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Exploration Relic / Data site post Kronos

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Author
Kaliska Ostus
Tritanium Industries and Technology
Goonswarm Federation
#41 - 2014-06-14 02:09:50 UTC
+1 from me (but not the cherry picking...I do it all, just so it spawns quicker)
Tauranon
Weeesearch
CAStabouts
#42 - 2014-06-14 06:09:26 UTC  |  Edited by: Tauranon
Tzar Sinak wrote:
I

I can live with sites that are so easy I now use an interceptor to explore null sec without the scanning modules and only one probe strength rig. I can live with the hacking exercise only because I thought it would be applied to other player owned structures a careful explorer can hack into and steal from. I hated the loot spew for all the usual reasons and I am glad it is gone. I can even live with the rat removal although now with the introduction of mobile depots I think rats need to be reintroduced. What I find the most disappointing about the entire exploration revamp is that it does not accommodate those of us that want good skills and want difficulty and want depth of play.



Run combat sites.

I have an alt in cas, and they were discussing "baby killing" or killing new players, and I mentioned that I'd killed one of the convo participants in Vale. She'd gone through a WH, grabbed 3 relics, then gone back through it again the next morning and got caught in a site by my taranis.

In the end she'd grabbed 80m of loot in 40 minutes with an imicus, then got a little greedy and come back the next day for more. Put rats in the sites and you can forget new players going to deep null and making (relative to their highsec earning potential) big isks with frigates, and you can forget about the players playing the monster, both of which are obvious design goals of the current system, and obvious successes that I can only congratulate CCP on achieving.

All that will happen if rats are put in, is that there will only be cloaky tengus, and there will be no combat between players, and new players will return being more frightened of null than they are greedy for the rewards.
Tzar Sinak
Mythic Heights
#43 - 2014-06-14 06:59:11 UTC
Tauranon wrote:


Run combat sites.



Yup. I run them up to and including 10/10s.

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CCP Bayesian
#44 - 2014-06-14 08:09:11 UTC  |  Edited by: CCP Bayesian
toran Estemaire wrote:
since Post patch i have done about 100 relic sites and there is definitely something wrong i woulds really like CCP to confirm the math behind the the 30%(or so they say) cut

I assumed that what was going happen was a 30% cut to stack sizes or to the % either a 10 stack becomes 7 or you have a 30% less chance of getting so i.e a 7% chance of 15 power circuits instead of a 10% chance

What i think has happened is that have nerfed the loot by 30%(or more?) and then on top of that they have nerfed the amount of stacks,before the patch i would say the average is about 6-7 stacks in a can very rarely only 1 and sometimes as high as 10+ ,but now its seems that 2-3 is the average and 6+ is the rare top end with 1 now being fairly common


In Odyssey we doubled the frequency of drops. In Kronos we made the frequency of drops 70% of the value they were in Odyssey. The amount of items of any type that might drop was left unchanged. We actually left blueprint drops doubled.

So in pre-Odyssey terms in Kronos there is on average more items per site but more explorers so more sites being run and more items being sold so the value of each item is less. If you were about exploring post-Odyssey you'll remember values for exploration items dropped off a cliff after the expansion.

Hacking attempts have gone up from around 65k a day to just over 100k a day at the moment. So there are quite a few more people out exploring just now.

ETA: Loot table balance in general for exploration is something we definitely need to look at.

EVE Software Engineer Team Space Glitter

Ventro69
61 Mech.
#45 - 2014-06-14 11:24:25 UTC
CCP Bayesian wrote:


Hacking attempts have gone up from around 65k a day to just over 100k a day at the moment. So there are quite a few more people out exploring just now..


Just people who were excited to see if the new version of this would be better. They will soon find that it's more broken now and give up/go back to belt ratting.

Check the same stat next Friday What?

Ventro69: There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die.

Orovana
Infinity Works
#46 - 2014-06-14 12:50:42 UTC
CCP Bayesian wrote:
ETA: Loot table balance in general for exploration is something we definitely need to look at.


