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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP kieron
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Posted - 2007.10.25 21:06:00 -
[1]
When you write the blogs, you slowly build up some fame (or infamy). Yu also get the opportunity to put some small claim on the efforts of others and even get some appreciation for the efforts of others.
Greyscale took those concepts and ran with them. It would be harder to find a case of, "This is my co-worker's idea, but I'll make the announcement" than this blog, but at least he's up front about it.
Want to know more? Interested in some cool stuff coming for Exploration, Drone Hacking, and Synth Boosters? Does the thought of a Mining Mission warm your lasers or better stuff in the LP Store make you want to cram another mission or three in before going to bed? If so, check out Meanwhile, back in the Exploration bunker... It's full of epic win!
kieron Director of Community Relations, EVE Online EVE Online, CCP Games Email/Netfang Look Ma, I'm in a Dev thread! Oh wait... |
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.10.25 21:16:00 -
[2]
Interesting stuff :)
Blueprint Research Service Available See thread for details.
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Manfred Rickenbocker
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Posted - 2007.10.25 21:28:00 -
[3]
Glad the Sisters of Eve are getting the exploration love. I suppose I will have to start doing missions for them again. I am also glad they will finally be distinguishing between the unknowns and cosmic anomalies. Any word on whether Unknown signatures will be a -tad- easier to find? Right now they are a HUGE pain and a waste of probes.
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Linda Duane
Gallente Bluestar Enterprises
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Posted - 2007.10.25 21:28:00 -
[4]
Edited by: Linda Duane on 25/10/2007 21:30:25 Edited by: Linda Duane on 25/10/2007 21:29:27 *jumps in* Third!
and, yeah.. very nice stuff.
Although a question.. those green scribbles on the map.. you're not a good photoshop artist, are you Greyscale? .. what are they supposed to be?
. http://www.bluestar-enterprises.de Your signature exceeds the maximum allowed dimensions of 400x120 pixels -Sahwoolo Etoophie ([email protected])
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Janus Ovellian
Minmatar Encina Technologies Namtz'aar k'in
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Posted - 2007.10.25 21:31:00 -
[5]
Quote: Unfortunately, I had to do a lot of this myself
I'm assuming you were talking about the 'colouring in'... you did seem to struggle with that somewhat.
Interesting times await... |
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CCP Greyscale
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Posted - 2007.10.25 21:33:00 -
[6]
Photoshop is for amateurs - real men use MSPaint...
The green lines, well... I could tell you, but that'd throw away a perfectly good opportunity to be cryptic!
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Xcom
Gallente Genco Interstellar Alcohol Conglomerate
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Posted - 2007.10.25 21:38:00 -
[7]
Very interesting indeed
Moving boosters to lowsec was a great idea. I have dun booster exploration in 0.0 and came to the conclusion that boosters can be to easily controlled by super powers (alliances) that have little plans on sharing them to the open market.
Also can we NOT get mass nurfage on the exploration materials? Last time I lost 7 billion isk of gas cloud harvesters and booster related books sense CCP decided to seed them on the open market (no joke). So please donÆt release stuff on tranq that will nerf billion cargo into crap junk.
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wappy
Gallente NEXUS CLOUD M. PIRE
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Posted - 2007.10.25 21:39:00 -
[8]
I'm wild guessing here but i think the green lines are entry points into the different constellations.
Anyway good stuff comming out in trinity and it is good to see some variation is being added to missions even tough it is "carebearish" to say the least.
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Fakespace
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Posted - 2007.10.25 21:40:00 -
[9]
"Most such drones will likely fall in between existing T1 and T2 drones"
Would love just a bitt more info on this, or even a smal example, as the drone section is getting more and more confusing each time i read it...
is this invention based, or are we talking bouth some sort of upgrading of t1 drones? (an example of why anyone would use such a drone instead of a t2 would be nice).
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Vitrael
Jericho Fraction The Star Fraction
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Posted - 2007.10.25 21:40:00 -
[10]
This space reserved for comment.
___________ I learned to accept ship changes months ago. Suddenly I enjoy Eve. You should try it some time. |
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.10.25 21:43:00 -
[11]
Is increased range on mining lasers really worth having? Yield bonus please My research services Spreadsheets: Top speed calculation - Halo Implant stats |
IlluminatedOne
Amarr Tycho Brahe Fan Club
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Posted - 2007.10.25 21:49:00 -
[12]
Quote: The short story is that mining missions are making a comeback û they'll be utilizing special, non-refinable ore so people can't cheat their way to success by buying common ore off the market, so you'll be able to generate LPs as a miner once again.
Chribba will love it
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Daggon BIgon
Dako Ltd.
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Posted - 2007.10.25 21:50:00 -
[13]
Three days for deseeding of exploration sites. I'm trying to rationalize if 4 would be better. But I really can't think up a scenario where this would occur...
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BlackKnight1717
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Posted - 2007.10.25 22:00:00 -
[14]
Any chance for the reworking of talisman implants? they are prety useless, even on most ships with noss bonuses.
Can it be changed to capacitor capacity or weapon cap use or something more usefull.
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Montaire
Genbuku. Daisho Syndicate
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Posted - 2007.10.25 22:04:00 -
[15]
Isnt Epic Win purple ?
Great stuff though
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XoPhyte
Black Nova Corp Band of Brothers
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Posted - 2007.10.25 22:10:00 -
[16]
That is epic stuff! Great stuff Greyscale, first release of exploration was a bit bumpy, but every single patch is has gotten significantly better, great stuff tbh.
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Zkillz sensei
Republic Military School
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Posted - 2007.10.25 22:14:00 -
[17]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 25/10/2007 21:36:20 Photoshop is for amateurs - real men use MSPaint...
/signed
Quote: I think he's just worked out that while I'm writing multi-page blogs I'm not writing multi-page emails explaining exactly what I'm feeling emo about today....
I lol'd; great blog sir. I don't even partake in many of those activities but i still enjoyed it
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.25 22:18:00 -
[18]
You should change those ore implants...
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StarRanger
Gallente Freelancing Corp
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Posted - 2007.10.25 22:19:00 -
[19]
YaY! for us miners!
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Roemy Schneider
BINFORD Solidus Alliance
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Posted - 2007.10.25 22:22:00 -
[20]
Edited by: Roemy Schneider on 25/10/2007 22:23:00 so errr.... gistum-a 10mn MWDs? - putting the gist back into logistics |
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Anwylyd Al'Vos
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Posted - 2007.10.25 22:23:00 -
[21]
Interesting . |
Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2007.10.25 22:33:00 -
[22]
Disappointing to see boosters turn into a commodity through low-sec availability, but I can see how it follows the all-inclusiveness of the current CCP strategy; All content available at different quality level to all players.
IMHO, this isn't a good strategy to pursue, and it makes all levels of game play "Same, same but different textures".
Eve Strategic Maps - Outpost Alert - Sovereign Systems - Alliance Rank |
Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.25 22:38:00 -
[23]
Pretty good blog, Greyscale, but you may want to take a look at this sentence under "General Exploration Improvements":
Quote: Secondly, we've revised the despawn mechanics so that all sites despawn three days after they initially discovery.
Should probably change that to "three days after their initial discovery".
I have one beef, though. A few months ago, in your first blog about changing asteroid belts, I made a little complaint about Domination spawns, and how their loot tables appear to be screwed up. You said you'd pass that on, but nothing seems to have changed and their drops are just as bad as ever. You still get nothing but worst-named modules and unremarkable tags; 'Langour' Stasis Webs and Angel Bronze tags are not uncommon. I've bugreported this too, but they say its working normally. I can only assume that either means they already are making changes to loot tables that would make this problem not applicable anymore, or they really just don't understand how bad Domination spawns are. Do you know anything about this? |
Ghostess
United Mining Corporation
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Posted - 2007.10.25 22:42:00 -
[24]
All this is great... But I wanna know what the portal joke was!
CEO - UMC |
Faridah
Solar Storm Sev3rance
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Posted - 2007.10.25 22:43:00 -
[25]
Lots of goodies in there.
This is the part of EvE I make my ISKies from so it better work
Faction drones, cool! Seriously, now I'll have to go ninja probing in the drone-regions to get me some of those babies. Gist X-Type Ogre... drooool
One thing tho.. Not really about exploration, but related to probes. There was a patch on Sisi where you could probe cloaked ships. Was that idea brought into a blast from a DDD or is it still alive ?
Nice and informative blog, thanks for bringing it!
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Chainsaw Plankton
IDLE GUNS
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Posted - 2007.10.25 23:08:00 -
[26]
woot more range on my mining lasers just what i always wanted!!!!!!!
cool stuff, especially if them encounters really do go away after they are finished/3days later. and the scanny thingys are working goody
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Hehulk
Black Sea Industries Cult of War
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Posted - 2007.10.25 23:08:00 -
[27]
Now your buffing the lesser enteties a bit, would you consider giving them a few more agents? ORE for example only has 15. ---------- It's great being minmatar, ain't it |
Valator Uel
Caldari Pax Minor Asylum Confederation of Independent Corporations
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Posted - 2007.10.25 23:10:00 -
[28]
Edited by: Valator Uel on 25/10/2007 23:11:08 Very nicely written devblog and looking forward to the changes in exploration.
Three cheers!
Edit: any news on farmed cosmos complexes being moved to exploration and invention findings via exploration being boosted as a result? -----------------------------------------------------
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George K'ntara
Gallente PALE RIDERS REBORN
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Posted - 2007.10.25 23:23:00 -
[29]
So will these mining mission require me to train more skills since they are going to be for specialty ores?
Also if I had a choice I would prefer the ORE implants to be: boost mining amount or time savers versus range. When does extra range get you anything in mining? And while I'm making wishes, how about a time saving or amount increasing rig for mining lasers, or adding capital mining lasers and giving the Rorqual something other to do than just haul minerals.
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Kuzya Morozov
Gallente Beets and Gravy Syndicate
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Posted - 2007.10.25 23:50:00 -
[30]
Originally by: Fakespace "Most such drones will likely fall in between existing T1 and T2 drones"
Would love just a bitt more info on this, or even a smal example, as the drone section is getting more and more confusing each time i read it...
is this invention based, or are we talking bouth some sort of upgrading of t1 drones? (an example of why anyone would use such a drone instead of a t2 would be nice).
who cares, drone ships got nerfed up the ass --------------------------
"There's always a bigger blob."
-Qui-Gon Jinn |
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Typhado3
Ashen Lion Mining and Production Consortium
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Posted - 2007.10.25 23:52:00 -
[31]
you must tell us the portal joke NOW.
also mining implants that increase mining percent would be better I think..
mining missions: lots of empire belts are completely mined out so for these missions are you gonna make us scavange around these ones or are you gonna give the missions belt sites like you have for other missions. My Opinions are my own, not my corp's, not my friend's, and not my pet fedo's
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Gridwalker
Amarr
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Posted - 2007.10.26 00:02:00 -
[32]
What a breath of fresh air from the last few dev blogs!
Since you have exploration on your mind, have you thought about some minor improvements to the interfaces? My problem with exploration isn't that it is tedious (I am a miner after all--Tedious is my middle name) but that there is so little feedback while I are doing it.
I always thought that it would be great if as you scan, you should have some idea about:
1. Roughly how close you were to actually finding something. 2. Which of your probes is in range of what you are looking for.
Think about it this way... you drop a multispec and discover there are some exploration sites. So you go from planet to planet, dropping your quest probes, and then start scanning. Very often, the first 5, 10 or even more scans show absolutely nothing. Do I not have the skill? Am I being unlucky? Is this just a really really hard site? Are my probe placements incorrect? No idea.
After an hour or two of probing, you really start to wonder--did someone already find it before me? Am I just spinning my wheels?
If, however, any of your probes that are in range of the site tell you "Yes, there is something here in my range, but I have no idea where it is at the moment. Keep trying." it would go a long way to making exploration less frustrating.
It would also allow you to take down the clutter of probes which are never going to find anything, and it would tell you if that little sliver of a gap in your probe placement needs to be covered, or if someone already found it while you were scanning.
I guess the question this raises is, will this make it easier to probe, or just less frustrating? I imagine it would make it easier in the sense that you will know roughly where to concentrate your probing, and you can't get stung too badly on poor probe placement. But will this really help you find the site faster or not? I don't think it will--it will just let you know if you are wasting probes and your time.
Believe me, the last thing I want to suggest is making exploration EASIER. It should take a long time, require a lot of skills, and be somewhat tedious. It just shouldn't be _frustrating_. I believe there needs to be a touch more feedback.
Comments?
-Grid
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RedClaws
Amarr Dragon's Rage Intrepid Crossing
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Posted - 2007.10.26 00:04:00 -
[33]
About those rogue faction buildable drones : Seems to me like you guys know that the drone region is messed up but seriously : This isn't going to fix it.
T2 drones are like a week to train and they cost half a mil or something (which is nothing if you live in 0.0) Seeing as these drones will be worse than T2 who the heck is even going to bother with them?
And please also take another look at the rogue drone commanders: their spawn rate is abysimal (i find 2-3 dominations a day but only ever found 2 rogue drone commanders in the few months they have been implemented) and if they do spawn you seem to have like a 50% chance that your salvage will fail and thus getting you nothing, which is less than a normal drone spawn, or getting you some T2 salvage loot which is also worth almost nothing.
The best loot you can have is worth like 10 mil and that happens like 1 in 100.
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Gridwalker
Amarr
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Posted - 2007.10.26 00:07:00 -
[34]
Originally by: Typhado3 also mining implants that increase mining percent would be better I think..
They already exist. Here is the one I currently have implanted:
Hardwiring - Inherent Implants 'Highwall' HX-1
Gives a 3% bonus to mining yield. There is also a 5% version, and another implant (Michi's Excavation Augmentor) that also gives a bonus to yield on a different slot.
Yes, they are rare and expensive, but they certainly exist. I think mine was about 100m isk. The 5% is usually closer to 250m and Michi's is usually in the 500m+ isk range.
-Grid
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Chainsaw Plankton
IDLE GUNS
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Posted - 2007.10.26 00:10:00 -
[35]
Originally by: Gridwalker
Originally by: Typhado3 also mining implants that increase mining percent would be better I think..
They already exist. Here is the one I currently have implanted:
Hardwiring - Inherent Implants 'Highwall' HX-1
Gives a 3% bonus to mining yield. There is also a 5% version, and another implant (Michi's Excavation Augmentor) that also gives a bonus to yield on a different slot.
Yes, they are rare and expensive, but they certainly exist. I think mine was about 100m isk. The 5% is usually closer to 250m and Michi's is usually in the 500m+ isk range.
-Grid
yes but thats not a low-grade set that gives 1% 2% 3% 4% 5% bonus and each one has a 1.1 multiplier to the other ones
its like saying snakes are the same as the one 5% velocity hardwiring
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Treelox
Amarr Frontier Technologies
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Posted - 2007.10.26 00:24:00 -
[36]
I am no expert in these things, but I have a question that I wonder if it was considered when coming up with the following....
Originally by: "greyscale" Virtue set (Sisters) will increase the scan strength of all your probes
By increasing scan strength will we see ultra quick scannings like occured with this titan kill, with even smaller ships now? Will it be possible to insta scan cruisers, frigs, battleships?
Would a char with the best of this type of implants, max skills, with t2 scanning rigs be able to scan down a frig in 5sec from 100AU to an accuracy of 5m?
---
Also like many others while its nice to see ORE have their own implants, I have to agree that mining laser range is modifier least desired by miners of all possible "mining modifiers". Maybe yield, duration are more "powerful" than range, but if all the ORE implants are range only, i dont see them being purchased very often from the LP store. It would be a shame to have CCP introduce new items that hardly anyone uses. --
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.26 00:37:00 -
[37]
Cool stuff. :) Some comments and questions...
