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Thread Statistics | Show CCP posts - 53 post(s) |
Ruskarn Andedare
Lion Investments
198
|
Posted - 2013.06.07 09:53:00 -
[571] - Quote
Quick update on my personal experience with the new mini-profession sites since the release.
Full Disclosure: I am one of the older EVE players, my reactions are no longer the best as I am developing arthritis and tendonitis. I travel a lot for work so am usually playing on an 11" HiRes laptop screen (this is the largest size laptop that you can guarantee to be allowed to keep in the cabin of a plane as it fits under a seat). I am usually playing using random hotel internet access. In the past month my access has varied from under 1Mb/s to over 50 Mb/s.
What I'm finding: Scanning simply feels too easy now, it used to feel like you were working to get those hits but now it seems impossible to not get them in a couple of scan cycles. The sense of accomplishment has gone (yes, I know it wasn't overly hard before but now it really is press-button-get-bacon mode).
The hacking game is still fun but that's wearing thin already, it won't be long before it gets to the 'oh, that again, I can't be bothered' stage.
The pinata is currently worse on TQ than it was in any of the versions I tried on SiSi (other than the very first there). On average I collect 3 random cans. Yes, I cargo scan in advance but I might as well not bother - in fact I probably shouldn't as I then wouldn't know what I've missed (like the L ASB BPCs last night ).
The loot containers are far too small for the speed they are moving at on my screen. It's hard enough to get a click on a container, never mind to get the mouse-over to work to decide which one to click on. The mouse-over display tends to pop up after the mouse has moved on to something else.
In hisec I'm averaging roughly 1m ISK per data can, 100 ISK per relic can (I'm only doing them in hisec now as my Ishtar isn't optimised for the mini-profession sites). My overall income from these sites is down by around 80% although the time taken is up by a significant amount. Part of this is due to the sheer number of frisbees now flooding the market.
Given the reduction in income from these sites the only reason to do them has to be for the fun of it and they're really more frustrating than fun now.
Little things: Had a DC while hacking a can (DCs are not unusual when using hotel internet). When I signed back in I warped back to the site. The can I had been hacking was gone but the rest were still there.
Although I'm still confused that Grav sites are now public they are quite funny in hisec. Previously they were almost like an exclusive social gathering where the chosen few would meet up and mine together peacefully for a while, usually fleeting up and chatting till the site was cleared. I've seen more than one exploration based corporation formed from those meetings. Now they're more like a feeding frenzy for the few minutes they exist as every miner in the system warps over to grab their little bit.
TL:DR - I don't think I'll bother with the mini-profession sites unless I'm bored. The explorers social club has been closed. |
Ruskarn Andedare
Lion Investments
198
|
Posted - 2013.06.07 10:00:00 -
[572] - Quote
Galatea Galilei wrote:Tabane Shinonono wrote:After getting a cargo scanner and knowing what kind of spew container to go for, I realised that a solo player can grab almost everything s/he is aiming for (ie, BPC/Decryptors/not so sure about t2 salvage though) without much effort. A solo player with good dexterity, yes. Alas, for someone like me, who has great difficulty using the tiny icons in space even for stationary targets, exploration has simply become impossible, at least until the little containers show up on the overview, or we get some system like the tab-targeting in other games where you can cycle through and interact with objects in the scene using the keyboard. Clicking on things on the overview is okay, the lines are wide enough that you only have to worry about one axis of movement (you need to get up/down right, how sideways the mouse moves while you're doing it doesn't matter), and you don't have to move very far to go from item to item, so I can do that accurately. But those tiny, tiny hitboxes for objects in space are very difficult to use on even stationary objects, and it takes me several seconds get the mouse properly over one so that I can click on it. That makes it flat-out impossible for moving objects. The only way I can get any loot at all is to just click rapidly in the general area and hope I hit something. Selecting what kind of container to grab is simply not an option. In the end, I get three or four random cans. Everything else goes up in smoke... I guess if the intent was to turn EVE into an arcade game where the point is to reward players for being better at tasks of physical dexterity, I guess this change makes sense. This used to be more of a thinking-persons strategy game than a twitch-skill game, though, and it's really disappointing to have wasted all this time building up characters in a game that I thought I was going to be able to play, only to have the game changed into the kind of game that's all about dexterity instead of intelligence. That's a game I cannot play. Suddenly the game has moved into an entire different gaming genre, and it's one I cannot play in... I like games that are mentally challenging. I cannot play games that are physically challenging. Why did you need to remake EVE into the latter?