Well to be perfectly honest there is nothing that you can do to balance the loot from relic and data sites aside from completely changing the meta of the game, e.g. re-balancing the ships in such way that the player driven prices of the items dropped from those sites become equal in value. As we stands some ships are more preferred than others so they are in greater demand and the materials linked to their production are more expensive.

If you add more items the prices will drop in few weeks and if you remove some the prices will go up. So it is all the same in the end.

What really annoys the players is that way to often so called TOP tier cans in explorations are empty or have a single piece of carbon or something equally worthless. This is something that you can work on most definitely. I can easily accept that say "rubble" can is empty been the lowest tier, but i really get annoyed when i scan "ruins" and see nothing in them. I had a case today where I found a site with 4 "Ruins" in them. Imagine my disappointment when 2 of those had combined loot of 1 carbon.

Also you can ensure that everything that is in those cans is worth looting considering that usually those sites are run with ships that have limited cargo space. Even the Stratios has only 550m3 for looting. And for explorers that are not in high-sec where there is station in every system having to loot 200-300 of interface materials is not worth it even if some of those have a nice price. So you can consider lowering the volume of those.

And ofc lets not forget about the BPC 90% of witch are not worth looting. Say i am looting the new modules BPCs in hope that you decide one day to add t2 versions and we are to invent from those. But for now they are barely worth the effort and good bless that they have almost no volume Smile

I hope we will see some positive changes on those fronts sooner than later )
Baron Chauman
Aliastra
Gallente Federation
#47 - 2014-06-14 15:48:20 UTC  |  Edited by: Baron Chauman
Tzar Sinak wrote:
I understand why that all changed with Odyssey BUT to accommodate those that choose to make exploration a profession they forgot to add something important to the lowered entry level: A class of exploration site(s) that is DIFFICULT to find and a loot table expansion to support it.


Yes. You could introduce new sites that are more difficult to scan down, or that require some more complicated minigame to even enter the site, with more loot to compensate of course. Or heck, even annoying random crap like the loot spew that was apparently quite effective at scaring many people away from it.

For those of us who liked to put down the effort to specialise in what used to be a niche pre-odyssey and make our isk from that, it's a pointless activity now unless you enjoy shooting newbies in scan frigates (though I enjoy that too).
Valterra Craven
#48 - 2014-06-14 16:07:27 UTC
CCP Bayesian wrote:


ETA: Loot table balance in general for exploration is something we definitely need to look at.


Ya think? I literally found one un-hacked date site that had 3 containers... all of them were empty.
HeXxploiT
Doomheim
#49 - 2014-06-14 20:21:28 UTC  |  Edited by: HeXxploiT
Happy to be running these again. I don't really notice a big difference in the loot. They seem to go buy quicker now though so I can run more of them and there are definitely more people willing to run them now post loot spew. They are a low risk activity so I think it fits fine with CCP's philosophy that they don't pay much. Good to see so many more people involved in these now though. I think the balance is playing out nicely.
Eryx Vanguard
Crawlers In Space
Intaki-Business Logistics Union
#50 - 2014-06-15 04:12:27 UTC  |  Edited by: Eryx Vanguard
Im totally outraged by this crap.

In null i used to make about 30-50m per relic site in the -0.2 space, I just went from Amarr, all the way to the south east border of the entire universe through null doing every single relic and data site i found, losing maybe a total of 5% of the hardest cans to double failures, and at the edge of space after having complete near 20 sites i was sitting with 60m loot ... the data sites used to seem crap but the relic sites made up for it.

I say return that god awful scatter mechanic and with it restore the loot balance we used to have. I do not care about a little cargo hold option and losing a few cans over 90% of my damn profits.

I would actually like to be reimbursed the damn isk i should have for the time / risk / effort i put into that whole journey. But shoot me in the face if that ever happens.
Eryx Vanguard
Crawlers In Space
Intaki-Business Logistics Union
#51 - 2014-06-15 04:27:39 UTC
CCP Bayesian wrote:
In Kronos we made the frequency of drops 70% of the value they were in Odyssey. The amount of items of any type that might drop was left unchanged. We actually left blueprint drops doubled.