Quote: Most such drones will likely fall in between existing T1 and T2 drones, but there are rumours of top-secred data-caches containing rather more valuable data...
Perhaps I'm wrong on this, but I think T2 drones are plentiful, cheap, and powerful enough that not many people will be interested in new drones that are merely between T1 and T2 without offering some extra hook.
Quote: irstly, Multispectral Probes are being readjusted to provide more useful data...
\o/ Thankee. By the way, I really liked Gridwalker's comments above about adding a bit more feedback to the Exploration process eventually.
Quote: we're adding a decent spread of offers for the "minor" factions û ORE, Mordu's Legion, Servant Sisters of EVE, Syndicate and Thukker Tribe. Each of these will be getting a small range of modules unavailable in other stores and suited to their temperment: Mordu's Legion will be getting ECM, while ORE get extended-range mining lasers and Sisters get exploration-related kit.
[insert impatient demands for immediate details here]
More to the point, FACTION SCAN PROBE LAUNCHERS, COULD IT BE???
Quote: We'll also be giving each its own low-grade implant set, again focusing on their particular areas of expertize. Expect these to be expensive, as these smaller groups are fairly cash-strapped, but with unique effects.
More expensive isk-wise, but less expensive LP-wise I'm hoping?
I'm a little disappointed that high grade implants won't be available yet, if only because it's painful for a lot of players to plug in +2s, especially when pirate sets can be so powerful, and provide a lot of bang for the buck.
That's all I can think of for now. Thanks again. :) * * * 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 |
010131030201102
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Posted - 2007.10.26 00:39:00 -
[38]
Originally by: Treelox I am no expert in these things, but I have a question that I wonder if it was considered when coming up with the following....
Originally by: "greyscale" Virtue set (Sisters) will increase the scan strength of all your probes
By increasing scan strength will we see ultra quick scannings like occured with this titan kill, with even smaller ships now? Will it be possible to insta scan cruisers, frigs, battleships?
Would a char with the best of this type of implants, max skills, with t2 scanning rigs be able to scan down a frig in 5sec from 100AU to an accuracy of 5m?
---
Also like many others while its nice to see ORE have their own implants, I have to agree that mining laser range is modifier least desired by miners of all possible "mining modifiers". Maybe yield, duration are more "powerful" than range, but if all the ORE implants are range only, i dont see them being purchased very often from the LP store. It would be a shame to have CCP introduce new items that hardly anyone uses.
The only problem with giving them something like time reduction or a yield increase is that it would be nerfing those few who wont be able to afford them and just bring overall mineral prices a little cheaper. Giving range is far less game breaking and very useful in many situations.
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captain dak
Gallente Miners And Designers
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Posted - 2007.10.26 00:47:00 -
[39]
i would like to know more about these mining missions. i know i can make a lot of money doing lvl 4 combat missions but they get boring after awhile. some heavy duty mining missions that i would need to use my hulk for would be nice, as long as i could make just as/almost as much isk as i could in a lvl 4. if not then i see no point in doing them unless the reward is good. EVE needs something like high reward mining missions to change it up a bit.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.10.26 01:01:00 -
[40]
Originally by: Treelox I am no expert in these things, but I have a question that I wonder if it was considered when coming up with the following....
Originally by: "greyscale" Virtue set (Sisters) will increase the scan strength of all your probes
By increasing scan strength will we see ultra quick scannings like occured with this titan kill, with even smaller ships now? Will it be possible to insta scan cruisers, frigs, battleships?
Would a char with the best of this type of implants, max skills, with t2 scanning rigs be able to scan down a frig in 5sec from 100AU to an accuracy of 5m?
scan strength doesn't mean scan speed.
so a fully maxed out cov ops frig pilot with 2 T1 rigs can grab a probe and instead getting a 150km result in 25 secs, he gets a 50km result or smth, in 25 secs.
in sum, boosts precision. time remains same. ---
planetary interaction idea! |
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Manfred Rickenbocker
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Posted - 2007.10.26 01:18:00 -
[41]
Edited by: Manfred Rickenbocker on 26/10/2007 01:19:22
Originally by: Gridwalker What a breath of fresh air from the last few dev blogs!
Since you have exploration on your mind, have you thought about some minor improvements to the interfaces? My problem with exploration isn't that it is tedious (I am a miner after all--Tedious is my middle name) but that there is so little feedback while I are doing it.
I always thought that it would be great if as you scan, you should have some idea about:
1. Roughly how close you were to actually finding something. 2. Which of your probes is in range of what you are looking for.
Think about it this way... you drop a multispec and discover there are some exploration sites. So you go from planet to planet, dropping your quest probes, and then start scanning. Very often, the first 5, 10 or even more scans show absolutely nothing. Do I not have the skill? Am I being unlucky? Is this just a really really hard site? Are my probe placements incorrect? No idea.
After an hour or two of probing, you really start to wonder--did someone already find it before me? Am I just spinning my wheels?
If, however, any of your probes that are in range of the site tell you "Yes, there is something here in my range, but I have no idea where it is at the moment. Keep trying." it would go a long way to making exploration less frustrating.
It would also allow you to take down the clutter of probes which are never going to find anything, and it would tell you if that little sliver of a gap in your probe placement needs to be covered, or if someone already found it while you were scanning.
I guess the question this raises is, will this make it easier to probe, or just less frustrating? I imagine it would make it easier in the sense that you will know roughly where to concentrate your probing, and you can't get stung too badly on poor probe placement. But will this really help you find the site faster or not? I don't think it will--it will just let you know if you are wasting probes and your time.
Believe me, the last thing I want to suggest is making exploration EASIER. It should take a long time, require a lot of skills, and be somewhat tedious. It just shouldn't be _frustrating_. I believe there needs to be a touch more feedback.
Comments?
-Grid
Im going to have to agree with this. Right now (as I said before) things are frustrating, not time consuming. It would be good to know if we are totally off the mark (just have it return a result like the multispec, but with no warp-to or distance) or nothing if we missed completely so we can retry our probe placement. Time consumption is fine, its not supposed to be easy afterall.
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Kesslee
Caldari Water and Power
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Posted - 2007.10.26 01:19:00 -
[42]
All these shiny new LP store goodies. Hopefully these all WORK when released.
Is CCP ever going to fix the LP store items from the last expansion, specifically the Draftsman implants?
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.10.26 01:21:00 -
[43]
OMG I called the make your won drones out of drone parts thing! ----------------------------------- I'm working my way through college target CCP need...more room... |
Daelin Blackleaf
Aliastra
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Posted - 2007.10.26 01:33:00 -
[44]
Always nice to see more stuff. I especially like boosters filtering down from the hands of a few alliances to the open market.
Two things:
Can we please, please, please, please, make the faction drones worthwhile. I'd like to see the same kind of meta-level range the other factions get for their modules. I'd also like to see some faction drones in the LP store (the same way we have Caldari navy gear of above t2 quality in the LP store and far better Gisti stuffs in deepspace).
Secondly, are the pirates going soft on us? They are the one providing an alternative to their highly addictive, and expensive, illegal product. Doesn't that sound a little odd. Would it not be the empires themselves who would release such harmless legal variants to counter the desirability of the pirate versions, perhaps the various biotech corp LP stores could be put to use for this instead. After all if I was Serpentis and had the original BPO for these things I'd burn it forcing everyone to stay on the hard stuff.
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Kuzya Morozov
Gallente Beets and Gravy Syndicate
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Posted - 2007.10.26 01:44:00 -
[45]
hammerhead IIs are like 2m each in empire, def. not cheap --------------------------
"There's always a bigger blob."
-Qui-Gon Jinn |
Brka
Vendetta Underground Rule of Three
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Posted - 2007.10.26 02:11:00 -
[46]
Much better than the previous two blogs especially the drones.
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kittykatkat
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Posted - 2007.10.26 02:16:00 -
[47]
Originally by: Daelin Blackleaf Always nice to see more stuff. I especially like boosters filtering down from the hands of a few alliances to the open market.
Two things:
Can we please, please, please, please, make the faction drones worthwhile. I'd like to see the same kind of meta-level range the other factions get for their modules. I'd also like to see some faction drones in the LP store (the same way we have Caldari navy gear of above t2 quality in the LP store and far better Gisti stuffs in deepspace).
Secondly, are the pirates going soft on us? They are the one providing an alternative to their highly addictive, and expensive, illegal product. Doesn't that sound a little odd. Would it not be the empires themselves who would release such harmless legal variants to counter the desirability of the pirate versions, perhaps the various biotech corp LP stores could be put to use for this instead. After all if I was Serpentis and had the original BPO for these things I'd burn it forcing everyone to stay on the hard stuff.
The pirates want more customers and less dead customers.
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Mjnari
Agony Unleashed Agony Empire
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Posted - 2007.10.26 02:24:00 -
[48]
Originally by: Typhado3 you must tell us the portal joke NOW.
QFT! Was it about sex with the companion cube? 'Cause I bet it was about sex with the companion cube.
... that's how my play-through of of Portal went, anyway...
DON'T JUDGE ME! I WAS LONELY AND COMPANION CUBE WAS THERE FOR ME! HE'S A GOOD LISTENER! . ------------------------ Minmatar, It should be like going down a flight of stairs on an office chair shooting an Uzi. |
Satsuki Kakuri
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Posted - 2007.10.26 02:27:00 -
[49]
Originally by: Gridwalker What a breath of fresh air from the last few dev blogs!
Since you have exploration on your mind, have you thought about some minor improvements to the interfaces? My problem with exploration isn't that it is tedious (I am a miner after all--Tedious is my middle name) but that there is so little feedback while I are doing it.
I always thought that it would be great if as you scan, you should have some idea about:
1. Roughly how close you were to actually finding something. 2. Which of your probes is in range of what you are looking for.
Think about it this way... you drop a multispec and discover there are some exploration sites. So you go from planet to planet, dropping your quest probes, and then start scanning. Very often, the first 5, 10 or even more scans show absolutely nothing. Do I not have the skill? Am I being unlucky? Is this just a really really hard site? Are my probe placements incorrect? No idea.
After an hour or two of probing, you really start to wonder--did someone already find it before me? Am I just spinning my wheels?
If, however, any of your probes that are in range of the site tell you "Yes, there is something here in my range, but I have no idea where it is at the moment. Keep trying." it would go a long way to making exploration less frustrating.
It would also allow you to take down the clutter of probes which are never going to find anything, and it would tell you if that little sliver of a gap in your probe placement needs to be covered, or if someone already found it while you were scanning.
I guess the question this raises is, will this make it easier to probe, or just less frustrating? I imagine it would make it easier in the sense that you will know roughly where to concentrate your probing, and you can't get stung too badly on poor probe placement. But will this really help you find the site faster or not? I don't think it will--it will just let you know if you are wasting probes and your time.
Believe me, the last thing I want to suggest is making exploration EASIER. It should take a long time, require a lot of skills, and be somewhat tedious. It just shouldn't be _frustrating_. I believe there needs to be a touch more feedback.
Comments?
-Grid
I like this alot. I begin to wonder when i'm deploying a second set of probes if I've got them in the wrong spots.
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Moon Dogg
Gallente The Arrow Project Morsus Mihi
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Posted - 2007.10.26 02:50:00 -
[50]
Originally by: George K'ntara So will these mining mission require me to train more skills since they are going to be for specialty ores?
Also if I had a choice I would prefer the ORE implants to be: boost mining amount or time savers versus range. When does extra range get you anything in mining? And while I'm making wishes, how about a time saving or amount increasing rig for mining lasers, or adding capital mining lasers and giving the Rorqual something other to do than just haul minerals.
Well, all I know is that I really, REALLY, like it when I have my friend in a COmmand ship delivering me mining bonus, cycel time reduction, and a range boost. It means that I have to move around even less to touch more of a belt. If I could throw some range implants that would stack with that bonus, I'm in.
*********************************** "Burn the land, boil the sea, you can't take the sky from me..." |
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.10.26 03:41:00 -
[51]
NICE!
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Gridwalker
Amarr
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Posted - 2007.10.26 04:52:00 -
[52]
Originally by: Moon Dogg
Originally by: George K'ntara So will these mining mission require me to train more skills since they are going to be for specialty ores?
Also if I had a choice I would prefer the ORE implants to be: boost mining amount or time savers versus range. When does extra range get you anything in mining? And while I'm making wishes, how about a time saving or amount increasing rig for mining lasers, or adding capital mining lasers and giving the Rorqual something other to do than just haul minerals.
Well, all I know is that I really, REALLY, like it when I have my friend in a COmmand ship delivering me mining bonus, cycel time reduction, and a range boost. It means that I have to move around even less to touch more of a belt. If I could throw some range implants that would stack with that bonus, I'm in.
Indeed! When my friend drops offline, I know it before HE does! And while this isn't really a "mining" thread, I do have some random thoughts on the matter...
First, as a hardcore miner--you know, mining implants, the Hulk with T2 miners, crystals, dual T2 laser upgrades, the works--I think I am qualified to suggest that more boosts to mining yield is not really needed. I know, I know... boo me! But really, there is generally a pretty smooth progression from novice miner to expert miner. Yes, there is a bit of a bump while you're training for your Covetor/Hulk, but all in all I always felt I was making really nice progress as I was training my skills.
At this point, with the Hulk and a small gang with mining links and such, most roids I run across pop within 1-3 cycles. I can fill a jetcan in less than 12 minutes, and I'm not even the BEST miner. My mining buddy actually has better yield than I do!
So I don't think we need more yield. Extending mining laser range would be nice, with the appropriate link or mid-slot module or whatever, but what I think we really need is an empire-capable, smaller version of the Rorqual.
You see, what is holding miners back now--particularly in empire space--is coordinating a gang of miners. It would be a great addition to have a small Rorqual with the following features:
- Ability to fit mining link modules - Ability to fit "medium" tractor beams to collect cans - A largish cargo to consolidate ore for the haulers - Possibly the ability to compress ore
It should not be able to fit strip miners. It's primary job is as a mining operation logistics vessels, and it should have some modest bonuses to that end.
I even have a name suggestion. Since a "rorqual" is a type of large whale, we can call it the "Minke", which is the smallest of the rorqual whales.
We don't need jump capability and we don't need a ship bay or clone vats or anything exotic like that. Just a small, solid mining logistics platform suitable for small mining operations in semi-safe space, or dangerous space with the proper escort. Something a small corporation could field without breaking the bank.
Any comments or thoughts on this?
-Grid
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Deva Blackfire
D00M. Triumvirate.
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Posted - 2007.10.26 05:00:00 -
[53]
Didnt read whole thread but:
FIX DED PLEX OVERSEER DROPS ! ! ! Especially for low-end plexes (3/10, 4/10).
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Dillon Arklight
Dark Tornado Synchr0nicity
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Posted - 2007.10.26 05:42:00 -
[54]
Edited by: Dillon Arklight on 26/10/2007 05:42:30 Firstly , great blog. Clear, concise and comedic.
Secondly could you clarify when you say
Quote: ...all sites despawn three days after they initially discovery...
will it take 3 days for a completed site to despawn?
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Epitrope
The Citadel Manufacturing and Trade Corporation
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Posted - 2007.10.26 06:07:00 -
[55]
I don't know if it's too late for Rev III, but here's my mining mission idea:
"I'm glad you're here, {PLAYER NAME}. Our station's long range scanners just picked up an asteroid on an impact course with the station. It's due to hit the shield within {TIME LIMIT}, so do try to eliminate it before then. Thanks."
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.10.26 06:29:00 -
[56]
Rather nice read.
Still waiting for +5 pirate implant set's tho. Perhaps from exploration - eh? Overall sounds like pretty good stuff.