You're not alone, unfortunately many of us that took up exploring previously are in the same boat as we all did it for similar reasons.
Exploration used to be the place for the thinking, patient types who didn't care if it took a while to get things done.
Time to try find a new niche in the game for the old / infirm / disabled as CCP doesn't want us playing exploration any more. |
Brooks Puuntai
Solar Nexus.
1574
|
Posted - 2013.06.07 10:24:00 -
[573] - Quote
Exploration is no longer a profession but just another activity. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE-á/ Dynamic New Eden |
Ruskarn Andedare
Lion Investments
198
|
Posted - 2013.06.07 10:42:00 -
[574] - Quote
Brooks Puuntai wrote:Exploration is no longer a profession but just another activity.
and one that anyone can do without specialist skills as long as they have good reflexes and hand-eye co-ordination |
Johan Toralen
Clockwork X3
85
|
Posted - 2013.06.07 12:09:00 -
[575] - Quote
In regard to cargo scanner. It's the one thing that redeems the spew and makes it bearable for solo player. Without it you would never get a decent bpc because the goodies are in parts containers for vast majority of the data sites. The income also wouldn't roughly match pre Odyssey levels. Before the can names actualy had an influence on Sisi my average was pathetic.
I know it somewhat negates the original intent of the spew but at this point it's a necessity and the thing that makes the sites work despite all the negativity that was expressed in early Sisi testing. If CCP wants to buff group exploration to its original intend they need to find a solution to scale the loot and number of cans to the number of players on grid. Perhaps if the container registers fleet members of the hacker within 10km radius.
Tabane Shinonono wrote:After getting a cargo scanner and knowing what kind of spew container to go for, I realised that a solo player can grab almost everything s/he is aiming for (ie, BPC/Decryptors/not so sure about t2 salvage though) without much effort. TBH my loot that I want per container has doubled/tripled and I have not missed out on a single piece of Decryptor/BPC/Skillbook that could be dropped. Perhaps CCP could randomize or obfuscate what each spew container contains instead of like making it so easy with its parts/equipment/data/scrap containers. Else , Decryptors might be going for 1m per pc soon at the rate we are picking them up like pebbles on the beach. Hacking Minigame Loot Distribution : https://forums.eveonline.com/default.aspx?g=posts&t=243898&find=unread
Not feeling it. Average pre Odyssey was roughly 20m per low sec site, 100m per nullsec site (if i can believe those who did it before). That's roughly at the same levels where it is now.
CCP can always tweak loot tables if some items become too common and their price deteriorating. |
Brooks Puuntai
Solar Nexus.
1575
|
Posted - 2013.06.07 12:21:00 -
[576] - Quote
I don't expect the cargo scanner method to stay. Mainly since it negates the main reason they added in the horrible mechanic, which is making it a group activity. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE-á/ Dynamic New Eden |
Johan Toralen
Clockwork X3
85
|
Posted - 2013.06.07 12:38:00 -
[577] - Quote
Brooks Puuntai wrote:I don't expect the cargo scanner method to stay. Mainly since it negates the main reason they added in the horrible mechanic, which is making it a group activity.
It's a pretty crappy situation. On the hand i can see how it doesn't work as intended on the other hand i don't want the spew going back to how god awful it was in the early Sisi testing. I can't wrap my head around how this can be balanced in a way that makes it work for a group but doesn't ruin it for solo explorers.
