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Odyssey Exploration Changes: no sleepers at new mag/radar sites?

First post
Author
Zyrbalax III
Goldcrest Enterprises
#1 - 2013-04-30 14:48:12 UTC
Hi all,

I've read that the new mag/radar sites with the new hacking/archaeology minigame will not have any NPC ship spawns. Can anyone (ideally someone who was at fanfest) confirm whether this means that post Odyssey even W-space mag/radar sites will lose their sleeper spawns?

If so, it means (at least marginally) less blue loot and nanoribbons available for harvest in w-space; whether this is good or bad for w-space dwellers' wallets I guess depends on how lucrative the new hacking/archaeology sites will be... but it would mean even solo w-space nomads in exploration-fit covops will be able to get something out of even C6 mag/radar sites - previously a bit too difficult to get anything from solo.

All hail Bob.
Z3
Samuel Cole
Sebiestor Tribe
Minmatar Republic
#2 - 2013-04-30 15:08:00 UTC
Personally, I would welcome this change - it provides a range of content for people living in high-class wormholes. Do you have a 15-person gang with capital support? Great, run some capital escalations in your combat anoms. Are you the only person logged in 30 minutes after downtime because all of your fellow alliance members live in the US? Great, go run some hacking sites.

Reduced overall income is a fair trade for a wider selection of ways to engage your wormhole.

(Also, it encourages people ninja hacking/archeology sites in occupied systems, which increases opportunities for PvP.)
Phaderift
Girls Lie But Zkill Doesn't
Pandemic Legion
#3 - 2013-04-30 18:13:00 UTC
when asked if it was going to remove escalations or npc from Wh site the devs at the exploration roundtable didn't know
ExookiZ
The Dark Space Initiative
Scary Wormhole People
#4 - 2013-04-30 18:29:51 UTC
Grayscale didnt think they are taking away the npcs as that would make them too easy and profitable. Inc comparison the NPCs in nullsec sites are pushovers anyways, easily solable by anyone and theyre isk contribution to the site is minimal. In WH space the sleepers are much harder and are the only thing stopping high end radar/mags from being free floating heaps of isk.

But in the end i have heard both answers all with uncertainty. so Maybe well see an official announcement, otherwise it will be a surprise

Event Organizer of EVE North East

Zyrbalax III
Goldcrest Enterprises
#5 - 2013-04-30 19:18:07 UTC
Thanks for the replies guys, it'll be interesting to see how this turns out!
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#6 - 2013-04-30 21:12:42 UTC
Hopefully I will be able to start using my new gained CSM powers to get you guys the information you need in timely manner on such questions.

Burn the land and boil the sea You can't take the sky from me

Derath Ellecon
University of Caille
Gallente Federation
#7 - 2013-04-30 21:22:31 UTC
I would think these would not necessarily be the same as in k-space. K-space radars and mags have always been light on defense. On the flip side radars and mags are generally a touch harder than their WH class anoms.
Jack Miton
School of Applied Knowledge
Caldari State
#8 - 2013-04-30 22:15:09 UTC
Removing rats from WH sites would be pretty funny.
An absolutely guaranteed way of making WH radar and mag loot absolutely worthless.

Hell, even as is you can run (as in get the cans) half the C5/C6 mag/rad sites in a well tanked drake and something with an analyzer/codebreaker.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Josilin du Guesclin
Aliastra
Gallente Federation
#9 - 2013-05-01 00:57:53 UTC
The Drake and the hacking ship can be one and the same, too.
Kalel Nimrott
Caldari Provisions
#10 - 2013-05-01 10:30:27 UTC
I alwyas bring 2 drakes. One light tanked with 2 analyzers and the other with a tp. Last time I didnt check the weather of the wh..., damn wolf-rayets!

Bob Artis, you will be missed.

O7

Oxandrolone
Center for Advanced Studies
Gallente Federation
#11 - 2013-05-01 10:35:00 UTC  |  Edited by: Oxandrolone
I was at fanfest and they did not know if wormhole mag / radar would keep the battleship escalations, its quite remarkable how many devs forget about wormhole space altogether.

Fozzie told me when he is ship balancing they definatly take wormholes into account, Greyscale said independently from Fozzie that wormholes are always considered when they make balance changes.

I know that devs can never reveal what corps/alliances they have been in but I did not come across any that i felt have been involved with the high class wormhole mechanics.

I think they should hire a wormhole specific Game Designer :)
CeNSeR
Sebiestor Tribe
Minmatar Republic
#12 - 2013-05-01 10:45:37 UTC
Hopefully the whole having to move the roundtable because the wormhole community could have filled that room 5 times over debacle has opened CCP's eye's to the fact that we need to be heard.
MisterAl tt1
Native Freshfood
Minmatar Republic
#13 - 2013-05-01 12:15:19 UTC
I hope neither mag/radar changes, nor gravimetrics found without probes would come to wormholes.
unimatrix0030
University of Caille
Gallente Federation
#14 - 2013-05-01 18:05:46 UTC
It depended on wich dev you talked with at fanfest.
But i think they said in the exploration wormhole table that the only thing change-ing is the mechanic to open and analyse/hack the cans. The rest stays. You will still need the module combined with some ful item(virus, firewall breakers,... ) .
Although it could have some bad stuff hapening if you fail the hack/analyse, they weren't sure if the same thing would happen like in some radar/magneto sites where a new wave spawns.
CCP beattik and CCP greyscale were the people to talk to.
Maybe our new csm guys can found out what is making the cut.

No local in null sec would fix everything!

Two step
Aperture Harmonics
#15 - 2013-05-02 02:20:59 UTC
I pointed CCP Affinity to this thread, hopefully she should respond shortly. She is actually the person working on the new mag/radar changes.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Britta Nolen
Sama Guild
#16 - 2013-05-02 03:04:18 UTC
Jack Miton wrote:
Removing rats from WH sites would be pretty funny.
An absolutely guaranteed way of making WH radar and mag loot absolutely worthless.

Hell, even as is you can run (as in get the cans) half the C5/C6 mag/rad sites in a well tanked drake and something with an analyzer/codebreaker.


After just fact checking how much a passive drake can tank. umm WOW. 875dps on passive.
Azemar
Voidhounds
Pretenders
#17 - 2013-05-02 05:58:14 UTC
I actually really hope that WH is at least *partially* affected by these changes.

Just from a sheer realism standpoint, it's stupid how *everything* in WH space has to be fought to obtain. There's an easy solution here: Just add more sites. Keep the combat sites, but I'd LOVE to see sites that are non-combat.

People get worried, and for good reason. If the mini-games are too easy, then at the end of the day the loot will be next to worthless. But that's literally the answer, right there. Just make the mini-games difficult. Say each minigame covers a basic theme and you go through "stages" in the game. It gets harder the farther you go, but your chance to get better loot (or guaranteed loot---but that isn't the mantra of eve exploration---especially in WH space) goes up.


As long as the mini-games are extremely skill dependent and hard, then I wholly support non-combat sites in WH space. I am a resident of a C4 with a static C2, and sometimes I really don't feel like getting my scanning ship, scanning down even a ladar, waiting 30 minutes for sleepers to spawn, go kill them, get in my salvager, then FINALLY get in my ship that's meant to actually do the site.

Yes, CCP has opened a can of worms here; but, if done properly it could be a massive + for the game. Eve shouldn't just be about combat. I really hope Odyssey changes that and I hope the playerbase recognizes you don't need combat to make something difficult.
Tiger Armani
End-Game
#18 - 2013-05-02 06:31:16 UTC
Azemar wrote:
I actually really hope that WH is at least *partially* affected by these changes.

As long as the mini-games are extremely skill dependent and hard, then I wholly support non-combat sites in WH space. I am a resident of a C4 with a static C2, and sometimes I really don't feel like getting my scanning ship, scanning down even a ladar, waiting 30 minutes for sleepers to spawn, go kill them, get in my salvager, then FINALLY get in my ship that's meant to actually do the site.



There is no need to wait sleepers spawn to do ladar sites.... just saying...
Terrorfrodo
Interbus Universal
#19 - 2013-05-02 09:43:23 UTC
If they change w-space sites, in whatever way, it is very important that they can NOT be done in a simple cov ops.

They brought us the Venture, which eliminated 70m harvesting battlecruisers and replaced them with 10m near-uncatchable junk that isn't even worth scanning down.

If they now allow people to rake in the ISK with cloaky cheap frigates, another big chunk of worthwile ganking targets will disappear and be replaced with ships that are nearly impossible to catch and not even worth catching anyway.

If you want to make good ISK in w-space, you should always have to put expensive and vulnerable ships on the line. This principle was sadly abandoned with the Venture, please don't do it again!

.

Alx Warlord
The Scope
Gallente Federation
#20 - 2013-06-06 00:38:52 UTC
Time to investigate this.
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