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.10.26 06:36:00 -
[57]
Originally by: Dillon Arklight Edited by: Dillon Arklight on 26/10/2007 05:42:30 Firstly , great blog. Clear, concise and comedic.
Secondly could you clarify when you say
Quote: ...all sites despawn three days after they initially discovery...
will it take 3 days for a completed site to despawn?
A completed site will try to despawn as normal. But the "kill -9" stuck despawn is right now tied to the time of the last visit, so it doesn't really despawn if it gets probed again or ppl "fly there to see if it is still there".
Oh, and that range-extending mining imp set is pure gold if you mine a lot of hidden belts were you often only have 4 or 5 rocks in range of your stripminers. Not much benefit in normal static belts, true. -- [17:47] <Mephysto> its dead, jim |
Nofonno
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.26 06:55:00 -
[58]
Edited by: Nofonno on 26/10/2007 06:56:01 Nice blog overall, quite informative. Kudos to the hardworking devs and code-monkeys.
However...
I rarely dispense profanity, but the fact that the Amarr have gotten the finger again really (I mean REALLY) ****es me off. There's abundant lowsec clouds for other empires and only one in some backwater region where there's more of BoB than our Holy Empire.
(edited for spelling) A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |
Jarden
Gallente The Galactic Empire SECUWAY.
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Posted - 2007.10.26 07:22:00 -
[59]
Very good blog Greyscale. The best part is the fix to multispectral probes.
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.10.26 08:03:00 -
[60]
Edited by: El''essar Viocragh on 26/10/2007 08:03:34
Originally by: Nofonno I rarely dispense profanity, but the fact that the Amarr have gotten the finger again really (I mean REALLY) ****es me off. There's abundant lowsec clouds for other empires and only one in some backwater region where there's more of BoB than our Holy Empire.
Two gas constellations per empire faction powerblock.
Of course having a gas constellation in two thirds of our Minmatar regions sounds nice, but you can easily change that. The Amarr Empire only needs to give us a few of their unused ones :D
Seriously. 2 constellations per empire faction block. In Forge/Lonetrek for Caldari, in Placid/Solitude for Gallente, in Heimatar/Molden Heath for Minmatar, in Aridia/Derelik for Amarr. And yes, one of them is in OMG Ammatar Space. OH NOES.
Sorry, that is neither abundant in the "everyone else" or "the shaft" in the "we poor little amarrians" case. And it certainly is not the fault of Greyscale that your "oh so mighty holy empire" isn't able to secure it's lowsec regions.
I am REALLY tempted to start an Amarr character and see if I get "Whining(1) V" upon creation. -- [17:47] <Mephysto> its dead, jim |
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Anissa Nasadra
Minmatar White Wolf Enterprises Harmonious Ascent
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Posted - 2007.10.26 08:04:00 -
[61]
Originally by: El'essar Viocragh Oh, and that range-extending mining imp set is pure gold if you mine a lot of hidden belts were you often only have 4 or 5 rocks in range of your stripminers. Not much benefit in normal static belts, true.
This is pretty much what I was thinking. It's a godsend for exploration mining. For smaller mining gangs it will be easier for a hauler to get to jet cans. It's an interesting idea and it's definitely not geared towards high sec mining. Honestly, I think that's how it should be.
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Venkul Mul
Gallente
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Posted - 2007.10.26 08:26:00 -
[62]
Originally by: Kuzya Morozov
Originally by: Fakespace "Most such drones will likely fall in between existing T1 and T2 drones"
Would love just a bitt more info on this, or even a smal example, as the drone section is getting more and more confusing each time i read it...
is this invention based, or are we talking bouth some sort of upgrading of t1 drones? (an example of why anyone would use such a drone instead of a t2 would be nice).
who cares, drone ships got nerfed up the ass
Think "More bandwidth module and rig." and pray a lot , maybe it will happen.
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Nofonno
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.26 08:40:00 -
[63]
Originally by: El'essar Viocragh Two gas constellations per empire faction powerblock.
Of course having a gas constellation in two thirds of our Minmatar regions sounds nice, but you can easily change that. The Amarr Empire only needs to give us a few of their unused ones :D
Seriously. 2 constellations per empire faction block. In Forge/Lonetrek for Caldari, in Placid/Solitude for Gallente, in Heimatar/Molden Heath for Minmatar, in Aridia/Derelik for Amarr. And yes, one of them is in OMG Ammatar Space. OH NOES.
Sorry, that is neither abundant in the "everyone else" or "the shaft" in the "we poor little amarrians" case. And it certainly is not the fault of Greyscale that your "oh so mighty holy empire" isn't able to secure it's lowsec regions.
I am REALLY tempted to start an Amarr character and see if I get "Whining(1) V" upon creation.
I usually don't whine (don't even have Whinning I) I see your point any my flaw -- I logged into EvE to doublecheck on the regions, filtered the star map for Amarr Empire and saw only Aridia, completely forgotting about the Ammatar.
My bad and a sincere apology to anyone offended. A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |
sxndy
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Posted - 2007.10.26 08:52:00 -
[64]
Nice to hear some good news for a change.
Quote: Virtue set (Sisters) will increase the scan strength of all your probes
Shiney!!
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Darth Felin
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Posted - 2007.10.26 09:21:00 -
[65]
Originally by: Tsanse Kinske Cool stuff. :) Some comments and questions...
Quote: Most such drones will likely fall in between existing T1 and T2 drones, but there are rumours of top-secred data-caches containing rather more valuable data...
Perhaps I'm wrong on this, but I think T2 drones are plentiful, cheap, and powerful enough that not many people will be interested in new drones that are merely between T1 and T2 without offering some extra hook.
faction light and medium drones will be mostly useless because of t2 alternative. But many don't learn T2 heavy or T2 sentry drones. There faction drones will shine imho.
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Anti Protagonist
Archron Dusyfe Industries Pandemic Legion
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Posted - 2007.10.26 10:52:00 -
[66]
I'm liking those changes. One other small probe change that would be nice is with the specifics. It would be helpful if the specifics said what kind of signature they found.
A scenario: I drop a multi and find an unknown and a grav. I want the grav, so I drop gravs and start scanning. I get two results (the unknown and the grav) but I can't tell which is which.... I don't care about the unknown, but if I "guess" wrong on which to keep scanning for, then I can waste several probes trying to find that one that I don't care about.
I need a sig.... |
Anti Protagonist
Archron Dusyfe Industries Pandemic Legion
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Posted - 2007.10.26 10:56:00 -
[67]
Originally by: Darth Felin
Originally by: Tsanse Kinske Cool stuff. :) Some comments and questions...
Quote: Most such drones will likely fall in between existing T1 and T2 drones, but there are rumours of top-secred data-caches containing rather more valuable data...
Perhaps I'm wrong on this, but I think T2 drones are plentiful, cheap, and powerful enough that not many people will be interested in new drones that are merely between T1 and T2 without offering some extra hook.
faction light and medium drones will be mostly useless because of t2 alternative. But many don't learn T2 heavy or T2 sentry drones. There faction drones will shine imho.
Depending on how they are implemented, they may be very useful. Say....a drone that does two damage types. It may do slightly less damage than a t2 drone overall, but it could still be very useful. Fighters already do this (i.e. the Firblog does 25 Kinetic and 50 Thermal).
I need a sig.... |
Erynion
StarHunt Fallout Project
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Posted - 2007.10.26 11:35:00 -
[68]
Very nice read. There could be more info on hacking/analyzing/salvaging other than that : "it is chance based" - like percentage areas for empty can, booby trap, normal stuff, bpc, unique find, etc..
Anyways there was once a plan to make All asteroid belts to be only found via exploration. Both in empire and low sec and 0.0 Is that still a plan ? ---------- FOR SALE: Parachute. Used once. Never opend. Little stained. Eve-mail for details. |
Esmenet
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Posted - 2007.10.26 11:47:00 -
[69]
Originally by: Darth Felin
faction light and medium drones will be mostly useless because of t2 alternative. But many don't learn T2 heavy or T2 sentry drones. There faction drones will shine imho.
Even light and medium drones will probably be interesting for a lot of players. There is quite a large spread in skillpoints and where people have focused them.
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CCP Greyscale
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Posted - 2007.10.26 11:56:00 -
[70]
On T2 drones being completely superior to anything you'll find through exploration:
1) The skills for T2 heavy drones are not straightforward
2) There are some additional tweaks to the "named" drones which make them distinct from T2
3) Quote: Most such drones will likely fall in between existing T1 and T2 drones, but there are rumours of top-secred data-caches containing rather more valuable data...
Draw your own conclusions
On mining implants and yield:
Yes, obviously a yield/cycle-enhancing implant set would be "better" - but we don't want to increase theoretical maximum yields higher than they already are. Mining range is, I'm told, a useful attribute in its own right, and doesn't mess with the overall economy, so we went with that instead.
On booster mechanics becoming too commonplace as a result of this:
I understand the concern, but this particular feature fulfilled enough separate goals that we decided it was worth doing despite this. It acts as a driver to populate lowsec more, gets people more accustomed to buying and using boosters, makes it easier to see problems with the overall mechanics due to increased use and, hopefully, gives us a chance to pick up pointers for how to improve 0.0 boosters and make the related resources more valuable.
On commander spawns and being mean to LeMousse:
Fie on you! If it wasn't for him, you'd probably be getting nothing at all As explained rather obliquely in the blog, the parts you need to build the new drones will be dropped by Commanders, making them an integral part of the value chain. If things had all gone according to plan, these changes would all have come in with the Commanders in 2.2, but circumstances totally beyond our control meant they ended up being pushed back - hence the somewhat-unexciting Commander drops on TQ right now.
On scan strength and insta-finds:
The case with capitals is somewhat unique, and a small boost in probe strength probably isn't going to have a massive impact on the situation.
On the synth booster backstory and pansy pirates:
The explanation is slightly more complex than you'd think, as it happens. Watch the skies
On despawning:
As someone else correctly deducted, the three-day thing only comes into affect if the site completion trigger is not tripped. If you complete the site then it goes away immediately; if you don't, it has a maximum lifetime of three days. Currently the logic for despawning is a little bit screwy.
On mining missions:
Chronotis is off in a meeting or something right now, so I can't check, but I'm fairly sure that they will be inside a mission area and they won't require new skills. I'll let you know if I find out I'm wrong.
On Commander spawns (Domination and so on):
I'm fairly sure I checked last time, but I can't remember for sure so I just spawned 100 Domination Phalanxes on our test server, blew them up and looted them all. The results look pretty much in line with what I'd expect. However, from the last time I was ratting on TQ, I seem to remember that it was possible to get a Commander spawn which doesn't drop a Commander tag. After doing a quick skim of loot tables I don't think this should be happening, so if you get an anomaly like this on TQ please make a screenshot of the loot clearly inside the wreck, make a bug report specifying that I asked for it and attach the screenshot.
On the Exploration mechanics:
I've been toying with the idea of making some changes in the way exploration works (as it happens I came up with a new set of mechanics in the shower this morning), but that's just idle daydreaming at the moment, so don't expect miracles any time soon.
On spelling errors: My blog is perfect! You lie! Also, fixed it.
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CCP Greyscale
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Posted - 2007.10.26 12:00:00 -
[71]
Edited by: CCP Greyscale on 26/10/2007 12:00:45 Oh, and
On removing decryptors from COSMOS static sites and increasing the number of hacking sites to compensate:
Yes, this is happening
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2007.10.26 12:21:00 -
[72]
My conclusion about top secret drones...
Drones still do not fill some roles... They could! And we want to build spider drones! -- Pocket drone carriers (tm) enthousiast !
Say hello to my tiny friends ! |
Daelin Blackleaf
Aliastra
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Posted - 2007.10.26 12:31:00 -
[73]
Edited by: Daelin Blackleaf on 26/10/2007 12:34:17
Originally by: CCP Greyscale
On the synth booster backstory and pansy pirates:
The explanation is slightly more complex than you'd think, as it happens. Watch the skies
Good, good, for a while there I was thinking all the *insert high withdrawal forum blocked drug here* dealers in EVE had decided to start selling methadone... or aspirin.
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Tricky
Redstar Systems Inc
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Posted - 2007.10.26 12:38:00 -
[74]
While despawning after 3 days is good, do you also limit the number of maximum spawned sites per solarsystem? It's not un-common to find 20+ cosmic signatures in 1 solar system, when the area is not much used, while other corners of the region are empty.
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Nofonno
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.26 12:53:00 -
[75]
One thing that I have heard previously and seem to be lacking in this blog: will the asteroid belts be moved from static to exploration (onboard scanner grade)?
A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |
Mrs Grimmer
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Posted - 2007.10.26 13:01:00 -
[76]
Ok,
Being an ORE mission runner for almost 8 months I think I can say something about that faction.
* ORE does need more agents, maybe lvl 5 ones (that would be very nice)
* The new implant set is not that good in my opinion, but seeing some ppl here posting they would be good for them I think it might have a market.
* The new ORE modules are total garbage... A Strip mining laser that costs 45k in LP and 30M isk to get it from the store and mines the same as a a regular 3M isk strip miner but has only a 2km range boost is hardly an item that will be EVER claimed from the store. So my question is, why bother puting that useless uber expensive mining gear in there?
* The Price in LP and isk for the top 3 new implant in the set is way to high, 321k LP for the one that boosts the other ones by 25% is a bit too much! (If they had a more pratical boost it would probably be in line) That means you'll need to do at least 40 lvl 4 missions to get 1!!!. (infact to get the full set would take around 89 lvl missions to buy the full set). With that calculation in mind I'm estimating the full set to cost more than 3b isk... I don't think there will be a single soul out there that would pay 3b isk to have more range on their mining ship.
Can you please revise those numbers on the ORE store. The implants are way too expensive and the mods, clearly aimed at novice miners since they are way worse than the T2 variant, should be much cheaper, I mean much much cheaper.
Thanks for your time
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k'ehana Atthour
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Posted - 2007.10.26 13:09:00 -
[77]
Hmm im sure if there is any new ecm drones that they will be better than the current T2 version , hmm light and med webber drones.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.26 13:11:00 -
[78]
Originally by: CCP Greyscale
On spelling errors: My blog is perfect! You lie! Also, fixed it.
Not quite...
Quote: initially discovery
Should be "initial discovery". Just reading the blog very carefully, is all
But yeah I'll contact some people and get some data together on that Domi loot thing. |
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CCP Greyscale
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Posted - 2007.10.26 13:34:00 -
[79]
No changes to asteroid belts at this time
Originally by: Bein Glorious
Originally by: CCP Greyscale
On spelling errors: My blog is perfect! You lie! Also, fixed it.
Not quite...
Quote: initially discovery
Should be "initial discovery". Just reading the blog very carefully, is all
But yeah I'll contact some people and get some data together on that Domi loot thing.
Ach nein! Mein bloggen! I've corrected it, but now I'm going to have to write a six-page email to the rest of Game Design explaining why spelling mistakes have made me emo today
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captain dak
Gallente Miners And Designers
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Posted - 2007.10.26 13:48:00 -
[80]
Edited by: captain dak on 26/10/2007 13:53:35 lol don't worry bout spelling errors greyscale. just look at your 3 pages of replies...minimal but mostly nice, compared to the carrier blogs you did good lol.
p.s. tell chronotis to reply to my reply, i am very interested in the mining missions
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Shira d'Radonis
Amarr Minmatar United Freedom Front Electus Matari
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Posted - 2007.10.26 13:56:00 -
[81]
I'm excited about the range bonus, but I do hope that it's a substantial increase in range. Somewhere in the order of 50% would be great! I think one can be a little kinder with the boost for range than one can with yield amount since it's a matter of convenience moreso than a real impact on the economy (aside from the precious time normally lost having to shift to a new spot).
