These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Missions & Complexes

 
  • Topic is locked indefinitely.
 

Loot Spew 4 Months Later

First post
Author
Jeremiah Saken
The Fall of Leviathan
#361 - 2014-03-21 09:31:02 UTC
Quote:
I do not approve of elite professions, sorry. And I'm saying that with a character that has over 62 millions skillpoints.

Every profession should be accessible to new players within a few weeks. New players can't run level 4 missions, but they can run level 1 missions. They can't kill nulsec rats but they can kill highsec rats. They can't produce supercaps but they can produce small T1 ships and ammo. They can't mine in a hulk but they can mine in a venture.


I agree that all professions should be avaiable from day 1. You've made good point with security missions but...to run higher level of missions you must invest SP. Its not that i will just do them more effectively, because i can't do lvl 4 with a frigate. Yet I can do low sites or even null without good explo skills and in cheap ship. Difficulty is not connected to SP of my clone. Where's the balance?

I think the idea to open exploration for the masses was good thing, but i feel it was like "its new and its easy, try it now!".

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Seven Koskanaiken
Shadow Legions.
Insidious.
#362 - 2014-03-21 10:54:49 UTC  |  Edited by: Seven Koskanaiken
sHanQ Myteia wrote:
removing the loot-spew is a terrible idea.

its easy enough for those highsec bears to ninja the relics/data in null... im one of those who is actively chasing them with success, even tho i think the whole overhaul of the good old magnet. site was bad.

Eve is supposed to the hard, that keeps kids/dumb people away from the game.

with removing the spew-loot you make it even easier than it actually is already... if you still do it, at LEAST nerf the loot of the whole sites by a lot please.

making the minigame harder could work a well.



The loot spew was nothing to do with making the task hard. It was intended to encourage duo or group explorers. It has failed to do this, both in theory and in practice, so it needs to be revised to something different if CCP still believe in making group hacking happen.

The rats is an interesting case, and AFAIK they removed to solve the reshipping problem where you couldn't utilise all bonuses unless you reshipped twice for one site (frigate for scanning, pve ship for combat, back into frigate for codebreaking the can). The only solutions were to wait for a tengu (long train) or to use some totally stupid fit on a arbitrator/drake which even then had no explo bonuses. However two things came after this which solved that which was 1) the sisters combat/explo ships and 2) the mobile depot which allows refits in space. These could/should have been brought out in odyssey, and now that they have, I think datas in kspace could have rats back in them, which makes sense in lore and because datas are now so crap people don't even bother warping to stuff like sparking transmitters or survey sites.
Anela Cistine
Royal Amarr Institute
Amarr Empire
#363 - 2014-03-21 11:07:19 UTC
Jeremiah Saken wrote:
Quote:
I do not approve of elite professions, sorry. And I'm saying that with a character that has over 62 millions skillpoints.

Every profession should be accessible to new players within a few weeks. New players can't run level 4 missions, but they can run level 1 missions. They can't kill nulsec rats but they can kill highsec rats. They can't produce supercaps but they can produce small T1 ships and ammo. They can't mine in a hulk but they can mine in a venture.


I agree that all professions should be avaiable from day 1. You've made good point with security missions but...to run higher level of missions you must invest SP. Its not that i will just do them more effectively, because i can't do lvl 4 with a frigate. Yet I can do low sites or even null without good explo skills and in cheap ship. Difficulty is not connected to SP of my clone. Where's the balance?

I think the idea to open exploration for the masses was good thing, but i feel it was like "its new and its easy, try it now!".


You can do it in a cheap ship with poor skills, even in nulsec, yes. But the newbie won't make nearly as much isk/hour as a skilled character (and a skilled player) in a covops with T2 modules. It will take the newbie much longer to scan down the sites in the first place, and some of them they simply won't be able to get to 100%. Of the sites they find, they will fail the hacking minigame often, both from player mistakes and from simply not having enough virus coherence and virus strength to beat it.

Newbie with hacking 3 in a magnate with a t1 data analyzer: Coherence=70, Strength=30
Pr0 with hacking 5 in a covops with a t2 data analyzer: Coherence=110, Strength=40
(I didn't include rigs and implants, because they help both the newbie and pro equally, and the pro is more likely to know they exist.)

