When i'm in a kestral i cant fire on a ship at 70k out. and also one or two shots from a battleship and i go pop. Not so for the Destructor.
This may seen like a whinge, but there is more to the NPC rats balance then just changing distribution, although it goes a big way. Also the power of the rats needs to be addressed. I expect to fear npc battle ships and large cruiser spawns.
What i'm saying is, do the changes you suggest.
- Deep 0.0 HARDEST - Fringe 0.0 on edge of empire HARD - 0.1 to 0.4 above Average difficulty to average - 0.5 and above well not too hard so that people can practice their skill on npc rats.
But also they need to conform to the rules imposed on players, not have some sort of tech 3 launcher that shoots a heavy missile every two secs.
Also there needs to be a sense of randomness, it should be possible to come across the odd pirate incursion in 0.1 to 0.3 where there difficulty is harder.
And before someone says take a larger fleet to fight the spawns with you, not all of us have the luxury of being in large corps with multiple battlships who have players who are willing to go into 0.0 and fight insane spawns.
Anyway, thats my view, and thanks for taking the time to read them.
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Floa
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Posted - 2004.01.23 11:10:00 -
[29]
Quote: Deep Space:
The infestation in Deep Space is more randomized than before and more depending on location. Regions next to Empire Space are more safe than before (less pirate strenght) and regions near Pirate Regions are more dangerous, and Pirate Regions can have seriously deadly groups.
Does this mean that the best npc bounties are all moving to deep within alliance-controlled areas???
Unfortunately, my corpmates currently enjoying soloing 500k bs spawns seem to be in the minority, and with the advent of tech2 power diags/cap relays/repairers etc npc hunting will become even easier in the near future.
Are we all going to be forced to sneak into supposedly closed regions just to seek out the npc-challenge??
**** Real eyes...realise...real lies. **** |

TomB
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Posted - 2004.01.23 11:17:00 -
[30]
Quote: BAD- Still way to easy to solo in a cruiser in empire space. - DoesnÆt look like farming is possible now. - You run into spawns of only Frigates in 0.0 space (even deeper in) - No reason to mine in low sec empire space.(had to through that in) - This is just another nice feature that will sit on chaos for weeks.
Hunt for a bit longer in 0.0 -0.2 Empire Space, there are many many different groups that can appear in these areas.
This nice feature will come next week as a hotfix, so please test and comment more.
So you wanted to test out some boosters? |
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