I'm also assuming that they will be giving all kinds of mining lasers? -----------------------------------------------
ôàquod ad ius naturale attinet, omnes homines aequales suntö
"Our histories, one day, will absolve me..." - Shira d'Radonis
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DamienUPB
Es and Whizz Hedonistic Imperative
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Posted - 2007.10.26 14:01:00 -
[82]
Originally by: CCP Greyscale
On booster mechanics becoming too commonplace as a result of this:
I understand the concern, but this particular feature fulfilled enough separate goals that we decided it was worth doing despite this. It acts as a driver to populate lowsec more, gets people more accustomed to buying and using boosters, makes it easier to see problems with the overall mechanics due to increased use and, hopefully, gives us a chance to pick up pointers for how to improve 0.0 boosters and make the related resources more valuable.
A few questions:
Will drugs no longer be capable of being manufactured in NPC stations? When boosters first came out we had set up pos's for manufacturing only to find out they weren't needed (shafted again).
Will the gas used to make the synthetics be the same gas types used to make the illegal boosters? If so you will drop the value of the different gases fairly quickly. This will shaft anyone with stockpiles of gas/boosters. Especially us.
Will there be any reintroduction of the old illegal narcotics for the lp store in pirate regions? We have discussed it before with you and you did not realize when you took that out of the game you shafted quite a few people. We lost billions on that one. We also lost billions on the harvester change which was fun.
The booster market is finally starting to grow in the past month or so. The supplies and knowledge is starting to get there but has been difficult. One of the issues that still remains is how to actually sell the illegal good to a person. Currently it can only happen 1 of a few ways. A wtb contract set up by the person, personal meet and greet (always fun pulling up to a mother ship that has negative standings to you and making a delivery =p) or a hidden can drop which involves trust on the buyers part as you sell them the bm to the can with the boosters in it. Is there any thought going into a "black market" on the stations?
One last thing. Customs are a joke atm. I mean I don't want to be caught by them but I just made a 28 jump run with boosters on board through 0.6-1.0 space and as long as you know what your doing it's not a problem. I'd like some game play there. Any special modules to help you hide from customs or disguise your ship. Maybe a special cargo can to hide your booster from customs scans. Possibly an offer when caught of eject drugs and pay fine/ Run / or attempt bribe. Or let me shoot customs. Just some thoughts.
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Glassback
Body Count Inc. Mercenary Coalition
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Posted - 2007.10.26 14:10:00 -
[83]
This drone please!!!
G.
If Eve was just a game, it would have a pause button.
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N1fty
Amarr Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.10.26 14:26:00 -
[84]
Originally by: Glassback This drone please!!!
G.
Hehehe, been wondering if that drone will ever appear since I started playing. Still waiting ============================================
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Roemy Schneider
BINFORD Solidus Alliance
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Posted - 2007.10.26 14:31:00 -
[85]
so errr.... gistum-a 10mn MWDs? - putting the gist back into logistics |
Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.10.26 14:35:00 -
[86]
Originally by: Gridwalker
I even have a name suggestion. Since a "rorqual" is a type of large whale, we can call it the "Minke", which is the smallest of the rorqual whales.
We don't need jump capability and we don't need a ship bay or clone vats or anything exotic like that. Just a small, solid mining logistics platform suitable for small mining operations in semi-safe space, or dangerous space with the proper escort. Something a small corporation could field without breaking the bank.
Any comments or thoughts on this?
-Grid
/signed.
Greyscale, thanks for a great blog. As a Prospector (Miner/Explorer), I am very interested to see the various changes you have detailed.
What sort of range will the new lasers have? Will there be a standard T1 strip miner version?
Can you seed a few more gravimetric sites in highsec space?
The Minke idea from Grid above is great. Not jump capable, 100k cargo bay, 100% bonus to tractor beams. Call it a T2 industrial-that-isn't-a-blockade-runner.
Can't wait for the Virtue exploration implants --
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CCP Chronotis
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Posted - 2007.10.26 14:37:00 -
[87]
Originally by: captain dak i would like to know more about these mining missions. i know i can make a lot of money doing lvl 4 combat missions but they get boring after awhile. some heavy duty mining missions that i would need to use my hulk for would be nice, as long as i could make just as/almost as much isk as i could in a lvl 4. if not then i see no point in doing them unless the reward is good. EVE needs something like high reward mining missions to change it up a bit.
This is not quite my area as I only came up with the simple way to re-implement mining missions without them being exploitable and the actual work was done by our content developers. I am reliably informed the rewards will be low for a month or so until the dynamic reward system is able to balance the rewards as they are brand new missions. As there is much less risk involved in these, the rewards will be less than a kill mission.
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Daelin Blackleaf
Aliastra
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Posted - 2007.10.26 14:40:00 -
[88]
Edited by: Daelin Blackleaf on 26/10/2007 14:43:20
Originally by: Mrs Grimmer
* The new ORE modules are total garbage... A Strip mining laser that costs 45k in LP and 30M isk to get it from the store and mines the same as a a regular 3M isk strip miner but has only a 2km range boost is hardly an item that will be EVER claimed from the store. So my question is, why bother puting that useless uber expensive mining gear in there?
* The Price in LP and isk for the top 3 new implant in the set is way to high, 321k LP for the one that boosts the other ones by 25% is a bit too much! (If they had a more pratical boost it would probably be in line) That means you'll need to do at least 40 lvl 4 missions to get 1!!!. (infact to get the full set would take around 89 lvl missions to buy the full set). With that calculation in mind I'm estimating the full set to cost more than 3b isk... I don't think there will be a single soul out there that would pay 3b isk to have more range on their mining ship.
Useless and overpriced items in the LP store! Who would have thought.
Seriously could someone take a look at ALL the items in ALL the LP stores that are currently rarely claimed and do something about them? A buff to the item, a decrease in cost... something.
{EDIT: I'm seriously serious about overusing the word serious. Excess seriosity removed.]
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CCP Chronotis
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Posted - 2007.10.26 14:52:00 -
[89]
Originally by: Gridwalker
You see, what is holding miners back now--particularly in empire space--is coordinating a gang of miners. It would be a great addition to have a small Rorqual with the following features:
- Ability to fit mining link modules - Ability to fit "medium" tractor beams to collect cans - A largish cargo to consolidate ore for the haulers - Possibly the ability to compress ore
It should not be able to fit strip miners. It's primary job is as a mining operation logistics vessels, and it should have some modest bonuses to that end.
I even have a name suggestion. Since a "rorqual" is a type of large whale, we can call it the "Minke", which is the smallest of the rorqual whales.
/hijacks the blog
Oveur asked me to start work on a high sec version of the rorqual with all the jazz needed for null/low sec life removed or reduced since the rorqual is a 'deep space mining command platform', this would be smaller cousin to it. Some keen eyed players using their crystal balls spotted this with the 'orca' placeholder being updated but as with anything on test servers, take it with a pinch of salt until we release info confirming changes <usual test server disclaimer>.
It is most definitely not for trinity expansion, but some future patch after it. So the only thing we can really confirm is it's in development and on our drawing board with no ETA
Feel free to start your own thread in Features and Ideas or Stations, Starbases and Outposts with your own ideas though.
/ends hijack
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CCP Greyscale
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Posted - 2007.10.26 14:54:00 -
[90]
Originally by: DamienUPB A few questions:
Will drugs no longer be capable of being manufactured in NPC stations? When boosters first came out we had set up pos's for manufacturing only to find out they weren't needed (shafted again).
Will the gas used to make the synthetics be the same gas types used to make the illegal boosters? If so you will drop the value of the different gases fairly quickly. This will shaft anyone with stockpiles of gas/boosters. Especially us.
Will there be any reintroduction of the old illegal narcotics for the lp store in pirate regions? We have discussed it before with you and you did not realize when you took that out of the game you shafted quite a few people. We lost billions on that one. We also lost billions on the harvester change which was fun.
The booster market is finally starting to grow in the past month or so. The supplies and knowledge is starting to get there but has been difficult. One of the issues that still remains is how to actually sell the illegal good to a person. Currently it can only happen 1 of a few ways. A wtb contract set up by the person, personal meet and greet (always fun pulling up to a mother ship that has negative standings to you and making a delivery =p) or a hidden can drop which involves trust on the buyers part as you sell them the bm to the can with the boosters in it. Is there any thought going into a "black market" on the stations?
One last thing. Customs are a joke atm. I mean I don't want to be caught by them but I just made a 28 jump run with boosters on board through 0.6-1.0 space and as long as you know what your doing it's not a problem. I'd like some game play there. Any special modules to help you hide from customs or disguise your ship. Maybe a special cargo can to hide your booster from customs scans. Possibly an offer when caught of eject drugs and pay fine/ Run / or attempt bribe. Or let me shoot customs. Just some thoughts.
- I'm investigating permissible booster build locations further - The gas type used for synth boosters is Mykoserocin rather than the Cytoserocin found in 0.0 - We're not doing anything with narcotics for this patch as they obviously need demand as well as supply, and the current smuggling mechanics aren't really robust enough for what we'd want to do with them - Again, creating a black market doesn't make sense until we revisit the entire smuggling/illegality mechanics - See previous answers
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Garat Mant
Minmatar Moons of Pluto
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Posted - 2007.10.26 14:58:00 -
[91]
Originally by: CCP Chronotis
/hijacks the blog
Oveur asked me to start work on a high sec version of the rorqual with all the jazz needed for null/low sec life removed or reduced since the rorqual is a 'deep space mining command platform', this would be smaller cousin to it. Some keen eyed players using their crystal balls spotted this with the 'orca' placeholder being updated but as with anything on test servers, take it with a pinch of salt until we release info confirming changes <usual test server disclaimer>.
It is most definitely not for trinity expansion, but some future patch after it. So the only thing we can really confirm is it's in development and on our drawing board with no ETA
Feel free to start your own thread in Features and Ideas or Stations, Starbases and Outposts with your own ideas though.
/ends hijack
Well, with the delay of Battlestar Galactica I was about to jump out my window to my certain doom.
With the news that you're planning an Orca, I just threw things at students below instead.
Awesome news, I'm real glad you guys are showing the miners some luv --
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Elixibren
Fatalix Inc. Rising Sun Alliance
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Posted - 2007.10.26 15:08:00 -
[92]
I assume the omitted Portal joke was "The Cake is a Lie!"? Removed simply because putting this well-known slogan may lead readers to believe that, after all that hardship in reading Greyscales typo'd (but good!) blog, we are excited that the 'cake' (Launch Day) is a lie, and Greyscale was in fact making all of this up.
But he wouldn't possibly do that to us, right?
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Kolloth
Merch Industrial GoonSwarm
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Posted - 2007.10.26 15:13:00 -
[93]
Originally by: CCP Chronotis
Originally by: Gridwalker
You see, what is holding miners back now--particularly in empire space--is coordinating a gang of miners. It would be a great addition to have a small Rorqual with the following features:
- Ability to fit mining link modules - Ability to fit "medium" tractor beams to collect cans - A largish cargo to consolidate ore for the haulers - Possibly the ability to compress ore
It should not be able to fit strip miners. It's primary job is as a mining operation logistics vessels, and it should have some modest bonuses to that end.
I even have a name suggestion. Since a "rorqual" is a type of large whale, we can call it the "Minke", which is the smallest of the rorqual whales.
/hijacks the blog
Oveur asked me to start work on a high sec version of the rorqual with all the jazz needed for null/low sec life removed or reduced since the rorqual is a 'deep space mining command platform', this would be smaller cousin to it. Some keen eyed players using their crystal balls spotted this with the 'orca' placeholder being updated but as with anything on test servers, take it with a pinch of salt until we release info confirming changes <usual test server disclaimer>.
It is most definitely not for trinity expansion, but some future patch after it. So the only thing we can really confirm is it's in development and on our drawing board with no ETA
Feel free to start your own thread in Features and Ideas or Stations, Starbases and Outposts with your own ideas though.
/ends hijack
damn it, i was hoping for a capital miner designed to stripmine low ends from 0.0 belts.
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CCP Greyscale
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Posted - 2007.10.26 15:21:00 -
[94]
Originally by: CCP Greyscale - I'm investigating permissible booster build locations further
It seems that the Implants manufacturing category has been added to, well, everything, which it shouldn't have been. Fixing this internally now. If all goes to plan, post-Trinity the only place you'll be able to manufacture boosters will be Drug Labs and Outposts with booster-manufacturing slots.
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captain dak
Gallente Miners And Designers
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Posted - 2007.10.26 15:28:00 -
[95]
thx for the reply chronotis.
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Sgt Napalm
Destructive Influence Band of Brothers
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Posted - 2007.10.26 15:34:00 -
[96]
Very nice Greyscale,
On concerns of boosters I wrote a bit of a novel found below. Maybe you can take a look at some of the suggestions for those that will continue with 0.0 booster production?
http://oldforums.eveonline.com/?a=topic&threadID=617924
If there is two things you take out of that please: A) Look at drop rates of named Gas Cloud harvesters B) Change the Gas Cloud harvesting skill book from 'use' to 'fitment' of the harvester. Bonus* Add sounds to the harvesters
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Mack Dorgeans
Camelot Innovations
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Posted - 2007.10.26 15:40:00 -
[97]
I'm curious: what happened to the idea of having some mini-profession content spawn inside missions periodically? Was that totally scrapped?
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DamienUPB
Es and Whizz Hedonistic Imperative
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Posted - 2007.10.26 15:50:00 -
[98]
Thanks for the replies CCP Greyscale. Good to see you are still thinking/working on things in the seedier areas of eve. Guess I shouldn't have said anything about being able to currently build boosters in npc stations. oops. Time to bring the drug labs out of storage.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.26 16:02:00 -
[99]
Originally by: Darth Felin
Originally by: Tsanse Kinske Cool stuff. :) Some comments and questions...
Quote: Most such drones will likely fall in between existing T1 and T2 drones, but there are rumours of top-secred data-caches containing rather more valuable data...
Perhaps I'm wrong on this, but I think T2 drones are plentiful, cheap, and powerful enough that not many people will be interested in new drones that are merely between T1 and T2 without offering some extra hook.
faction light and medium drones will be mostly useless because of t2 alternative. But many don't learn T2 heavy or T2 sentry drones. There faction drones will shine imho.
Ah, good point. Kinda stupid for me to have overlooked that, since I don't have the skills for T2 Heavies myself. * * * 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 |
Cur
Dawn of a new Empire Pure.
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Posted - 2007.10.26 16:14:00 -
[100]
Edited by: Cur on 26/10/2007 16:14:03 Good blog. Perhaps more pilots will now take advantage of the more obscure activities in Eve.
"What is best in life?" "To crush your enemies, to see them driven before you, and to hear the lamentations of their women." |
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Gridwalker
Amarr
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Posted - 2007.10.26 16:15:00 -
[101]
Originally by: CCP Chronotis
Some keen eyed players using their crystal balls spotted this with the 'orca' placeholder being updated but as with anything on test servers, take it with a pinch of salt until we release info confirming changes <usual test server disclaimer>.
Good news about the "Orca", though you are aware that orcas are not whales, they are oceanic dolphins. Oh goodness, I'm just too damn anal... ;-)
-Grid
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Mrs Grimmer
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Posted - 2007.10.26 16:33:00 -
[102]
Originally by: Daelin Blackleaf Edited by: Daelin Blackleaf on 26/10/2007 14:43:20
Originally by: Mrs Grimmer
* The new ORE modules are total garbage... A Strip mining laser that costs 45k in LP and 30M isk to get it from the store and mines the same as a a regular 3M isk strip miner but has only a 2km range boost is hardly an item that will be EVER claimed from the store. So my question is, why bother puting that useless uber expensive mining gear in there?