Some sort of scaling mechanism is the best idea that i can come up with. |
Omnathious Deninard
The Scope Gallente Federation
1132
|
Posted - 2013.06.07 12:48:00 -
[578] - Quote
I have to say, I a few months the cargo scanning thing will negate all reason for the can spew to occur. I can get most of the loot that appears on the cargo scan solo. Ideas for Drone ImprovementTwitter Account-á @Omnathious |
Johan Toralen
Clockwork X3
85
|
Posted - 2013.06.07 13:02:00 -
[579] - Quote
I wonder how many people actualy tried group exploration in these last few days? Perhaps if numbers show that there really isn't much interest in group exploration (which i reckon) CCP can do away with this whole idea and spare us the pain. |
Ruskarn Andedare
Lion Investments
198
|
Posted - 2013.06.07 13:06:00 -
[580] - Quote
Johan Toralen wrote:I wonder how many people actualy tried group exploration in these last few days? Perhaps if numbers show that there really isn't much interest in group exploration (which i reckon) CCP can do away with this whole idea and spare us the pain.
And for some of us it is exactly that - real, physical pain |
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Sorcha Lothain
Vogon Galactic Construction
1
|
Posted - 2013.06.08 04:41:00 -
[581] - Quote
There seems to be a pretty big difference between what I tried on the test server and what went live as far as the loot barf thing. All in all, it's really disappointing it was retained as a "successful" game mechanic.. The cargo scanner trick is equally disappointing. I'm sure it's still an excellent way to make some isk, but it's just not for me. I think for the time being I'm done with hacking and archaeology. I've only been playing this game a couple months now and I had focused most of my skills on exploration as my profession. Ded sites seem to be a pretty good way to make isk (and more fun too!). |
Johan Toralen
Clockwork X3
91
|
Posted - 2013.06.09 12:35:00 -
[582] - Quote
Some thought after playing this for a few more days:
- The minigame makes my wrist hurt after a couple sites in nullsec. it's just too much clicking. Feels like playing Diablo. So i would really like to see the minigame develop in a less clicky but more strategic direction
- The threshold for running the sites in null is too low and that's why we see the loot market prices in free fall. I've seen a km for a Buzzard with over billion loot and t1 analyzers fitted. The loot tables are not the problem imo because running sites in nullsec should pay well. But not every low skilled char in a cheap ship should be able to farm them in such a way. The skill requirements to get adequate virus coherence and strenght for the highest tier sites needs to be higher.
Make some new skills for that or use existing ones like encryption methods. I would happily specialize and learn them if it means less competiton and casual exploring out there. Also probably needs something that puts out damage to the ship. Rats are removed but maybe some defensive nodes or smartbomb for punishing failure. And perhaps a necessity to fit expensive mods for the hacking or a new set of hacking implants. Anything really that sets a higher threshold.
Or at least as a compromise tier the sites more distinctively like the ded sites. Have the lower tiers still be able to run in cheap frig but with payouts closer to hi and low sec and higher tier sites that absolutely require better skills, mods and some tank. |
Wolfyne
Aliastra Gallente Federation
7
|
Posted - 2013.06.10 07:53:00 -
[583] - Quote
My 2 cents
I played about 4 hours this WE with my exploration cover ops. In High Sec.
My feeling is that wormholes are around 80% of system things to discover, fighting site and data are equals, around 10% each.
In 4 hours, I found 4 data site, 2 relic and 2 data.
The hacking minigame is ok, need luck and a bit of strategy (and a good ship/module) The loot minigame is realy boring, sometimes I don't understand why my tractor beam do nothing, sometimes I don't have time to get more than 2 or 3, and sometime I can get almost all interesting cans.