So in pre-Odyssey terms in Kronos there is on average more items per site but more explorers so more sites being run and more items being sold so the value of each item is less.



That might be true to a certain extent right now ... but im pretty damn sure it didnt change the 40m to 50m rewards into the 20k rewards we are seeing right now. I think you guys have just screwed up somewhere, and need to go fix whatever mistake you made pretty damn soon before a piece of the player base that depends on anomalies for PLEX dies off.
James Lawsone
Republic Military School
Minmatar Republic
#52 - 2014-06-15 09:18:59 UTC
People come to write a petition, it's not normal for a person to learn hacking to lvl 5 and all probed skill at lvl 5 + - and probing in 0 space, to earn a 20-30 M per hour while lidid what benefits the hig sec have the same price and costs just mindlessly place and benefits.
It is unfair.

Therefore, through this link will take you to a website where you could leave your voice to the petition.

https://forums.eveonline.com/default.aspx?g=posts&m=4711714#post4711714

(translator)
Rayzilla Zaraki
Yin Jian Enterprises
#53 - 2014-06-15 11:07:37 UTC
I finally had a chance to run some data and relic sites and enjoyed it. I like the exploring and the mini-game but HATED loot spew. "Congratulations! You won the mini-game, now here's a chance to lose your prizes!"

You have to realize that the market in EVE is a living thing and it will swing wildly. The loot you get may be worth less now, but so will the things that the loot is used to make. Its all relative.

For mgself, I am just glad exploration is enjoyable again.

Gate campers are just Carebears with anger issues.

Toddfish
Multiplex Gaming
Tactical Narcotics Team
#54 - 2014-06-15 19:05:27 UTC  |  Edited by: Toddfish
Right now I feel there is an issue with the way sites despawn. In the past if a can was hacked a timer would start for despawn. I'm guessing now that's not the case.

Also, before the patch I'd go into sites and occasionally see empty (on the overview) hacking cans... this meant that someone had hacked the can previously. Now, I don't see that, but rather find cans that are empty or only contain small amounts of non-valuable materials. My guess is that these cans had been hacked before (would have been empty on the overview), but since they display in an identical manner to an un-hacked site it's impossible to tell. Maybe there needs to be a difference between an un-hacked, hacked but still containing items, and empty cans?

CCP Bayesian wrote:
ETA: Loot table balance in general for exploration is something we definitely need to look at.

Increased variation in skill books and BPCs would be nice. My preference would be a form of loot that would be independent of current markets, similar to what was done with the Guristas Data Sequences from the Mordu's Legion sites or like the overseer effects in DED sites. This would be a way to set a "base value" for sites, without messing with the supply/demand for current market items... and potentially crashing values due to increased drops.

Tauranon wrote:
I have an alt in cas, and they were discussing "baby killing" or killing new players, and I mentioned that I'd killed one of the convo participants in Vale. She'd gone through a WH, grabbed 3 relics, then gone back through it again the next morning and got caught in a site by my taranis.

In the end she'd grabbed 80m of loot in 40 minutes with an imicus, then got a little greedy and come back the next day for more. Put rats in the sites and you can forget new players going to deep null and making (relative to their highsec earning potential) big isks with frigates, and you can forget about the players playing the monster, both of which are obvious design goals of the current system, and obvious successes that I can only congratulate CCP on achieving.

All that will happen if rats are put in, is that there will only be cloaky tengus, and there will be no combat between players, and new players will return being more frightened of null than they are greedy for the rewards.

This is why I think there should be several tiers of data/relic sites. Have sites without rats for those in frigs and cov ops ships. Encourage people, as you described, to explore in null for big rewards.

One of my hopes for tiered sites would be to encourage people, especially who would normally fly frigs and cov ops, to eventually move-up to larger ships (Sisters, T3, etc.) to get the increased rewards provided in the more difficult sites. In turn, this will result in increased time when they are vulnerable (fighting rats) as well as increased risk moving around (even if many would be covert/nullified).
Tauranon
Weeesearch
CAStabouts
#55 - 2014-06-16 00:06:23 UTC
Toddfish wrote:


One of my hopes for tiered sites would be to encourage people, especially who would normally fly frigs and cov ops, to eventually move-up to larger ships (Sisters, T3, etc.) to get the increased rewards provided in the more difficult sites. In turn, this will result in increased time when they are vulnerable (fighting rats) as well as increased risk moving around (even if many would be covert/nullified).