* The Price in LP and isk for the top 3 new implant in the set is way to high, 321k LP for the one that boosts the other ones by 25% is a bit too much! (If they had a more pratical boost it would probably be in line) That means you'll need to do at least 40 lvl 4 missions to get 1!!!. (infact to get the full set would take around 89 lvl missions to buy the full set). With that calculation in mind I'm estimating the full set to cost more than 3b isk... I don't think there will be a single soul out there that would pay 3b isk to have more range on their mining ship.
Useless and overpriced items in the LP store! Who would have thought.
Seriously could someone take a look at ALL the items in ALL the LP stores that are currently rarely claimed and do something about them? A buff to the item, a decrease in cost... something.
{EDIT: I'm seriously serious about overusing the word serious. Excess seriosity removed.]
Yes, useless mods are everywhere in the LP stores scaterred around EVE. But what¦s the point of introducing NEW useless overpriced items in the game?
The way it¦s presented now on the test server, the new ORE items are 100% garbage since the modules are no where near being good and the implants that give a good boost (4% and 5%) are too expensive.
A question to the devs:
Would you seriously consider buying an ORE Strip Miner I (same stats as the T1 just with 2km range more) for 70M isk?? Seriously??
Cause that¦s the price they are gona go for for a quick sale, at 1.000 isk per LP (45k LP needed) equals to 45M isk plus the 30M isk you need to pay ORE to claim it, so you are selling it at a loss and still it¦s scary how over priced it is. I¦m not even gonna talk about the ORE Deep Core miner, cause it¦s the most useless item around.
I know there¦s some RP behind all the stuff in EVE, but please, revise that ORE LP store, cause it was a joke before, it¦s an even bigger joke right now with all those modules that nobody will buy. All the other LP stores that are being revamped are now yummy, why not make ORE yummy too?! We want to supply all the miners out there with some good faction stuff, like ORE mining upgrades, Ore scanner, A GOOD ORE strip miner, A GOOD ORE Ice Harvester and maybe some other exclusive goodies you can think off.
Is that reaching for the Stars
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Veng3ance
Prophets Of a Damned Universe
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Posted - 2007.10.26 16:34:00 -
[103]
I love that you are adding more DED complexes, but does that mean we will finally see the old DED complex loot tables being fixed.
I would really love to see 4/10 complexes dropping what they are supposed to.
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Ikkajo
Minmatar Illudium Space Products Blue Sun Trust
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Posted - 2007.10.26 16:35:00 -
[104]
Originally by: Mrs Grimmer Ok, * The Price in LP and isk for the top 3 new implant in the set is way to high, 321k LP for the one that boosts the other ones by 25% is a bit too much!
That's inline with all the top implants for everything else (eg % dmg bonus for gunnery are also 79375LP + isk). I don't see any problems with that. Good stuff should take a long time to get.
-- Industrialist Carebear, CEO Illudium Space Products: Where's the KABOOM!? LP offers by corp at the LP Store DB |
Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.26 16:37:00 -
[105]
Edited by: Tsanse Kinske on 26/10/2007 16:37:01 Some people mentioned ORE not having much of an agent base, and it's definitely true, though not nearly as bad as Mordu's. Here's the numbers:
Thukker: 130 agents in 60 stations. 0.0, losec, hisec. Sisters: 103 agents in 48 stations. 0.0, losec, hisec. Syndicate: 160 agents in 66 stations. 0.0 only. ORE: 27 agents in 4 stations. 0.0 only. Mordu: 9 agents in 1 station in Pure Blind.
I don't believe everything has to be equal in agent distribution, or anything like it, but those are some heavy differences, and it seems like it would be good to even them out at least a little eventually.
Pirate factions have some funny agent distributions amongst themselves too, which I've gone into elsewhere. * * * 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 |
Mrs Grimmer
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Posted - 2007.10.26 16:51:00 -
[106]
Originally by: Ikkajo
Originally by: Mrs Grimmer Ok, * The Price in LP and isk for the top 3 new implant in the set is way to high, 321k LP for the one that boosts the other ones by 25% is a bit too much!
That's inline with all the top implants for everything else (eg % dmg bonus for gunnery are also 79375LP + isk). I don't see any problems with that. Good stuff should take a long time to get.
I know... and I agree...
But the problem is. It¦s too expensive for the kind of bonus it gives. Would you consider paying 1.2b for an implant that gives 25% bonus to all other "harvester" implants? Would you pay 900M for an implant that gives +2 charisma +5% bonus to mining laser range and 10% bonus to all "harvesters" implants? I don¦t think that geting a complete 'harvester' set for say 3b isk to get a wopping bonus of around 50% range increase? And getting all that bonus implies (dunno if that¦s the correct spelling) on giving up to the other implants that boost your mining yield.
That¦s the big problem... The prices are in line with the other 'sets' but the bonus are not that compeling for them to actualy worth the price tag the¦ll have.
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ShinChan
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Posted - 2007.10.26 16:53:00 -
[107]
Hi Greyscale.
You said on your blog:
Quote: Our goal with the Trinity release is to have all five pirate factions own a 6/10 complex, most will have a 9/10 complex. Some of these will also use the Escalating Paths mechanic to spread the action out across two or more systems.
Does that mean a 8/10 will escalate to a 9/10, or more like a 8b/10 one? "Two or more systems" means they will follow the current script used on escalations? (4-12 jumps), or it mans 2 or 3 jumps?
The other day I received an escalation from an encounter in TQ that lead to a 6/10. Was this 6/10 already in space ready to be scanned or the encounter spawned it only for us? Sounds weird since it's said that escalation from encounters will come in in rev3, but I swear I got it, and completed it.
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Masu'di
Es and Whizz Hedonistic Imperative
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Posted - 2007.10.26 18:08:00 -
[108]
Originally by: DamienUPB Thanks for the replies CCP Greyscale. Good to see you are still thinking/working on things in the seedier areas of eve. Guess I shouldn't have said anything about being able to currently build boosters in npc stations. oops. Time to bring the drug labs out of storage.
I was going to mention this, though i'm glad you did instead, so i don't get lynched.
Es and Whizz is recruiting |
Uuve Savisaalo
Rage and Terror Against ALL Authorities
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Posted - 2007.10.26 18:29:00 -
[109]
greyscale, your mindless drive for features (for some reason encouraged by oveur) will be the ruin of us all.
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Yourbane
Minmatar A.W.M Ka-Tet
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Posted - 2007.10.26 18:37:00 -
[110]
Great ! A little something for drone regions :p Just if you can, fix the 'faction' drones so they loot something actually valuable in line with the price ranges on the other faction npcs ^^ We'd also love having some real 'officer' drones that can drop ultimate loots of doom up to 16 bil worth aswell :p /
Thanks for adding new stuff anyway , it's pretty boring having to farm the same things over and over ^^
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Cailais
Amarr VITOC Fang Alliance
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Posted - 2007.10.26 18:53:00 -
[111]
Originally by: CCP Greyscale
Originally by: DamienUPB A few questions:
Will drugs no longer be capable of being manufactured in NPC stations? When boosters first came out we had set up pos's for manufacturing only to find out they weren't needed (shafted again).
Will the gas used to make the synthetics be the same gas types used to make the illegal boosters? If so you will drop the value of the different gases fairly quickly. This will shaft anyone with stockpiles of gas/boosters. Especially us.
Will there be any reintroduction of the old illegal narcotics for the lp store in pirate regions? We have discussed it before with you and you did not realize when you took that out of the game you shafted quite a few people. We lost billions on that one. We also lost billions on the harvester change which was fun.
The booster market is finally starting to grow in the past month or so. The supplies and knowledge is starting to get there but has been difficult. One of the issues that still remains is how to actually sell the illegal good to a person. Currently it can only happen 1 of a few ways. A wtb contract set up by the person, personal meet and greet (always fun pulling up to a mother ship that has negative standings to you and making a delivery =p) or a hidden can drop which involves trust on the buyers part as you sell them the bm to the can with the boosters in it. Is there any thought going into a "black market" on the stations?
One last thing. Customs are a joke atm. I mean I don't want to be caught by them but I just made a 28 jump run with boosters on board through 0.6-1.0 space and as long as you know what your doing it's not a problem. I'd like some game play there. Any special modules to help you hide from customs or disguise your ship. Maybe a special cargo can to hide your booster from customs scans. Possibly an offer when caught of eject drugs and pay fine/ Run / or attempt bribe. Or let me shoot customs. Just some thoughts.
- I'm investigating permissible booster build locations further - The gas type used for synth boosters is Mykoserocin rather than the Cytoserocin found in 0.0 - We're not doing anything with narcotics for this patch as they obviously need demand as well as supply, and the current smuggling mechanics aren't really robust enough for what we'd want to do with them - Again, creating a black market doesn't make sense until we revisit the entire smuggling/illegality mechanics - See previous answers
CCP Greyscale, I recently posted a few ideas on the Black Market concept and its relation to Low Sec space (a link under my sig for a braod over view) - a detailed more description of this can be found here.
Im currently working on an addition to this post featuring some thoughts on 'Smuggling Mechanics', so if its of any interest to you it'll be posted in the next day or so.
C.
- sig designer - eve mail
Low Sec Idea |
captain dak
Gallente Miners And Designers
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Posted - 2007.10.26 18:56:00 -
[112]
i just rememebered...i had seen salvager drone skill books on contracts a couple months back...will this expansion include those?
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Chainsaw Plankton
IDLE GUNS
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Posted - 2007.10.26 19:33:00 -
[113]
as to posts 72 and 73 by CCP Greyscale 1) how are the skills for heavy drones not straightforward? drones 5 heavy drones 5, spec 4? or am I misunderstanding what you are saying? 2) yes of course they will be different then t2. Although i think it should be noted that for them to be worth it they will have to be somewhat massproduceable, to the point where they are worth it to sell for around current t2 drone prices or less. in the case of thier stats being between t1 and t2. 3) these rather more valuable ones, for something as easily destructible as a drone i wouldnt want anything less than a 20 run bpc. although i can forsee a moros out dpsing a carrier with drones if they are too good. which presents another problem of them not being good enough to make them be a worth reward for a commander spawn...
on mining, with highends i completely agree with you, but for lowends i seriously think a bit more yield could be very beneficial. especially with the highends crashing and lowends going up and up.
on boosters... well i havent ever used a booster so I'm unsure as to what to think.
for this part i suppose see points 1-3 on drones
scan strength, my impression is this would be very useful for scanning down the 8, 9, 10 level complexes. and not say instaprobing ships,
synth boosters, again unclear as to what to think,
as for despawning hopefully the fix is a good fix and not a we think we fixed it but its still borked. i suppsose i should petition some stuck complexes if they are still there.
on commander spawns, feel free to spawn some for me and I'll let you know what I get
on the exploration mechanics yes, some change would be good. I personally haven't done it, but from what corp mates have done it doesnt seem to be worth it at all (in highsec anyways, although it shouldn't be amazing, from the time invested the reward was rather low... *read* level 4s are better isk/hour)
and i support the move of decryptors from static cosmos to exploration.... as long as they are findable in sufficient ammounts.
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.10.26 20:01:00 -
[114]
Originally by: CCP Chronotis orca stuff
Oh, god no. Macrominers getting another buff :|.
Also, please, please tell me this isn't going to be a capital ship?
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.26 20:59:00 -
[115]
Uhm. Why aren't any of those new sites that are marked on your fancy map down in the South? Is there a specific reason for that?
Amarr Mineral Index
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Transmaniacon
Minmatar Strike Force Alpha
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Posted - 2007.10.26 22:12:00 -
[116]
I have been waiting for this for some time now. The introduction of the rorqual was great, because its a unique role to fill, but being a cap ship and limited to low/null sec, it was disapointing for us newer miners in high sec. The Orca is going to be in every corps hangar because if it does contain some the goodies you hint at, it will be incredibly effective!
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Vladimir Norkoff
Income Redistribution Service The Gurlstas Associates
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Posted - 2007.10.26 22:17:00 -
[117]
Originally by: CCP Greyscale - The gas type used for synth boosters is Mykoserocin rather than the Cytoserocin found in 0.0
How about the harvesters needed to get the Mykoserocin? Are those going to be available on the market or in the exploration sites?
Taxman IV: Rogue Agent
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Jordan Musgrat
Convergent Firmus Ixion
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Posted - 2007.10.26 22:50:00 -
[118]
Since we're being english ****s, when introducing synth boosters, you said they were like light "hardwirings" that should be boosters.
Very nice devblog, should make probing for plexes worthwhile again. Also hopefully this will do a little bit to ease the astounding magnitude of the drone nerf. -----------
Primary is family values, secondary is 0.0... |
Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.26 23:37:00 -
[119]
Originally by: Jordan Musgrat Since we're being english ****s, when introducing synth boosters, you said they were like light "hardwirings" that should be boosters.
He said "disposable hardwirings", which is a funny way to put it, but with some truth to it. In other words, an analogy.
* * * 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 |
Lincoln Armm
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Posted - 2007.10.26 23:42:00 -
[120]
Since the introduction of exploration IÆve been very disappointed in it. I just donÆt get it. On the one had its clear that CCP wants it to be a new core game mechanic. Several other systems are dependent heavily on it (boosters, invention, etc) and its replaced a entire section of the game that was very popular (complex running). On the other hand the system seems almost designed to discourage players from participating.
I generally PVE in EVE. Over the years IÆve done some of everything Mission running, Cosmos, ratting, and Complexes. When I first heard of exploration I was excited . A new form of PVE with more varied outcomes sounded great. Complexes not being camped all the time sounded good too. The problem is the system as delivered was not balanced against any of the other forms of PVE and still isnÆt.
IÆm not just talking about isk per hour either. IÆm talking about a whole range of ways to measure these various endeavors. Exploration requires a specialized ship with specialized modules, the permanent expenditure of probes, and enormous amounts of time spent traveling, placing probes, and starring at a scanning bar.
Of course you canÆt actually do the encounter with your exploration ship so now you have to go get the actual ship youÆre going to use. Of course since you have no idea of the difficulty of the encounter you will actually want to scout it with a recon of throw away frig. So add in round trip travel time to get to a scout, and then again to get a actual encounter ship (which may be size limited) You may also need one or both of the Cosmos mini-professions along with Their special modules. This is all before you get to the start of the actual encounter.
Lets look at the equivalent actions in the other forms of PVEàFly to an agent and ask for a mission û All you need is faction. Then you fly to the mission locationàThatÆs it. Ratting û you fly to the belts. Cosmos is a little harder as you do need to figure out the right ship size, but nothing like as difficult. Most telling compare it to the complex system it replaced. While complexes were plagued with camping and had some lengthy key spawns they were far far faster then exploratrion, did not require special equipment, ships, skills and expended items, and the size ship needed was known in advance.
PVE in EVE is a activity that generally is ôat willö and can be kicked off quickly. It attracts players that have limited tiem windows to play or just like a lot of ôactionö. The current implementation of exploration seems designed to not appeal to the majority of these players.
I realize that there is a small percentage of players who enjoy the existing system, and who lobby to keep it in itÆs present form. Most of there arguments boil down to:
ô Exploration is good as it is because its hard and appeals to elite players. ô I donÆt believe time consuming and unrewarding are synonyms for hard, but even if we except the premise that exploration is hard, I have to wonder if that was CCPs original intent, given the fact that it was replacing a system that wasnÆt ôHardö and the fact that exploration keeps getting tied into more and more systems.
ôif more people did it profits would fallö I wonÆt even dignify this argument with a resonse since its so evidently selfish. Supporting poor gameplay for your own profit is a lame (if all too common) position.