That strength difference may not seem like much, but it is the difference between taking down a Firewall in 2 turns instead of 3 turns. Getting hacking and archaeology to V to get the T2 modules made a huge difference for me.

The covops cloak is also a great help for survivability in nulsec space, so the pro will be safer while they do all this than the newbie.



It isn't like hacking in nulsec is the top of the profession. If you have combat and scanning skills you can run sites in wormholes. Or you can get a Stratios, quickly scan down relic and hacking sites, and just kill any explorers that are running around in unarmed frigates. Big smile
Jeremiah Saken
The Fall of Leviathan
#364 - 2014-03-21 13:58:12 UTC
Quote:

You can do it in a cheap ship with poor skills, even in nulsec, yes. But the newbie won't make nearly as much isk/hour as a skilled character (and a skilled player) in a covops with T2 modules.


Point is its possible to explo with low skills and its not possible to do L4. Its like in chain of diffculty: HS>LS>NS>WH. Combat DED sites are good example. They are marked with 1-10 numbers which indicates difficulty levels. I can enter high DED sites but i'm 100% sure i can't make it. Exploration is more or less flat. You need some average skills do to it. Let's say lvl3 and then you just improving how fast you'll do them - maybe its suppose to be like that.

Hacking skills are in good place i think. Its always good to have t2 modules. Scanning need some look at. Maybe more probes the better skill you have (like in old system).

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Anela Cistine
Royal Amarr Institute
Amarr Empire
#365 - 2014-03-22 00:55:31 UTC
Jeremiah Saken wrote:
Quote:

You can do it in a cheap ship with poor skills, even in nulsec, yes. But the newbie won't make nearly as much isk/hour as a skilled character (and a skilled player) in a covops with T2 modules.


Point is its possible to explo with low skills and its not possible to do L4. Its like in chain of diffculty: HS>LS>NS>WH. Combat DED sites are good example. They are marked with 1-10 numbers which indicates difficulty levels. I can enter high DED sites but i'm 100% sure i can't make it. Exploration is more or less flat. You need some average skills do to it. Let's say lvl3 and then you just improving how fast you'll do them - maybe its suppose to be like that.

Hacking skills are in good place i think. Its always good to have t2 modules. Scanning need some look at. Maybe more probes the better skill you have (like in old system).


The goal is to sell loot and make isk, right? The goal of most PVE activities is to make isk. And, in general, a highly skilled character is able to make more ISK/hour. In exploration a highly skilled character will make much more isk/hour than a newbie. The system works.


I like that exploration doesn't hold your hand and point out "you must be this tall to ride" like many other activities. There are many sites a newbie won't be able to scan down to 100%, but they'll never know unless they try. There absolutely are many cans a newbie won't be able to open based on how many unavoidable barriers are between the start and end point, but it doesn't tell you which ones. Even if you learn which cans are usually the most difficult, occasionally you'll win the lottery and find the system core in just a few clicks. The mystery is half the fun.

Vladimir Norkoff
Income Redistribution Service
#366 - 2014-03-22 05:29:59 UTC
Anela Cistine wrote:
I like that exploration doesn't hold your hand and point out "you must be this tall to ride" like many other activities.
Wait wut?... That's EXACTLY what exploration is now. It let's you know "oh hey! there's a sig in this system!". And it's even so nice as to point out the exact area that the sig is located that way you don't have to work hard. You can't get much more idiot-proof than that. Yeah I know that's not the particular aspect that you were referring to, but come on, that is the MAIN part of exploration. The loot bukkake and mini-game are just loot collection.
Jeremiah Saken
The Fall of Leviathan
#367 - 2014-03-22 12:39:24 UTC
Quote:
Wait wut?... That's EXACTLY what exploration is now. It let's you know "oh hey! there's a sig in this system!". And it's even so nice as to point out the exact area that the sig is located that way you don't have to work hard. You can't get much more idiot-proof than that.


Yep half the job already done for us. I don't mind anoms showed on system scanner but signatures should be hide from players. Basically if they merge old way to scan signatures with odyssey probes managing it would be supa fun.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Little Dragon Khamez
Guardians of the Underworld
#368 - 2014-03-22 21:14:05 UTC
The biggest problem with the survey scanner is that there's no longer any sense or feeling of discovery when you enter system as the survey scanner does it all for you without so much as a click of a button. Kills exploration stone dead.