After the 4h run I had around 5-10Million to sell depending the demands on the market
In conclusion, spending 4h to locate wormholes changing systems, beeing lost, pesting about the tractor beam and returning home with a full cargo give less money than farming L3 mission in the same time
- It could be very much interesting if the spawn rate was better, there is too much wormholes (or too much players scanning I don't know) - Why not giving exploration agents. giving, in a deapspace, a more personalized scanning. - There is no real need of a good scanning/hacking ship, it's easyer and faster, but there is no "level" in scanning, if we expect the system security level. But with the crapy spawn rate, there is more chance to find sites where there is a lot of people than in 0.5 or less.
By the way, this is greatly better than the previous system, removing the rats help a lot, gallente cover ops by example have only 2Hslots, so cloak and launcher and it's over.
The scaning game is also easyer, giving 8 probes is too easy I think, and with skills (min 4 in all) the scanning is just a 3D probe moving, in 4 or 5 scans I can get almost anything. I don't know if it's harder in low and null sec.
But for now, it's fun, but not lucrative, very hard to find system with data/relic sites, time needed to hack and looting mecanism, made the whole exploration job not realy good for money. Maybe a rooky can get 1 or 2 million faster than L1 or L2 mission, but with L3 or L4, there is no match |
Ms Valkyrie
State War Academy Caldari State
2
|
Posted - 2013.06.12 03:18:00 -
[584] - Quote
I feel like the most recent changes to the despawn mechanics is the most detrimental change. It is creating this situation where it become more often than not that you run into partially ran sites with no good value left to be had. It is not fun at all to going around scanning for hours on end and to find close to zero fresh sites. At least with the old mechanic I could be garunteed two outcomes, a untoched site or a target in said site. Now I am left with unfinished sites that are of no use to me that just waste my time. Please tell me this is still being at least looked into. If this is going to stay in as a means to tone down item injection or fix some other problem I feel like it is the completely wrong way to go about fixing those issues. It is doing more harm than good at the moment. I would make plea for it to go back to the way it was before but perhaps a increase despawn timer. |
Zip Joint
Ekchuah's Shrine Comporium Kill It With Fire
0
|
Posted - 2013.06.12 14:03:00 -
[585] - Quote
Well could go through all posts so excuse me if i will point out same things. Iv set up my ship for mostly 0.0 explorations and finding those Relic and Data sites. First day i was trying to hack can's without using Cargo Scanner.. Big mistake. Without this scanner you just kinda testing your luck. I made 40 mill in 4-5 hours of flying around 0.0. I have a perfect hacking and decent scanning skills. Next day i went on same journey with cargo scanner fitted and made 100 mill in half an hour couse i did know which small cans i am catching. There is few things that me and probably most of the players don't like in new hacking system. 1. You have to use extra module which has nothing to do with hacking (cargo scanner ) to get good loot from can. 2. You have to use external tools/websites to see what drops what. 3. Even after scanning(Cargo) , hacking, you still get in trouble to catch the right cans couse they all comes in one blob and hard to seperate them. So you ending up with losing what you was after. 4. After scanning Relic/Data site when you come in you realize that (No further tools required) to hack the cans.. Its been done already by some1 else but the site still there .. Lost time on scanning site that is empty.
I would think if you going to keep this hacking system you should seperate small can's that fireing from main can, or launch them in groups of 3-4.. becouse 'tractor beam' simply can not tractor all of them before it disapears.. no metter how fast you are. Also would be a good idea to be able to add small cans to overview.. If we can not do that.. make them diferent collors Ie Material-Red, Parts-Blue, Data-green.. etc. And last.. These sites MUST be gone if some1 already hacked at least one can in it. Couse using cargo scanner they can take best cans and leave the rest for new explorers :).
Sorry for bad english. I hope you got the point :) |
Johan Toralen
Clockwork X3
98
|
Posted - 2013.06.12 15:21:00 -
[586] - Quote
If half finished sites stick around for long time that's not a good solution for the issues with these sites. More frustrating then anything. Just raise the damn entry barrier! |
Ms Valkyrie
State War Academy Caldari State
2
|
Posted - 2013.06.13 02:52:00 -
[587] - Quote
Johan Toralen wrote:If half finished sites stick around for long time that's not a good solution for the issues with these sites. More frustrating then anything. Just raise the damn entry barrier!