The only system that exploration compares well to is mining. Mining also requires special ships, modules and training. It also involves a lot of staring at bars. The problem with this is that most PVE players absolutely hate mining. Miing is probably the least liked game mechanic in EVE. Why, of all your systems would you copy this one to add a new PVE system? .
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Terazuk
Amarr Rogen's Heroes Knights Of the Southerncross
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Posted - 2007.10.27 00:32:00 -
[121]
Originally by: Gridwalker What a breath of fresh air from the last few dev blogs!
Since you have exploration on your mind, have you thought about some minor improvements to the interfaces? My problem with exploration isn't that it is tedious (I am a miner after all--Tedious is my middle name) but that there is so little feedback while I are doing it.
I always thought that it would be great if as you scan, you should have some idea about:
1. Roughly how close you were to actually finding something. 2. Which of your probes is in range of what you are looking for.
Think about it this way... you drop a multispec and discover there are some exploration sites. So you go from planet to planet, dropping your quest probes, and then start scanning. Very often, the first 5, 10 or even more scans show absolutely nothing. Do I not have the skill? Am I being unlucky? Is this just a really really hard site? Are my probe placements incorrect? No idea.
After an hour or two of probing, you really start to wonder--did someone already find it before me? Am I just spinning my wheels?
If, however, any of your probes that are in range of the site tell you "Yes, there is something here in my range, but I have no idea where it is at the moment. Keep trying." it would go a long way to making exploration less frustrating.
It would also allow you to take down the clutter of probes which are never going to find anything, and it would tell you if that little sliver of a gap in your probe placement needs to be covered, or if someone already found it while you were scanning.
I guess the question this raises is, will this make it easier to probe, or just less frustrating? I imagine it would make it easier in the sense that you will know roughly where to concentrate your probing, and you can't get stung too badly on poor probe placement. But will this really help you find the site faster or not? I don't think it will--it will just let you know if you are wasting probes and your time.
Believe me, the last thing I want to suggest is making exploration EASIER. It should take a long time, require a lot of skills, and be somewhat tedious. It just shouldn't be _frustrating_. I believe there needs to be a touch more feedback.
Comments?
-Grid
QFTFT!
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Hon Kovell
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2007.10.27 00:54:00 -
[122]
The Agility bonus from the Nomad set is nice but is very, very rarely going to be better than the Snake set which mostly appeals to the same market. The only time the Agility set would win would be indy pilots trying to escape blockades and some cap pilots. That assumes there's no stacking penalty. The bonus, compared to the opportunity cost of other implants and toys to spend ISK on, is just too low.
An alternative that has a similar effect, but more useful to all but those indy and cap pilots, would be reducing the mass penalty of MWD/AB. That boosts both speed and agility while MWD/AB is in use. It would need to be tuned to be a lower speed boost than Snakes with T2 modules. I think that would provide an alternative to Snakes that wouldn't simply replace them. |
Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.27 01:34:00 -
[123]
Edited by: Tsanse Kinske on 27/10/2007 01:39:53
Originally by: Lincoln Armm
Lets look at the equivalent actions in the other forms of PVEàFly to an agent and ask for a mission û All you need is faction. Then you fly to the mission locationàThatÆs it. Ratting û you fly to the belts.
My thinking is that's as just as easily a "too easy" weakness in the older PvE systems as it is a "too difficult" weakness in Exploration.
Quote: PVE in EVE is a activity that generally is ôat willö and can be kicked off quickly. It attracts players that have limited tiem windows to play or just like a lot of ôactionö. The current implementation of exploration seems designed to not appeal to the majority of these players.
It seems a bit silly to add a whole new cash machine style of play for those players who don't actually want a different mode of PvE play. They get new mission content all the time. Ratting is a bit different, but I don't think anybody is under any illusions that it's ever been much more than pure iskgrind rather than real content, except insomuch as it's a setting for fights and a resource to squabble over.
Quote: I realize that there is a small percentage of players who enjoy the existing system, and who lobby to keep it in itÆs present form. Most of there arguments boil down to:
ô Exploration is good as it is because its hard and appeals to elite players. ô I donÆt believe time consuming and unrewarding are synonyms for hard, but even if we except the premise that exploration is hard, I have to wonder if that was CCPs original intent, given the fact that it was replacing a system that wasnÆt ôHardö and the fact that exploration keeps getting tied into more and more systems.
ôif more people did it profits would fallö I wonÆt even dignify this argument with a resonse since its so evidently selfish. Supporting poor gameplay for your own profit is a lame (if all too common) position.
My arguments would be that it requires an unusual amount of (for EVE PvE) player skill and strategy, that it requires either a wide range of character skills and/or a lot of teamwork to pull off, and that it's got a unique pace and playstyle that's appealing to at least a few odd types like me.
The thing that's really made me fall in love with it isn't even the money making part. It's the challenge of figuring out how to set up good bm nets. Every system is a different puzzle.
Probably not the place to have a debate about the intangible merits and all-too-real faults of Exploration, but I thought you made some very intelligent points mixed with a few odd generalizations that were worth making some counterpoints for. * * * 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 |
Lincoln Armm
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Posted - 2007.10.27 01:51:00 -
[124]
Your right in that the placement of probes is fairly difficult. I admit that I was overstating the case somewhat. Still, the question is even if it is difficut is it the right sort of difficulty? I would argue that the unknown nature of the encounter is already a mojar factor that encourages scouting, tanking variations etc. beyond standard mission running. The placement of probes is as you describe much more a puzzlelike activity.
If it was for some other purpose it would be fine. FOr instance if it really was for "prospecting" i.e. finding minerals and rare resources. The problem is that currently it isnn't or at least its not primarily.
I understand that some people like the existing system. I'm not even saying that the existing system should be removed. I'm saying thea the existing system does not serve the purpose it was meant to and that it is widely disliked. Fixes are needed, and not just little tweaks either.
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Bloodhands
hirr Morsus Mihi
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Posted - 2007.10.27 03:22:00 -
[125]
Originally by: CCP Greyscale On mining implants and yield:
Yes, obviously a yield/cycle-enhancing implant set would be "better" - but we don't want to increase theoretical maximum yields higher than they already are. Mining range is, I'm told, a useful attribute in its own right, and doesn't mess with the overall economy, so we went with that instead.
Then a small suggestion. Instead of mining yield bonus or time bonus, which we all want and understand =( that we cant have. How about fitting requirements? An implant to reduce the CPU need of all lasers or CPU drawback of upgrades. Faction miner turrets that have CPU requirements of 10000 (50) or 9000 (45) but still same cycle time/yield as T2, or a time between tech 1 and tech 2, but still less CPU requirements. Oh, and improved range =)
Originally by: CCP Chronotis
Originally by: captain dak i would like to know more about these mining missions. i know i can make a lot of money doing lvl 4 combat missions but they get boring after awhile. some heavy duty mining missions that i would need to use my hulk for would be nice, as long as i could make just as/almost as much isk as i could in a lvl 4. if not then i see no point in doing them unless the reward is good. EVE needs something like high reward mining missions to change it up a bit.
This is not quite my area as I only came up with the simple way to re-implement mining missions without them being exploitable and the actual work was done by our content developers. I am reliably informed the rewards will be low for a month or so until the dynamic reward system is able to balance the rewards as they are brand new missions. As there is much less risk involved in these, the rewards will be less than a kill mission.
If you have ran the noob mission lately, it asks you in like part 6 to go mine a civilian version of veld, in the next part, it asks you to refine it into a civilian version of trit. I would assume that the missions want that kinda stuff (non marketable low grade ore/mins.) That would probably be the easiest for them, same models, just different names.
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Sunaria
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Posted - 2007.10.27 06:55:00 -
[126]
FINALLY you fixed the multispectral problem ... took you long enough ... but yeeeeeeeeeeeeeeeeey
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speedcat
Gallente Human Liberty Syndicate TALIONIS ALLIANCE
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Posted - 2007.10.27 10:32:00 -
[127]
Drone Hacking Sites Is there a chance one of these commanders drop me a module which can be used to get the EOS Dronebay, the Bonus back as it was before Trinity? I really have some high-slots now to spend for such an Uber-Device found in the Belts... nah? Not? Okey, was worth a try...
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gordon cain
Minmatar x13
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Posted - 2007.10.27 15:01:00 -
[128]
plz save the carriers and moms
oh and people will love this Im sure off.
G
"Allways remember. Never argue with idiots, they will just drag you down to their level, and beat you with experience" |
Gridwalker
Amarr
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Posted - 2007.10.27 15:36:00 -
[129]
Originally by: Lincoln Armm I understand that some people like the existing system. I'm not even saying that the existing system should be removed. I'm saying thea the existing system does not serve the purpose it was meant to and that it is widely disliked. Fixes are needed, and not just little tweaks either.
I do object to the broad statement "...is widely disliked." Yes, it very well might be, but you're putting words into quite a few players' mouths. Perhaps a better characterization would be that most players are probably rather ambivalent about exploration, and that it is a system most likely of interest to only a relatively small number of people.
You also suggest that exploration isn't serving the purpose it was meant to, however, are we really sure what that purpose is? I always believed it was simply meant to be another specialized activity in EVE, which was designed to appeal to players who prefer to discover new things on their own, instead of having encounters handed to them from agents and the like. I felt it was designed to evoke a sense of anticipation, because you never know if this next scan is going to be the jackpot or just another complex. I think it succeeded.
The bigger question is, does exploration live up to all of our expectations--players and developers alike? I would suggest both yes and no. From me, it does evoke a sense of anticipation, but often that anticipation is whether or not I get anything at all. I should be thinking "Is this site going to be a gold mine?" and not "Is this next click going to actually turn up anything, or do I have another hour of this ahead of me?"
So what is the solution? I think that providing a little more feedback, like I suggested earlier in the thread, would go a long way. Pushing a button over and over is bad enough, but not getting any feedback for sometimes hours at a stretch is often too much to bear.
Another thing which might help would be to turn probing from a series of independent trials (i.e., the result of each scan does not take into consideration any previous scan) but into a progression where each failure builds upon the last, increasing your odds from scan to scan. I didn't suggest that previously because it seems like a rather radical departure from the current system which may make exploration too easy. On the other hand, it could very well be a feature which would take some of the frustration out of the system: I didn't get it this time, but at least my odds improved.
There is one other point to make. There is a sense that if exploration is too easy, everyone will start doing it. I know it sounds greedy to want to keep exploration somewhat of an unpopular niche, but I think it is a little deeper than that. It isn't really about profit so much as it is a fear that if too many people are too successful at exploration, there won't be enough exploration sites to satisfy all of the explorers. Missions are unlimited. Belts are plenty. Rats respawn frequently and can be found everywhere. Exploration sites, however, are relatively few, and once found, can be locked up for days, be left empty or nearly so, and move to new systems when they respawn. If exploration was more popular, I suspect most sites would be found quickly leaving players who can't be on right after uptime with nothing to find.
That last point weighs heavily on my mind. I bet it weighs on the developers as well.
A bit of rambling, but I would be pleased if anyone could find some good points in what I'm saying!
-Grid
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.10.27 17:44:00 -
[130]
Originally by: Gridwalker I suspect most sites would be found quickly leaving players who can't be on right after uptime with nothing to find.
That last point weighs heavily on my mind. I bet it weighs on the developers as well.
I doubt it.
After all, no exploration mechanic is tied to downtime. EXCEPT that when a patch adds new sites, then those sites first start spawning after the patch downtime. But alas, that is to be expected.
Apart from that, no exploration thingy is tied to downtime or any other fixed time. The amount of sites in an area is fixed, and as soon as one is completed and despawns, a new one is created. -- [17:47] <Mephysto> its dead, jim |
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HatfulOfHollow
GoonFleet GoonSwarm
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Posted - 2007.10.27 19:59:00 -
[131]
Edited by: HatfulOfHollow on 27/10/2007 20:05:44
Originally by: CCP Greyscale On Commander spawns (Domination and so on):
I'm fairly sure I checked last time, but I can't remember for sure so I just spawned 100 Domination Phalanxes on our test server, blew them up and looted them all. The results look pretty much in line with what I'd expect. However, from the last time I was ratting on TQ, I seem to remember that it was possible to get a Commander spawn which doesn't drop a Commander tag. After doing a quick skim of loot tables I don't think this should be happening, so if you get an anomaly like this on TQ please make a screenshot of the loot clearly inside the wreck, make a bug report specifying that I asked for it and attach the screenshot.
Who cares about the tags? The big problem is that 90% of the faction spawns I've seen have had T1/named items, a tag and some faction ammo in the can. That's crap. These spawns come around rarely enough that at least a single piece of faction loot should be GUARANTEED.
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President Max
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Posted - 2007.10.27 21:09:00 -
[132]
All is awesome but how about an explore ship. Like a covert opps but able to thank combat sites or mine belts, or hack hacking sites while tanking them or slavage salvage sites while tanking them. Maybe each race has one which can do one type of site best so you can go hunting sites in the ship for your tastes?
Or is this just me dreaming of a covert opps BC to fill the gap between Recon and Black Opps?
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Gridwalker
Amarr
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Posted - 2007.10.28 00:45:00 -
[133]
I stand very much corrected, thank you!
-Grid
Originally by: El'essar Viocragh
Originally by: Gridwalker I suspect most sites would be found quickly leaving players who can't be on right after uptime with nothing to find.
That last point weighs heavily on my mind. I bet it weighs on the developers as well.
I doubt it.
After all, no exploration mechanic is tied to downtime. EXCEPT that when a patch adds new sites, then those sites first start spawning after the patch downtime. But alas, that is to be expected.
Apart from that, no exploration thingy is tied to downtime or any other fixed time. The amount of sites in an area is fixed, and as soon as one is completed and despawns, a new one is created.
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Braise Erighani
Gallente Galaxia Entertainment
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Posted - 2007.10.28 04:10:00 -
[134]
Willing to experience something new in eve, i started exploration. So i learned a few skills, fitted an imicus... And there started the problem.
Exploration is the most cryptic thing in the game right now. There is absolutely no clear indications about how the hell it work, what you need, how to use it.
Even after reading the various guides written by community members, it stayed cryptic. Most of those guides have been written when exploration was introduced. Guess what, the system seem to have been changed since then. The guides sure help get started, but when you start exploration, you are always advancing in thick fog.
After many try and error, you finally manage to find something. I'm still wondering about what i'm supposed to find, considering i find always the same thing, when i find something at all. I find encounters. Nice. Lots of encounters. Well, not exactly what i would have called a change from normal missionning.
I know that i'm missing a lot of things about exploration, but honestly, i'm not that interested in it anymore. I'm rather tired to have to guess all the information about exploration, or having to beg it from people who have already guessed how it work.
It is not even about the value of what i did, or didn't found. It is just about the excitement of the exploration. There's none. Maybe if i had managed to advance further in my understanding of the system, i would have find it appealing. But after a couple weeks of trying to understand the system, i just gave up and returned to regular missionning.
Now, you can add whatever you want to the exploration system, i will just wish the best of luck to the few that are sticking to it (yes, the few, you realize this when you look for someone to help you understand, those people are rare indeed), and wait for the result of their efforts to show on the market.
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.10.28 05:34:00 -
[135]
Originally by: Hon Kovell The Agility bonus from the Nomad set is nice but is very, very rarely going to be better than the Snake set which mostly appeals to the same market. The only time the Agility set would win would be indy pilots trying to escape blockades and some cap pilots. That assumes there's no stacking penalty. The bonus, compared to the opportunity cost of other implants and toys to spend ISK on, is just too low.
An alternative that has a similar effect, but more useful to all but those indy and cap pilots, would be reducing the mass penalty of MWD/AB. That boosts both speed and agility while MWD/AB is in use. It would need to be tuned to be a lower speed boost than Snakes with T2 modules. I think that would provide an alternative to Snakes that wouldn't simply replace them.