In serpentis lowsec that I used to live in, and in the gurista nullsec I live in now there are combat ladars. Chemical labs in lowsec. H-PA crew, Digital Plexus here in Vale. Both offer rat-and-hack with drug bpcs that are reasonably valuable and the Digitals also offer neurotoxin books, which makes those encounters routinely a 300m+ loot haul. In different regions there are different H-PAs and different digitals, in different regions in lowsec there are different encounters too.

Everywhere there are combat sites for using combat ships without hacking. if you scanned 50 sites whilst relic farming, you should have a good idea what location to fly a stratios to find a combat site nobody is doing.

There are also wormholes, which also offer rat-and-hack in about 20 different levels of difficulty.

ie every possible tiering of site pretty much exists imo, and the failing is more in the "didn't actually explore enough" category on the part of some "explorers".

In fact the only thing that I would say that is poorly thought out about exploration is that some ded 6s (other than gurista) either don't exist (unrated reliable escalating in their stead) or are stupidly hard, so don't really offer much traction for someone who spent a day exploring a null region and then decided to fly a stratios to that system nobody was in to do a combat site they spotted from their frigate. That only really works for gurista at the moment.

Toddfish
Multiplex Gaming
Tactical Narcotics Team
#56 - 2014-06-16 02:47:16 UTC
Tauranon wrote:
Everywhere there are combat sites for using combat ships without hacking. if you scanned 50 sites whilst relic farming, you should have a good idea what location to fly a stratios to find a combat site nobody is doing.

Yes, there are lots of options for those who want to shoot at crosses. I think it would be fun to have sites with similar combat difficulties, but also require hacking skills to receive the loot.

Tauranon wrote:
ie every possible tiering of site pretty much exists imo, and the failing is more in the "didn't actually explore enough" category on the part of some "explorers".

I've not really considered the WH data/relic sites when I think about exploration sites... You make strong points there.
Tauranon
Weeesearch
CAStabouts
#57 - 2014-06-16 04:57:36 UTC
Toddfish wrote:
EI think it would be fun to have sites with similar combat difficulties, but also require hacking skills to receive the loot.


digital plexus, H-PA crew in my region do exactly that. There are even neut towers in the H-PA if that floats your boat. The good news is if you go to a different region, you'll get to hunt a different type of digital encounter and a different H-PA.

Toddfish
Multiplex Gaming
Tactical Narcotics Team
#58 - 2014-06-16 20:04:54 UTC
Tauranon wrote:
digital plexus, H-PA crew in my region do exactly that. There are even neut towers in the H-PA if that floats your boat. The good news is if you go to a different region, you'll get to hunt a different type of digital encounter and a different H-PA.

I will have to actually check those out... I find them from time to time, but haven't run them. I was a bit jaded by the Digital Plexus due to the "40-50 Guristas" (which my exploration ship has no chance to tank - I guess that shows what sort of "explorer" I am Cry)). I've not tried refitting to something like my DED ship, but will do that the next time I scan one down. I figured the H-PA sites were gas sites, which I've found my exploration ship to really dislike... guess I need to step into the "unknown" (at least to me) and explore more!
Joey Judas
Federal Navy Academy
Gallente Federation
#59 - 2014-06-17 07:14:01 UTC
Sasquatch28 wrote:
I say bring back the old mag and radar sites with rats in them


This tbh, the exploration game now is just a charge for the loot. No forward planning is needed, it is really no risk at all and quite possibly sums up Eve gameplay at this very point, dumb and easily automated - watching a member of a certain alliance ferrying his numerous similarly named Astrero alts thru a WH the other day made me Roll at it all....
Sara Tosa
School of Applied Knowledge
Caldari State
#60 - 2014-06-17 07:57:10 UTC
its just me or during last dc they increased the general number of sites by a lot?