
Tauranon
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Posted - 2007.10.24 17:09:00 -
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Originally by: CCP Greyscale Multispecs always show what types are present but not how many - that's part of the design.
The despawn problems we hope should be resolved in Trinity - any sites which aren't clearing properly for whatever reason (if you have any idea how to reproduce this consistently, please let me know, as it's proving surprisingly hard to track down) should then despawn three days after they were initially spawned, with no exceptions.
Spent all day experimenting with exploration, only to find this particular problem wasted my entire day - ie I didn't know about confounding between anomolies and signatures until I began to disbelieve the scanning system was working and came to the forums to read about it.
In any case, I eventually discovered that the system I wanted to scan for unknowns, had 3 non-despawned encounters. I flew into all - found them all empty, and could not clear them (I tried blowing up the buildings present, to no avail). Went to another system, found 2 active encounters, 1 empty - undespawned example. Experimenting with the actives suggests that warping out of system triggers the final despawn, as warping away doesn't. Type wise, they are serpantis encounters with a few buildings, 2 guns and a sequence of triggered frigate spawns. Also found a hive drone one with neutral asteroid (concord warning - couldn't destroy it) but without drones.
I'll experiment with semi completing / logging out etc tomorrow - but I imagine that the despawn problem arises from explorers / players that have no interest in completing them, leaving them in uncompleted state, as all of them have sequences of dangerous to exploration frigate spawns, but utterly boring to combat ships. What would happen for instance - if half an hour before DT, I triggered a sequence of frigate spawns, left them unkilled and then DT occurs - esp if say I didn't leave system, because I was ratting here still.
The issue with the '3 day rule' as a clean up - is that the undespawned encounter will remain there to confound my exploring for 3 days if someone else leaves one in an undespawned state.
IMHO since the basic encounters seem to be just there as a source of extra belt-like rats, they should have a trigger building which 'also' despawns them. It could have more hps than all the rats that spawn combined to stop it being a shortcut, but allows us explorers to despawn one automatically if its become stuck without rats left there.
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