Talisman implants are prety much useless now but i doubt they will ever get around to fixing them.
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Manfred Rickenbocker
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Posted - 2007.10.28 09:25:00 -
[136]
Edited by: Manfred Rickenbocker on 28/10/2007 09:26:57
Originally by: Lincoln Armm ... The placement of probes is as you describe much more a puzzlelike activity.
To me, like the other guy, thats part of the fun. Besides, once you get into the really large systems in low-sec and 0.0, probe placement becomes quite easy as there is plenty of space between the orbits of different planets (as I have found).
Originally by: Lincoln Armm
I understand that some people like the existing system. I'm not even saying that the existing system should be removed. I'm saying that the existing system does not serve the purpose it was meant to and that it is widely disliked. Fixes are needed, and not just little tweaks either.
Exploration is not supposed to be easy. Its supposed to be hard and difficult (but not frustrating). Agreed, certain fixes are needed but overall its not too bad.
Originally by: Braise Erighani
Even after reading the various guides written by community members, it stayed cryptic. Most of those guides have been written when exploration was introduced. Guess what, the system seem to have been changed since then. The guides sure help get started, but when you start exploration, you are always advancing in thick fog.
Theoretically, it has to be cryptic or everyone and their grandmother would be doing it. Agreed, most player guides are out of date, and even I get confused when certain aspects changed. As a whole, its gotten easier since its inception. If you need specific help, there is the player channel "Exploration" which is always full of people willing to share experience and help.
Originally by: Braise Erighani
I know that i'm missing a lot of things about exploration, but honestly, i'm not that interested in it anymore. ... It is not even about the value of what i did, or didn't found. It is just about the excitement of the exploration. There's none. Maybe if i had managed to advance further in my understanding of the system, i would have find it appealing. But after a couple weeks of trying to understand the system, i just gave up and returned to regular missionning.
Agreed. In fact, it does take a particular personality type to get into exploration (patience plus a large helping of insanity) and it should not be for everyone. As stated elsewhere, if everyone were exploring, there would be problems. As for the most part, any exploration in high-sec is going to be largely unprofitable, as with any in low-sec. That, and differentiating between Anomalies and Signatures, does make exploration daunting and confusing, and unnecessarily so. Personally I scan in 0.0 and most of the time all I find is garbage. There is no way (at this juncture) to even come close to making the money and time you spent on skills/ships/probes worthwhile. Never. Period. Maybe this is what needs to be looked at.
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CCP Greyscale
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Posted - 2007.10.28 14:48:00 -
[137]
Originally by: Tharrn Uhm. Why aren't any of those new sites that are marked on your fancy map down in the South? Is there a specific reason for that?
The presence of one site in the Aridia/Khanid zone (which is itself, arguably, down in the south) was pretty much a given based on the geography involved, and the other ended up in northern Derelik because we already have a lowsec COSMOS site there and, while not perfect, the geography is pretty decent. I don't want to go further into the exact selection process, but if you look at the way these sites (and the L5 agents) are distributed you should be able to figure out the thinking behind it. Amarr's a big chunk of space, so with just two sites it was always going to be the case that some areas are a long way away from the two constellations in question.
Originally by: Vladimir Norkoff How about the harvesters needed to get the Mykoserocin? Are those going to be available on the market or in the exploration sites?
They'll use the same harvesters as you use for harvesting Cytoserocin, ie Gas Cloud Harvester I and its variants.
Originally by: Hon Kovell The Agility bonus from the Nomad set is nice but is very, very rarely going to be better than the Snake set which mostly appeals to the same market. The only time the Agility set would win would be indy pilots trying to escape blockades and some cap pilots. That assumes there's no stacking penalty. The bonus, compared to the opportunity cost of other implants and toys to spend ISK on, is just too low.
An alternative that has a similar effect, but more useful to all but those indy and cap pilots, would be reducing the mass penalty of MWD/AB. That boosts both speed and agility while MWD/AB is in use. It would need to be tuned to be a lower speed boost than Snakes with T2 modules. I think that would provide an alternative to Snakes that wouldn't simply replace them.
Yes, the Nomad set is not "as good as" the Snake set if you're a speed-oriented pilot, and that's intentional.
Originally by: Bloodhands Then a small suggestion. Instead of mining yield bonus or time bonus, which we all want and understand =( that we cant have. How about fitting requirements?
The fitting requirements with regards to laser and upgrade CPU are already extremely finely balanced, and we don't want to mess with that further.
Originally by: HatfulOfHollow Who cares about the tags? The big problem is that 90% of the faction spawns I've seen have had T1/named items, a tag and some faction ammo in the can. That's crap. These spawns come around rarely enough that at least a single piece of faction loot should be GUARANTEED.
I care about the tags because if they're not dropping properly it indicates that something is broken on TQ. Currently and as far as I can tell on our internal servers, the system is working as designed.
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.28 16:49:00 -
[138]
Originally by: CCP Greyscale
The presence of one site in the Aridia/Khanid zone (which is itself, arguably, down in the south) was pretty much a given based on the geography involved, and the other ended up in northern Derelik because we already have a lowsec COSMOS site there and, while not perfect, the geography is pretty decent. I don't want to go further into the exact selection process, but if you look at the way these sites (and the L5 agents) are distributed you should be able to figure out the thinking behind it. Amarr's a big chunk of space, so with just two sites it was always going to be the case that some areas are a long way away from the two constellations in question.
So Amarr + Khanid + Ammatar make up about 50% of Empire space but only get two spots as far away from each other as possible and leaving the COMPLETE Amarr Empire without? That's a bit mindboggling.
Amarr Mineral Index
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CCP Greyscale
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Posted - 2007.10.28 17:03:00 -
[139]
One of the two sites is in Aridia, which is still Empire-proper. That aside though, yes, that's the situation that we've arrived at. It's a quirk of the physical and political geography of the cluster combined with the boundaries we were working within which wasn't apparent until we'd already decided how we wanted to distribute the sites.
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Patch86
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.10.28 18:14:00 -
[140]
Originally by: CCP Greyscale One of the two sites is in Aridia, which is still Empire-proper. That aside though, yes, that's the situation that we've arrived at. It's a quirk of the physical and political geography of the cluster combined with the boundaries we were working within which wasn't apparent until we'd already decided how we wanted to distribute the sites.
Bearing in mind that Empire sovereignty and fluff-based region descriptions have very very little impact on the physical habitats of individual players (most players will simply go where the money/resources/activities are), I don't really understand why you're dead set on cramming 6 sites in to 50% of Empire, and 2 sites in the other 50%.
From a fluff perspective, it makes sense that the Amarr would have more resources in their (much larger) territories than the other smaller Empires. Expecting all 4 Empires to "control" 25% of the resources on the arbitrary distinction that there are 4 of them is ridiculous, and the Amarr having "more" really doesn't effect your average player much. A "Caldari" player can just as easily fly to and live in an Amarr region as they can a Caldari one.
Indeed, the logical extension of evenly spreading unique resources between unequally sized Empires is that, assuming players spread themselves between the available resource sites, you'll end up with 75% of the EVE population in 50% of Empire, and 25% in the other 50%. Which is sort of counter the "must encourage people to spread out" imperative. ------
Originally by: CCP Prism X There's no such thing as playing too much EvE! You all obviously need more accounts! |
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Menthal
Gallente
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Posted - 2007.10.28 18:44:00 -
[141]
What exactly is coming for miners in Rev III? orca seems to be out of it for the moment, but it seems we are getting some loving, it's only not clear what the loving 'll be ;)
pretty yellow beams
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.10.28 23:11:00 -
[142]
Are you guys going to consider fixing talisman implants?
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Armadaus Baldwin
Combat and Mining Utility Inc. Brotherhood Of Steel
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Posted - 2007.10.29 07:14:00 -
[143]
Quote: As there is much less risk involved in these, the rewards will be less than a kill mission.
If that is the case, then I can assure you we would all like at least some refinable ORE in each site, so that we may actually profit off the mission.
Because frankly, I can make a buttload mining outside of a mission. Why would I waste time doing a mission for less profit? :)
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bellator militaris
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Posted - 2007.10.29 07:17:00 -
[144]
"Greyscale took those concepts and ran with them." Yes, right off the cliff.
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Brixer
Dai Dai Hai
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Posted - 2007.10.29 10:35:00 -
[145]
Hey Grayscale.
Could you please push some buttons to get a 3rd high on the Helios. If not I'll have to advice everyone wanting to do exploration to select *any* of the cov ops frigs except the Helios.
http://oldforums.eveonline.com/?a=topic&threadID=624461
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.10.29 10:49:00 -
[146]
Originally by: Armadaus Baldwin
Quote: As there is much less risk involved in these, the rewards will be less than a kill mission.
If that is the case, then I can assure you we would all like at least some refinable ORE in each site, so that we may actually profit off the mission.
Because frankly, I can make a buttload mining outside of a mission. Why would I waste time doing a mission for less profit? :)
Last time I checked mining veldspar in 1.0 didn't get you any LP.
And that is the whole point - make the LP store available to people who specced for mining. You need some ISK and LP, you run amining mission. You need no LP and probably more ISK, you mine a static or a hidden belt for the market. -- [17:47] <Mephysto> its dead, jim |
Jita TradeAlt
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Posted - 2007.10.29 11:11:00 -
[147]
Yay more complexes that no one will care about or run since they're hidden in the over-complicated, lonely and tedious mess that is exploration. \o/
Why do you even bother adding more to exploration anyway? Isn't it time to fix it first? You know, make it "fun"? Instead of making sites hidden deep in deadspace where you're completely safe(realistically) then actually make it a bit more pvp oriented so every site isn't just normal "get aggro on tank, remote reps, lock and shoot some stuff while watching youtube". You just can't get pre-programmed AI to actually be exciting, stop trying, encourage PVP instead. Not only will it be fun, it's easier for you guys as well since the players make their own fun with pvp.
Oh well, at least this will surely mean you have fixed 4/10s(3rd year i've been bug reporting this one now!), made empire L4s less profitable so there's a rational reason for bothering with 0.0 sites, made the exploration sites more consistent in loot, made them reasonable to find in less than 6 hours without maxed out skills/implants/rigs and finally readjusted the drop rates for the rest of the DED plexes so we can actually buy deadspace gear on jita contracts again! Even if the prices are so high that they're reserved purely for t2 bpo holders like myself!
But if you actually need someone that plays the game to help you out a bit then just eve mail me and i'll give you some ideas that people will actually care about and content that players will actually see and enjoy. Because seriously, 2bn isk implant set for ECM optimal range? How about armor rep amount instead? Damage implants? Capacitor implants? Even heat related implants, at least something that people would use.
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Hugh Ruka
Caldari Free Traders Free Trade Syndicate
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Posted - 2007.10.29 14:39:00 -
[148]
On exploration sites despawning:
1. Can we get a message that the despawn was triggered/site was completed? It seems that at the moment it is hard to be sure and many people are keeping placeholder alts in the grid untill they have collected all they wanted ? Like a dialog to all ships on the grid ?
2. Continuing on 1. Maybe the despawn after completion could be delayed untill all jetcans/wrecks expired, and there are no players on the grid ?
Originally by: Aravel Thon
Originally by: Nith Batoxxx Hi my alt just leanred to fly the ferox...............
I am so so terribly sorry...
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CCP Greyscale
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Posted - 2007.10.29 15:17:00 -
[149]
Originally by: Patch86 [...] the Amarr having "more" really doesn't effect your average player much. A "Caldari" player can just as easily fly to and live in an Amarr region as they can a Caldari one.
Indeed, the logical extension of evenly spreading unique resources between unequally sized Empires is that, assuming players spread themselves between the available resource sites, you'll end up with 75% of the EVE population in 50% of Empire, and 25% in the other 50%. Which is sort of counter the "must encourage people to spread out" imperative.
By the same logic, the Amarr having the same doesn't affect your average player much - an Amarr player can just as easily fly to and live in their nearest Amarr booster site or even relocate to Caldari space if they wanted to. Given that most people will have to move home anyway, the actual locations don't make a great deal of difference in that respect, and the layout we've come up with fits into existing booster geography much better than trying to rebalance everything just to equalize sites/region for the four Empires.
Originally by: Brixer Hey Grayscale.
Could you please push some buttons to get a 3rd high on the Helios. If not I'll have to advice everyone wanting to do exploration to select *any* of the cov ops frigs except the Helios.
Contrary to popular belief, balance changes don't get done by random developers "pushing buttons" I'll try and bring it up with the balance team next time they're adding things to their "to-do" list though.
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2007.10.29 15:43:00 -
[150]
There are those crazy people out there called 'roleplayers', even a fair bunch of them. Flying Amarr ships only we are used to suffering and pain but we are getting paranoid every time something turns up that seems to 'shaft Amarr' :P
Amarr Mineral Index
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Stamm
Amarr RHC RAZOR Alliance
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Posted - 2007.10.29 20:30:00 -
[151]
If you're looking LP offers and tweaking them, can you perhaps have a look at the implant offers?
Last time I checked it was a standard cost for a top tier implant in LP, which results in some implants being unavailable, practically to non-mission runners. Or, the opportunity cost is so high that they're effectively ridiculously priced.
For example if it costs the same for a 5% to cap recharge implant as it does for a 5% to salvage chance retrieval, then, really, it's a bit off.
As for "faction" drones and the like... there's a bit of a problem with that as drones are frequently lost when the client dies, or if you have them out and something spawns, or you warp off and forget them. As a result expensive drones aren't on the same line as expensive ship modules.
Perhaps drones could be looked at so that they stay connected, as in the drones in distant space when you warp away, or client drops. Or return to the drone bay automatically on client exit. That type of thing.
Synth boosters are a great idea, and hopefully will give boosters the nudge they need to bring them into being used properly, and marketable.
Galaxian Recruitment Info |
Lincoln Armm
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Posted - 2007.10.29 20:39:00 -
[152]
If you run enough missions for one alliance you will be shoot on sight by the other so system ownership is not entirely cosmetic.
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Dario Kaelenter
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Posted - 2007.10.30 07:26:00 -
[153]
Edited by: Dario Kaelenter on 30/10/2007 07:27:54
Originally by: Stamm
As for "faction" drones and the like... there's a bit of a problem with that as drones are frequently lost when the client dies, or if you have them out and something spawns, or you warp off and forget them. As a result expensive drones aren't on the same line as expensive ship modules.
Perhaps drones could be looked at so that they stay connected, as in the drones in distant space when you warp away, or client drops. Or return to the drone bay automatically on client exit. That type of thing.
/signed
Over the past month I've had a few hick-ups with my either my ISP or the connectivity all the way around the world to CCP's servers (10% packet losses quite frequently) which meant that in the space of 3 hrs I could have easily 4 disconnections. While mining or missioning this meant that my poor drones were abruptly abandoned and thanks to current NPC aggro logic by the time I managed to log back in and warp to spot again my drones were pretty much history. Not nice when you're talking 5 nice shiny new T2 Wardens @ 3 to 4 mill a pop.
This also particularly frustrating when mining ... t2 miners with their generous 1 Hp of armor and no shield (what?! are these designed by the Achura and made from origami paper?!) always seem to get aggro from the baby rats that pop them in 2 hits ... easy work for them when the stupid miners take forever to crawl back around roids and often end up returning to the ship and then dumbly sitting in space rather than returning to the drone bay as commanded (sometimes 3 times b4 they respond).
I would have thought that these fierce pirate would be more inclined to go straight for the big shiny ship rather than the poxy little drone that can't hurt a speck of space dust. There'd be much more glory in closing fast on a space ship and dealing some real damage rather than popping a non combat drone - allowing the pilot to more quickly deploy some form of defence. Or maybe the pilots have been at the boosters too much or their neural implants are a little fried from the cosmic radiation seeping through into their sub-standard ships ?