Dumbing down of Eve Online will result in it's destruction...

Anela Cistine
Royal Amarr Institute
Amarr Empire
#369 - 2014-03-22 23:02:50 UTC
Little Dragon Khamez wrote:
The biggest problem with the survey scanner is that there's no longer any sense or feeling of discovery when you enter system as the survey scanner does it all for you without so much as a click of a button. Kills exploration stone dead.


Hmm. If it kills exploration stone dead, there must be fewer people doing it now than were doing it a year ago, right? I wonder if that is the case.
Vladimir Norkoff
Income Redistribution Service
#370 - 2014-03-22 23:14:19 UTC
Anela Cistine wrote:
Hmm. If it kills exploration stone dead, there must be fewer people doing it now than were doing it a year ago, right? I wonder if that is the case.
Semantics. Exploring in the sense of "looking for the unknown" is effectively dead, since we know what it is out there before we even start looking. The activity itself however is more popular than it ever was, for the exact reason that it is so easy now. You already knew that of course, you're just being... a Goon.
Anela Cistine
Royal Amarr Institute
Amarr Empire
#371 - 2014-03-22 23:38:57 UTC
Vladimir Norkoff wrote:
Semantics. Exploring in the sense of "looking for the unknown" is effectively dead, since we know what it is out there before we even start looking. The activity itself however is more popular than it ever was, for the exact reason that it is so easy now. You already knew that of course, you're just being... a Goon.


Heh, yeah, you caught me. Smile Hyperbole makes me silly.

Honestly having exploration sites show up the moment you enter a system is a bit silly. I wouldn't object at all to having to drop probes in every system to see what is there. The one preset probe formation actually seems to exist for finding "is there anything in this system" and doesn't make much sense the way it works now. Does anyone even use that formation for anything now?

The only "elite" thing I really object to putting rats back in exploration sites. One of the complaints about loot spew is that it is a third mini-game and 3 mini games to get your loot is too many. Rats are also just another mini game standing between the explorer and their loot. When I tried exploration as a wee newbie years ago I didn't fit a combat capable ship, I used a fast ship, kited the rats out 200k away from the cans, then warped back to hack the cans, repeat as necessary. It was slow and boring and not a good mini game at all, much worse than loot spew.

Jeremiah Saken
The Fall of Leviathan
#372 - 2014-03-23 09:43:20 UTC
Quote:
The only "elite" thing I really object to putting rats back in exploration sites.


Removing rats for data and relic sites was a good thing. We can build fits for exploration only and focus on exploration. For those who want some fights there are combat sigs. It can be even hacking involved in combat sigs (hackable acceleration gates between rooms).

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Omnathious Deninard
University of Caille
Gallente Federation
#373 - 2014-03-23 12:09:02 UTC
Jeremiah Saken wrote:
Quote:
The only "elite" thing I really object to putting rats back in exploration sites.


Removing rats for data and relic sites was a good thing. We can build fits for exploration only and focus on exploration. For those who want some fights there are combat sigs. It can be even hacking involved in combat sigs (hackable acceleration gates between rooms).

Exploration encompasses more than just data and relic sites.

From a game play standpoint removing rats only ensured most explorers were ill prepared if a hostile ship entered the site.
From a lore perspective, removing rats from data sites makes no sense as they are still "active" sites with techinology that one should want to protect.

If you don't follow the rules, neither will I.

Anela Cistine
Royal Amarr Institute
Amarr Empire
#374 - 2014-03-23 18:37:07 UTC
Omnathious Deninard wrote:
Jeremiah Saken wrote:
Quote:
The only "elite" thing I really object to putting rats back in exploration sites.


Removing rats for data and relic sites was a good thing. We can build fits for exploration only and focus on exploration. For those who want some fights there are combat sigs. It can be even hacking involved in combat sigs (hackable acceleration gates between rooms).

Exploration encompasses more than just data and relic sites.

From a game play standpoint removing rats only ensured most explorers were ill prepared if a hostile ship entered the site.
From a lore perspective, removing rats from data sites makes no sense as they are still "active" sites with techinology that one should want to protect.