Well I suppose their solution acomplishes the same mission. I have offically rage quit exploration with the despawn changes. I suppose I could ignore all sigs with the DT sig id, but how many fresh sites we really going to get if hardly anyone is going to despawn the sites? I am starting to think it was their full intention to make things worst with the changes since we have yet to see any response to the feedback or concerns regarding the new despawn mechanics. Granted it is only been a day, but in my eyes it is a game breaking change and im freaking out, help! |
Ruskarn Andedare
Lion Investments
202
|
Posted - 2013.06.13 08:48:00 -
[588] - Quote
Ms Valkyrie wrote:Johan Toralen wrote:If half finished sites stick around for long time that's not a good solution for the issues with these sites. More frustrating then anything. Just raise the damn entry barrier! Well I suppose their solution acomplishes the same mission. I have offically rage quit exploration with the despawn changes. I suppose I could ignore all sigs with the DT sig id, but how many fresh sites we really going to get if hardly anyone is going to despawn the sites? I am starting to think it was their full intention to make things worst with the changes since we have yet to see any response to the feedback or concerns regarding the new despawn mechanics. Granted it is only been a day, but in my eyes it is a game breaking change and im freaking out, help!
There's always the option to just run around blowing up the cans to tidy the place up a bit.
Though it doesn't seem right that we should spend our space time doing house cleaning |
pmchem
GoonWaffe Goonswarm Federation
524
|
Posted - 2013.06.16 23:12:00 -
[589] - Quote
Faction tower BPCs should be low/nullsec only. Make this worth our while. @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |
LiKuei
Royal Amarr Institute Amarr Empire
1
|
Posted - 2013.06.18 04:24:00 -
[590] - Quote
OK CCP, it in your lap again. The failed cargo spew needs to be adjusted. We all let you know that from the test server, now lets hear how you intend to change it.
You said it won't go away, so here is a suggestion: For failed attempts, create an explosion that destroys parts of the containers but releases them into space (salvage). For successful, leave it in place. |
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CCP RedDawn
C C P C C P Alliance
345
|
Posted - 2013.06.20 12:35:00 -
[591] - Quote
In todays Tranquility update we have introduced new icons for the main scatter containers.
A filled diamond indicates that the container still holds loot. A filled diamond with brackets around it indicates that it is currently being hacked by yourself or another player. An empty diamond indicates that there is no more loot held within the container.
Also, we now have a fix in-house for the cherry picking / sites not despawning issue which will be introduced in the next few days. (Hopefully tomorrow) This fix is in the form of a site despawn timer that initiates upon the first successful hack of a container within a site.
All the best, CCP RedDawn Team Prototyping Rocks |
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Ruskarn Andedare
Lion Investments
202
|
Posted - 2013.06.20 13:24:00 -
[592] - Quote
CCP RedDawn wrote:In todays Tranquility update we have introduced new icons for the main scatter containers.
A filled diamond indicates that the container still holds loot. A filled diamond with brackets around it indicates that it is currently being hacked by yourself or another player. An empty diamond indicates that there is no more loot held within the container.
Also, we now have a fix in-house for the cherry picking / sites not despawning issue which will be introduced in the next few days. (Hopefully tomorrow) This fix is in the form of a site despawn timer that initiates upon the first successful hack of a container within a site.
All the best, CCP RedDawn
Thanks for the update RedDawn, the timer fix especially will make a lot of difference |
Chris Winter
Zephyr Corp V.A.S.T.
148
|
Posted - 2013.06.20 17:34:00 -
[593] - Quote
CCP RedDawn wrote: Also, we now have a fix in-house for the cherry picking / sites not despawning issue which will be introduced in the next few days. (Hopefully tomorrow) This fix is in the form of a site despawn timer that initiates upon the first successful hack of a container within a site.
All the best, CCP RedDawn
Please don't forget to include WH data/relic sites in this. There are still some sites that despawn after you warp off, even if no containers have been touched. |
Lipbite
Express Hauler
681
|
Posted - 2013.06.23 11:11:00 -
[594] - Quote
Too few data/relic sites in low - 1-2 per system at best (more like one per 2-4 systems).
"Loot bukkake" explosion mechanics still sucks - until removed. I'm losing up to 2/3 loot. Could be interesting to know the name of "genius" who proposed it and got an idea to make exploration collective activity. |
Colonel Sponz
The Whiskers of Kurvi-Tasch
2
|
Posted - 2013.06.23 11:12:00 -
[595] - Quote
The first time I tried hacking (in the profession missions) I was so close to the can that I missed the "spew" and wondered how I was to get the loot to finish the mission! The fact that the mission wording hasn't been changed to take account of the new mechanic didn't help either. Fortunately for me I was aware of the new mini-game because I read the forums but I wonder what new players make of it when there are no clues/hints of what to do. |
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CCP RedDawn
C C P C C P Alliance
349
|
Posted - 2013.06.25 13:24:00 -
[596] - Quote
Colonel Sponz wrote:The first time I tried hacking (in the profession missions) I was so close to the can that I missed the "spew" and wondered how I was to get the loot to finish the mission! The fact that the mission wording hasn't been changed to take account of the new mechanic didn't help either. Fortunately for me I was aware of the new mini-game because I read the forums but I wonder what new players make of it when there are no clues/hints of what to do.
Yup, this is a known issue. We will be fixing up the mission descriptions to incorporate these new mechanics soon. Team Prototyping Rocks |
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Hosedna
FumbleFamily Corp
35
|
Posted - 2013.06.25 13:57:00 -
[597] - Quote
The hacking minigame is good as a basis for a more complex and interactive game (it's limited at the moment, but it's ok as a basis for future iteration).
Loot spewing is ... well... not Eve at all ? I mean, it's ok, I get the cans I want by checking the name, and have the valuable loots, so I just don't care about missing cans.
But man ! Frantically running after disappearing objects just isn't Eve at all. I feel like playing a flash game on armorgames :-( |
Kaye Costello
Swell and Marbury Tangled Webs
0
|
Posted - 2013.07.02 04:00:00 -
[598] - Quote
Alright...I slugged my way through all 30 pages of this drekk, and I am ready to give my well thought through and deliberated opinion.
All is fine with the exceptions of:
Loot Pinata Samey Game
I'll tackle the latter first as it's shorter: I expect this to clear up as the actual minigame gets deepened and expanded, but right now the hacking minigame, while enjoyable, is going to get very repetitive very quickly, I can tell. Worsened only by the fact that it is identical for both Relic and Data sites. Again, subsequent expansions on the system should remedy this.
Now, for the elephant sized bugbear in the room: Dat pinata.
Do not get me wrong. I think it's novel. I think it has it's place. I also think, and strongly so, that it is not in it's place. I shaln't delve back into what more people than I can count on both hands have spent whole pages clarifying with exceptional eloquence, suffice to say that having a frantic scrabble as the ultimate victory condition is a hectic end for an otherwise laid-back and almost labor-less process (typical vigilance required for low/null/WH presence excepted. In highsec, you can do this with one hand, half asleep and slightly drunk, and I don't see that this is a bad thing. Most everything can (with varying degrees of efficiency)).
Unlike several, I shall attempt to offer alternatives to bring this more in line with the rest of the process. In so doing, I shall quite literally steal others' ideas I approve of, add a few of my own, and I will not reference them because I do not want to have to go back through these 30 pages. Sorry guys, credit's due but I'm not giving it out. Also, quotes take up too many characters as I found out. This post got a bit lengthy. Anyways, to ideas:
1) Loot Pinata is a loss occurrence. I'm not 100% fan of this, but it might be workable. You hack the site. you fail it. Loot splurts out everywhere and you have to do your best to salvage your rewards before they drift away into obscurity. Somewhat more satisfying than the old system of waiting for another cycle on module x/y/z. Not terribly conducive to the "you fail? 1 more try" notion. That's a matter of balance though.
1.1) Time limit on attempts? Maybe? Work that however you want. Jetcanning the notion out there.
2) Loot Pinata is a partial victory There are several ways this can be implemented, as these are (straight up copies or adaptations of) idea's I've pulled out of my arse in the hour I've been sitting here or stolen from others: A) You clear the board (of firewalls or completely), you get a tidy loot can. You only hack the core, enjoy chasing your goodies :3 Rewards the extra effort for the extra clicking, and it also means that a experienced hacker won't have to go scrambling As often. (I haven't been graced with a high tier system to hack yet, but it seems the consensus is some of them would be nigh-impossible to clear completely) B) Multiple cores to hack. Each one gives a portion of the total rewards in a loot can, and the rest on eventual failure are jettisoned for cluster-clicking/exploded mercilessly/insert-alternative-unpleasant-fate. C) Multiple levels of encryption to break through. See B), just more drawn out.
3) Loot Pinata is a Partial Failure Not entirely sure how this would be balanced, but I'm throwing it out there anyways. I guess one way it could work is if you had multiple anti-cores/attempts within the minigame (lives, if you will, instead of straight up 2 tries) and each one you botch removes a portion of your eventual loot (if any) And scatters it for you to sift though. Though this very much relies on how the minigame itself expands, it's something to consider.
4) Topical Pinataing. I can get by having archeology sites blow their load all over my face like the old geezers they are. I don't particularly enjoy it just as much as the analogy I unintentionally made, but I can live with it - it makes a bit of contextual sense to have an ancient hulk's cargo be blasted off into space when the wrong seal is broken - but aren't data sites supposed to be - well - modernish? Lore aside, it would give a much needed distinction between relic and data sites beyond the loot they drop and the modules they need :/ Hell, take that idea a few yards further and make a handful of (subtly) Different minigames with different results. Variety is the spice of life, and exploration has always needed some spicing. I am fully aware that this would be a bunch of coding, but you've got time.
Don't get me wrong. I like most of the changes, especially to the scanning UI. You've got a good idea going for your guys here and I do not want to see it scrapped - but your implementation is all cockeyed IMO. I've literally spent an hour of my life hemorrhaging ideas into this textbox for you, attempting to refine 30 pages of mostly butthurting into something somewhat palatable (and I give kudos to the handful who already attempted to refine it so *I* could palate it) and hopefully workable. I WANT this to get tidied up and functional, because I very much think it's not a terrible idea, but it's like watching a 5 year old trying to stick a square block in a circular hole, and I think we (read: you) need to stop trying to shave the block and start trying to find the proper hole.
And speaking of hemorrhaging ideas, though I'm running out of characters - I can only reiterate what so many people have said before with varying tones of amicability-hostility: If you REALLY want to make exploration more group orientated, you have to work on the minigame aspect. Get multiple people involved with the puzzle (how, I can't figure. I leave that to you like an unhelpful forumer) and THEN you can justify having them scramble to pick up the pieces (though with 2+ people working, it offeres more ways to screw up, so you can find more and more adventurous ways to punish them)
TL,DR: Tough, go back and read it. Minigame needs more shizz in it though. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1140
|
Posted - 2013.07.19 18:09:00 -
[599] - Quote
This hacking thing was so good that it crashed the market
Op successsss? :P BYDI recruitment closed-ish |
Ruskarn Andedare
Lion Investments
230
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Posted - 2013.07.22 08:36:00 -
[600] - Quote
Garviel Tarrant wrote:This hacking thing was so good that it crashed the market
Op successsss? :P
Scanning and hacking so easy anyone can do it without skills, market flooded so now the return isn't worth anything except for the new guys, perfect result if you only want the new pilots doing anything to do with exploration. |
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