Either way I think the NPC rats need retraining and/or the Mining drones (especially slow a$$ T2 ones) need to be re-engineered out of something harder like cardboard
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Spumantii
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Posted - 2007.10.30 10:27:00 -
[154]
Edited by: Spumantii on 30/10/2007 10:33:40 Edited by: Spumantii on 30/10/2007 10:31:14
Originally by: Lincoln Armm Since the introduction of exploration IÆve been very disappointed in it. the system seems almost designed to discourage players from participating.
I generally PVE in EVE. Over the years IÆve done some of everything Mission running, Cosmos, ratting, and Complexes. When I first heard of exploration I was excited . A new form of PVE with more varied outcomes sounded great. Complexes not being camped all the time sounded good too. The problem is the system as delivered was not balanced against any of the other forms of PVE and still isnÆt.
IÆm not just talking about isk per hour either. IÆm talking about a whole range of ways to measure these various endeavors. Exploration requires a specialized ship with specialized modules, the permanent expenditure of probes, and enormous amounts of time spent traveling, placing probes, and starring at a scanning bar.
Lets look at the equivalent actions in the other forms of PVEàFly to an agent and ask for a mission û All you need is faction. Then you fly to the mission locationàThatÆs it. Ratting û you fly to the belts. Cosmos is a little harder as you do need to figure out the right ship size, but nothing like as difficult. Most telling compare it to the complex system it replaced. While complexes were plagued with camping and had some lengthy key spawns they were far far faster then exploratrion, did not require special equipment, ships, skills and expended items, and the size ship needed was known in advance.
PVE in EVE is a activity that generally is ôat willö and can be kicked off quickly. It attracts players that have limited tiem windows to play or just like a lot of ôactionö. The current implementation of exploration seems designed to not appeal to the majority of these players.
I realize that there is a small percentage of players who enjoy the existing system, and who lobby to keep it in itÆs present form. Most of there arguments boil down to:
ô Exploration is good as it is because its hard and appeals to elite players. ô I donÆt believe time consuming and unrewarding are synonyms for hard, but even if we except the premise that exploration is hard, I have to wonder if that was CCPs original intent, given the fact that it was replacing a system that wasnÆt ôHardö and the fact that exploration keeps getting tied into more and more systems.
ôif more people did it profits would fallö I wonÆt even dignify this argument with a resonse since its so evidently selfish. Supporting poor gameplay for your own profit is a lame (if all too common) position.
The only system that exploration compares well to is mining. Mining also requires special ships, modules and training. It also involves a lot of staring at bars. The problem with this is that most PVE players absolutely hate mining. Miing is probably the least liked game mechanic in EVE. Why, of all your systems would you copy this one to add a new PVE system? .
AMEN. Yesterday I spent 4 and a half hours tracking down a nearly invisible sig, dropped countless probes and finally found a 0.044 sig in an overlap zone. This was a 0.5 system- and it was another large kern omber. Got so bored I began forgetting to scan on time while doing things in another window. By the time I found the site, which should have been found in 1 probe set maybe 2 tops, it was frustrating enough to leave the game for the day. For having to scan 25 systems to get a single grav hit this just ****ed me off. Edit: I have 5% scan strength and 10% time implants, all lvl 4 skills
Conclusion in effect: Bore yourself to death waiting to find the site, which is for mining (which already bores some players) That sounds like a real winning combo, not.
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Kerfira
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Posted - 2007.10.30 10:38:00 -
[155]
On the topic of new LP store offers and their price/usability....
I've always wondered why CCP made the LP offers static in price... If they were dynamic, then any discussion of this would be moot...
If an offer is popular, gradually increase the LP/ISK price. If an offer is not popular, gradually decrease the LP/ISK price.
This would then be a true player-driven market, and would enable the different offers to be valued according to their usability and thus maybe actually get used, instead of the current artificial prices that keeps a lot of them completely out of the game.
There MAY be a need for a minimum price, but I don't see any need to limit the maximum. If people are willing to pay, the price is fair.
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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CEO Saffron
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Posted - 2007.10.30 12:53:00 -
[156]
Edited by: CEO Saffron on 30/10/2007 12:56:12 Edited by: CEO Saffron on 30/10/2007 12:55:24 Edited by: CEO Saffron on 30/10/2007 12:54:06 Hi there Greyscale,
Would you please clarify what you mean by INCREASED base tag price for battleship sized offers. Does this effect items such as Multifreq L or is it limited to just the Faction BS themselves. As if the price of high metalevel items goes up this can also increase invention costs.
What i am getting at is should it not be financially viable for a faction ship to be used for a base item in invention? I do realise that Tag offers do not extend to my example but Your Blog seems very general so i was wondering if other items were effected.
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Pakalolo
Tha Shiznit
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Posted - 2007.10.30 16:00:00 -
[157]
will the availability of cytoserocin be expanded to low sec, or will low sec be restricted to the mytoserocin only?
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Zerodot Saleswench
Zerodot Schools Power Corrupts Industry's
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Posted - 2007.10.30 19:42:00 -
[158]
Originally by: CEO Saffron Edited by: CEO Saffron on 30/10/2007 12:56:26 Hi there Greyscale,
Would you please clarify what you mean by INCREASED base tag price for battleship sized offers. Does this effect items such as Multifreq L or is it limited to just the Faction BS themselves. As if the price of high metalevel items goes up this can also increase invention costs.
What i am getting at is should it not be financially viable for a faction ship to be used for a base item in invention? I do realise that Tag offers do not extend to my example but Your Blog seems very general so i was wondering if other items were effected.
Unless it's changed, navy ammo offers do not require tags, only the base ammo, LP, and isk. From reading the blog, only tag requirements are changing.
If either of those interpretations are incorrect, though, please accept my apologies.
MP --
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BCBArclight
Odessa Operations
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Posted - 2007.10.31 18:13:00 -
[159]
Looking at that pic of the universe....... why is nothing ever in or near Tash Murkon, Domain and Providence? I have to go 30+ jumps to get anything
People live there too you know
Odessa Operations are Recruiting |
Karloff III
GoonFleet GoonSwarm
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Posted - 2007.11.01 01:05:00 -
[160]
My corpmate had a great idea bout exploration, but he's too lazy to post. Basically, with the new 3-day despawn rule, there's going to be a lot of anxiety about finding a site since the current and planned systems provide no way of letting you know whether you're the first to find a site. As it stands, a lot of exploration boils down to how quickly you can get a team together once you've scanned out a site, since you don't know how long you have until it despawns/is run by someone else. I'm of the opinion that the competition angle of exploration should actually be finding the site, not running it, since scanning is considerably more skill-intensive (character and player) than getting the appropriate ships together for a run.
The idea's really simple. Why not make all current exploration sites start off with the escalation mechanic? You finally scan the deadspace pocket down, you warp to it, the "real" site is then added to your journal, and the cosmic signature is removed from the system. This new site would not be scannable, but it would despawn in 3 days. This minor change would keep scanning competitive, but it helps explorers on both ends. The person who initially found the site wouldn't have to worry about being sniped by a quicker team, and the person who's second (or third, or fourth, etc.) wouldn't have to waste time scanning down a site that might have a team coming for it at any minute.
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Josua Corel
Gallente Far Edge Outcasts
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Posted - 2007.11.01 21:01:00 -
[161]
Would it be possible to make just grav sites last longer than 3 days? Rather large sites would be almost impossible to solo mine in 3 days unless maybe you mined 24 hrs a day.
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Thera Romana
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Posted - 2007.11.02 14:11:00 -
[162]
Originally by: Gridwalker
Originally by: Moon Dogg
Originally by: George K'ntara So will these mining mission require me to train more skills since they are going to be for specialty ores?
Also if I had a choice I would prefer the ORE implants to be: boost mining amount or time savers versus range. When does extra range get you anything in mining? And while I'm making wishes, how about a time saving or amount increasing rig for mining lasers, or adding capital mining lasers and giving the Rorqual something other to do than just haul minerals.
Well, all I know is that I really, REALLY, like it when I have my friend in a COmmand ship delivering me mining bonus, cycel time reduction, and a range boost. It means that I have to move around even less to touch more of a belt. If I could throw some range implants that would stack with that bonus, I'm in.
Indeed! When my friend drops offline, I know it before HE does! And while this isn't really a "mining" thread, I do have some random thoughts on the matter...
First, as a hardcore miner--you know, mining implants, the Hulk with T2 miners, crystals, dual T2 laser upgrades, the works--I think I am qualified to suggest that more boosts to mining yield is not really needed. I know, I know... boo me! But really, there is generally a pretty smooth progression from novice miner to expert miner. Yes, there is a bit of a bump while you're training for your Covetor/Hulk, but all in all I always felt I was making really nice progress as I was training my skills.
At this point, with the Hulk and a small gang with mining links and such, most roids I run across pop within 1-3 cycles. I can fill a jetcan in less than 12 minutes, and I'm not even the BEST miner. My mining buddy actually has better yield than I do!
So I don't think we need more yield. Extending mining laser range would be nice, with the appropriate link or mid-slot module or whatever, but what I think we really need is an empire-capable, smaller version of the Rorqual.
You see, what is holding miners back now--particularly in empire space--is coordinating a gang of miners. It would be a great addition to have a small Rorqual with the following features:
- Ability to fit mining link modules - Ability to fit "medium" tractor beams to collect cans - A largish cargo to consolidate ore for the haulers - Possibly the ability to compress ore
It should not be able to fit strip miners. It's primary job is as a mining operation logistics vessels, and it should have some modest bonuses to that end.
I even have a name suggestion. Since a "rorqual" is a type of large whale, we can call it the "Minke", which is the smallest of the rorqual whales.
We don't need jump capability and we don't need a ship bay or clone vats or anything exotic like that. Just a small, solid mining logistics platform suitable for small mining operations in semi-safe space, or dangerous space with the proper escort. Something a small corporation could field without breaking the bank.
Any comments or thoughts on this?
-Grid
The Rorqual was a huge step for directors, I am a director and the rorqual is almost overkill, what is needed is the Mining Command ship, all other command skills have a command ship. Why not Mining Director. In the ideal world for large scale mining i would see a rorqual pulling into a system, and then directors taking thier miners to a belt and beginning mining operations
What about Mining command ship being able to deploy a mining colony(glorified can is anchored in the belt for mass gathering of ore) give mining director large tractor bonus, like 100k and he would fill the mining colony. no compression. Just storage for a rorqual to come by and compress or haulers to haul out. Also look at shield repper bonus. I think 3 day timer on mining colony would be good. This allows everyone to mine, then when done now you go into hauling mode. Give a bonus command ship bonus for mining links
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Sangxianc
Reikoku Band of Brothers
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Posted - 2007.11.03 00:31:00 -
[163]
I was pretty excited about the Sisters Recon Probe Launcher until I logged onto SiSi and found out that it uses 210 CPU instead of 220 and that's all. That's rather disappointing, I had assumed it would give a slightly faster scan time.
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Patch86
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.11.03 12:01:00 -
[164]
Originally by: CCP Greyscale
By the same logic, the Amarr having the same doesn't affect your average player much - an Amarr player can just as easily fly to and live in their nearest Amarr booster site or even relocate to Caldari space if they wanted to. Given that most people will have to move home anyway, the actual locations don't make a great deal of difference in that respect, and the layout we've come up with fits into existing booster geography much better than trying to rebalance everything just to equalize sites/region for the four Empires.
Well that was kind of my point.
Caldari space (for example) is relatively small. Its also horrifically overcrowded (Jita, Motsu, etc.). By evenly spreading exploration sites arbitrarily between the 4 Empires, it'll mean that Caldari space (for example) is a small area well packed with new attractions, while Amarr space is *still* a vast emptiness of undesirable wasteland that most people will never visit.
Adding new content like this is the perfect time to work on adding value to some of the less valuable space. I'd argue that it makes for a healthier economy and healthier gaming experience if the new resources are spread out geographically instead of politically. That is, that the new sites are scattered fairly evenly about the landscape of New Eden.
If you add 8 sites in to game, and 6 of them are in 50% of the available space, how is that a good thing? Indeed, whats the reasoning behind the decision? ------
Originally by: CCP Prism X There's no such thing as playing too much EvE! You all obviously need more accounts! |
Hectaire Glade
Forum Jockey
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Posted - 2007.11.05 09:49:00 -
[165]
Not sure if this has been already mentioend in this thread, as I got bored at page 4 so decided to post anyway.
There was a comment earlier on about overpriced relatively undifferentiated items in the LP stores, why not make the price of items and LP cost in the stores consumption driven? Take each item at its current price as the ceiling on that item, then items which are not selling should reduce in cost fractionally each day until the consumption increases or it reaches a nominal floor price (scrap value).
The stores are meant to be used, if there are items which are overpriced they wont sell, such as system as described above would allow the price of the item to normalize to what the market determined to be the items true value, not the arbitrary figure imposed today.
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Drago Musevenii
V i r u s
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Posted - 2007.11.07 22:06:00 -
[166]
Really good stuff. Looking forward to the new implants a lot. Epic Win!
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Brixer
Dai Dai Hai
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Posted - 2007.11.14 09:30:00 -
[167]
One great way to make high-sec Amarr sov more popular is by fixing the Mul Zatah (sp) and Sansha 3/10 complexes loot tables.
As it is now every explorer, his wife and their kids will go to Gallente space when the multispecs are getting fixed (differ between unknown anomalties and signatures)
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Brixer
Dai Dai Hai
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Posted - 2007.11.26 12:59:00 -
[168]
Edited by: Brixer on 26/11/2007 13:06:15 Ladar sites Bug!
Or not maybe. Is Ladar sites supposed to show up in high-sec? They do on Sisi atm. I know they're added to low-sec, but didn't see anyone mention high-sec. I would strongly advice *not* to do this tho.. Or do we really want everyone stacked into hi-sec empire ?
Edit: It was ourside the constellations market on the map too...
I've stopped posting bug reports a long time ago, because it's impossible to know if something is intended or a bug in this game.
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Rexthor Hammerfists
Eternity INC. Mercenary Coalition
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Posted - 2007.11.27 10:48:00 -
[169]
nice blog, many good things and im looking forward to the new content.
theres one thing that could use your attention tho, a dread gurista multispectral ecm has a 4.1 a officer (kaikka sp?) a 4.2 strength - t2 is 4. with the mordus having faction ecms in their lp stores the officer atleast could use a boost ;), and maybe some more variations? -
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Chloey Rans
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Posted - 2007.12.04 09:42:00 -
[170]
Is the exploration stuff moving now from cosmos to exploration with trinity or not? There is nothing in the trinity patch notes...
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.12.10 22:35:00 -
[171]
Now that the Drone Regions have some Exploration content that might possibly have value (A big stretch, I know, but I have to try to be optimistic), I've been running around looking for Radar sites. In 3 days of looking I've found 4 Radar sites.
I'm still pinning down the 4th, but the other 3 were all the same (Abandoned Drone Research site.) These sites were very easy, with 2 High Security cans and 1 Reasearch Center can per site. All the Research Center cans have been empty, and each time 1 of the 2 High Security cans had some minor drone droppings in them. Total drops: 2 Cerebral, 2 Drone Capillary fluid, and 5 ...errr .... Drone Legs? Something like that. No BPC's or anything.
At this rate, I'll have to look non-stop for a week to get enough goodies to build a single Faction Drone.
What I am asking is: Do these drops sound normal? Did I just get unlucky and hit the smallest of the sites? Will the BPC's eventually drop from the Research site cans? Does there exist another Radar Site type that actually drops something good?
Or is this just another example of CCP giving us something that they think is good, only to have the Drone Regions be left out once again?
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