People choose how to fit their own ships. Having a choice to fly a combat capable ships, or a cloaky sneaky ship, or a relatively cheap disposable ship is good sandboxing. Everyone flying identical "optimal" ships is boring.


Data sites can go either way. In real life most telephone junction boxes, cell towers, or small data centers do not have armed guards. They are valuable, but protected only by locks. In the lore there are not an infinite number of rats, they can't be everywhere. Data sites may simply be automated systems that do not require armed guards.
dexington
Caldari Provisions
Caldari State
#375 - 2014-03-23 19:21:56 UTC  |  Edited by: dexington
Little Dragon Khamez wrote:
The biggest problem with the survey scanner is that there's no longer any sense or feeling of discovery when you enter system as the survey scanner does it all for you without so much as a click of a button. Kills exploration stone dead.


Most of the changes to exploration was okay, being able to detect signatures and anomalies without having to drop probes is fine. People was doing more or less the same with the old system and DSP, the only difference was they had a really good idea of what sites the signatures contained with a 1 probe system scan.

The old system gave players who a lot of skillpoints invested in scanning skills some unique advantages, removing DSP and adding the system scanner reduced the sp advantage of older players. That combined with removing T3 cruisers from 4/10 sites, i think was two of the better changes.

I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous.

Jeremiah Saken
The Fall of Leviathan
#376 - 2014-03-23 21:53:58 UTC
Quote:
From a game play standpoint removing rats only ensured most explorers were ill prepared if a hostile ship entered the site.


Please tell me how to fit my explo buzzard for both combat and exploration, because with full explo setup there only one high slot left for launcher. I don't think my future explo tengu will be good enough to fight with explorers hunters, maybe with rapids. From what i've learned so far if i get caught i'm dead. From PvP perspective its cat and mice game.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Vladimir Norkoff
Income Redistribution Service
#377 - 2014-03-23 22:13:30 UTC
Jeremiah Saken wrote:
Please tell me how to fit my explo buzzard for both combat and exploration...
Simple answer is you don't. When rats used to be in Hack/Relic sites (or Radar/Mag as they used to be known), nobody used CovOps for exploration. It was all about the Tengu back then... in the hoary old days of Exploration... when men were Men, and we would fight to take what we wanted... *strokes beard and takes a puff from his pipe*

Really though, bringing back rats on warp-in would be a fairly terrible idea.

Here's an idea... Make the sites use an "alarm system" where once it gets to a certain level, then NPC rats start showing up. Every time a ship warps into the site the alarm goes up a bit, every click in the mini-game the alarm increases (so doing it efficiently matters - game would still need some work though), every time an offensive module triggers (web, scram weapons, etc) the alarm goes up ALOT, etc. Just an idea. *shrug*


Jeremiah Saken
The Fall of Leviathan
#378 - 2014-03-23 23:33:24 UTC
Quote:

Here's an idea... Make the sites use an "alarm system" where once it gets to a certain level, then NPC rats start showing up. Every time a ship warps into the site the alarm goes up a bit, every click in the mini-game the alarm increases (so doing it efficiently matters - game would still need some work though), every time an offensive module triggers (web, scram weapons, etc) the alarm goes up ALOT, etc. Just an idea. *shrug*


...or "alarm subsystem" on hacking grid. You must find and hack or rats will spawn. Data sites only. Bobby trap on Archeo sites. Disarm "trap subsystem" on hacking grid or after sucessfull hacking (or not) can will explode with emp bomb and shut down ship for some time (like 1 min).

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Anela Cistine
Royal Amarr Institute
Amarr Empire
#379 - 2014-03-23 23:40:35 UTC
That would be okay if they removed the ability to scan containers before you hack them. Otherwise it would just lead to more jerks cherry picking the best cans and leaving the junk for the next guy. Jerks!
dexington
Caldari Provisions
Caldari State
#380 - 2014-03-24 00:16:11 UTC  |  Edited by: dexington
Anela Cistine wrote:
That would be okay if they removed the ability to scan containers before you hack them. Otherwise it would just lead to more jerks cherry picking the best cans and leaving the junk for the next guy. Jerks!


Don't really matter the sites have a despawn timer, that starts when you try to hack the containers. Forcing people to hack all the container, and blindly grab loot, would lower the income and most likely just kill that branch of exploration.

I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous.