These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: All That Is Gold Does Not Glitter - Data Sites, Expeditions

First post First post First post
Author
Jeremiah Saken
The Fall of Leviathan
#281 - 2014-10-28 07:09:17 UTC
Shiva Darksun wrote:
Yes but no.
Currently the loot table is completely screwed, some high difficulty can are literally empty while lower difficulty ones might give 90% of all loot value in a site. Unscannable cans would have to respect the rule of "harder means better". if not, then they should be scannable.

If harder means better what's the difference? Ppl will loot only high end cans even without cargo scanner. It's still cherrypicking. Now it's lottery, high end may have treasuries or not. There shouldn't be 100% loot in high end can - this would cause even bigger crash to the market and exploration.
Example: I've done 6 relics yesterday. Only one "ruins" per whole 6 sites contained worthable loot - 24mil, rest was crap (and i mean crap, like 30k Isk loot), yet i looted almost 100mil (i didn't took cargo scanner so i hacked all cans). It tooked more time, i traveled trough 3 regions, still earn decent cash.

Shiva Darksun wrote:
Or you could use this nice EVE in-game accessory called Notes?
Not the right answer, I know, but a workaround.

Try scanning 9 systems pipe. What is this? XV century cartography? Map and pencil?

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

Shiva Darksun
Viziam
Amarr Empire
#282 - 2014-10-28 15:16:37 UTC
Jeremiah Saken wrote:

If harder means better what's the difference? Ppl will loot only high end cans even without cargo scanner. It's still cherrypicking. Now it's lottery, high end may have treasuries or not. There shouldn't be 100% loot in high end can - this would cause even bigger crash to the market and exploration.

Then condition higher difficulty can "hackability" as possible only if lower cans have been hacked or exploded.
It takes about 15 seconds to double-fail a can and move to the next.
Probem solved.


Shiva Darksun wrote:
Or you could use this nice EVE in-game accessory called Notes?
Not the right answer, I know, but a workaround.

Try scanning 9 systems pipe. What is this? XV century cartography? Map and pencil? [/quote]
It kind of is. I scan 10-15 systems on a daily basis and the WHs give me headaches, too. I would prefer splitting the scanner into 3 sections: Anoms, WH sigs and Other sigs - now THAT would be awesome!
Quartermaster Wild
Caldari Provisions
Caldari State
#283 - 2014-10-28 23:16:17 UTC
CCP RedDawn wrote:
Another tiny update:

The volume of all Datacores has also been lowered from 1.0m3 to 0.1m3.


Nice! here's hoping for more fluidity as more explorers begin to run data sites instead of focussing purely on relics.
WhyYouHeffToBeMad IsOnlyGame
#284 - 2014-10-29 06:22:42 UTC
CCP Affinity wrote:
Looking at boss loot tables today - reducing the % chance of a 0 loot drop

GASP!

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Jeremiah Saken
The Fall of Leviathan
#285 - 2014-10-29 07:06:01 UTC
Shiva Darksun wrote:
Then condition higher difficulty can "hackability" as possible only if lower cans have been hacked or exploded.
It takes about 15 seconds to double-fail a can and move to the next.
Probem solved.

No it's not. You force ppl to do sites in can difficulty order. I'm an explorer not soldier in Kaiser's Wilhelm army. Even so 100% loot in harderst would crash market.
Take a crystal quarry for example. 7 cans, 3 of them are highest ("ruins"). Cherrypicker would destroy "lower" cans and hack "good" ones. Sure we won't see cherrypicked sites but with 100% loot market would crash.

What we could have: no possibility to 100% drop (we have it now) and no scanability (we may have it). So we must hack to see what's inside AND we could have no clue how hard is the can we currently want to hack (there would be no label on overview, no "ruin", "remain" etc.). So like in above example, crystal quarry could have 7 cans without labels (there will be 3 ruins, 3 remains, and 1 rubble ofc but we would just see 7 same cans on overview, visual is not the ID). You want the loot? Go find it. Cherrypicking solved.

There was a devblog how they see exploration (few years ago). It started with odyssey and going into good direction, just need a bit polishing (a bit more in few places).

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

Damjan Fox
Fox Industries and Exploration
#286 - 2014-10-29 11:24:35 UTC
Quote:
What we could have: no possibility to 100% drop (we have it now) and no scanability (we may have it). So we must hack to see what's inside AND we could have no clue how hard is the can we currently want to hack (there would be no label on overview, no "ruin", "remain" etc.). So like in above example, crystal quarry could have 7 cans without labels (there will be 3 ruins, 3 remains, and 1 rubble ofc but we would just see 7 same cans on overview, visual is not the ID). You want the loot? Go find it. Cherrypicking solved.


I like that idea. But removing labels in the overview and making the cans unscannable won't help, if you don't randomize the layout of the site. People could just remember the layout and what cans are the hardest/easiest ...
Jeremiah Saken
The Fall of Leviathan
#287 - 2014-10-29 12:08:37 UTC
Damjan Fox wrote:
I like that idea. But removing labels in the overview and making the cans unscannable won't help, if you don't randomize the layout of the site. People could just remember the layout and what cans are the hardest/easiest ...

Agree. We could use some randomize system for cans location on site grid or randomize content of the cans within current locations.
for example can is looking like databank but content and defensive systems are like in com tower. You'll never now until you start hacking (btw this may need to change hacking grid too...).
I'm no programmer i have no idea how much effort/time this would need.
Btw randomize cans location woulde be really great change. I have flypath for the sites already, it's becoming mechanical. Grind.

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

Shiva Darksun
Viziam
Amarr Empire
#288 - 2014-10-29 18:13:47 UTC
Jeremiah Saken wrote:
Shiva Darksun wrote:
Then condition higher difficulty can "hackability" as possible only if lower cans have been hacked or exploded.
It takes about 15 seconds to double-fail a can and move to the next.
Probem solved.

No it's not. You force ppl to do sites in can difficulty order. I'm an explorer not soldier in Kaiser's Wilhelm army. Even so 100% loot in harderst would crash market.
Take a crystal quarry for example. 7 cans, 3 of them are highest ("ruins"). Cherrypicker would destroy "lower" cans and hack "good" ones. Sure we won't see cherrypicked sites but with 100% loot market would crash.

What we could have: no possibility to 100% drop (we have it now) and no scanability (we may have it). So we must hack to see what's inside AND we could have no clue how hard is the can we currently want to hack (there would be no label on overview, no "ruin", "remain" etc.). So like in above example, crystal quarry could have 7 cans without labels (there will be 3 ruins, 3 remains, and 1 rubble ofc but we would just see 7 same cans on overview, visual is not the ID). You want the loot? Go find it. Cherrypicking solved.

There was a devblog how they see exploration (few years ago). It started with odyssey and going into good direction, just need a bit polishing (a bit more in few places).


I never said "100% loot drop". Maybe I didn't convey the proper message across, I apologize.
What I meant was:
"out of the X ISK yield of a site, the majority should be located in the higher difficulty containers".

In your example, if there are 7 cans and 3 of them are ruins, the 3 ruins should hold 60% of all ISK you can get from the site. By destroying lower end cans you would blow away 40% of the yield, but at the same time that 40% might be concentrated into one valuable item while the other 60% might take a shitload of cubic meters, in the end being up to you how you want to play it.
Of course, that "X" could be "a lot" or "very little". But you'd be able to infer the total value of a site by doing a couple lower difficulty cans and seeing how much did you get from it
The problem I have with "unscannable cans" is that you spend effort opening a high difficulty can which gives you 1 Carbon (or nothing), which results in disappointment, or simply put, unfun and counterintuitive.
Higher difficulty should translate into higher rewards, it's an expectation that's common sense.

With that being said, I have absolutely no problem with encountering cherry picked sites. I'm even kind enough to crash-hack the remaining cans and make the site despawn.
Jeremiah Saken
The Fall of Leviathan
#289 - 2014-10-29 19:59:09 UTC
Shiva Darksun wrote:
With that being said, I have absolutely no problem with encountering cherry picked sites. I'm even kind enough to crash-hack the remaining cans and make the site despawn.

Good for you, most of the explorers do see the problem here, and i mean explorers not " i do few sites at saturday because i'm bored".

Shiva Darksun wrote:
In your example, if there are 7 cans and 3 of them are ruins, the 3 ruins should hold 60% of all ISK you can get from the site. By destroying lower end cans you would blow away 40% of the yield, but at the same time that 40% might be concentrated into one valuable item while the other 60% might take a shitload of cubic meters, in the end being up to you how you want to play it.
Of course, that "X" could be "a lot" or "very little". But you'd be able to infer the total value of a site by doing a couple lower difficulty cans and seeing how much did you get from it
The problem I have with "unscannable cans" is that you spend effort opening a high difficulty can which gives you 1 Carbon (or nothing), which results in disappointment, or simply put, unfun and counterintuitive.
Higher difficulty should translate into higher rewards, it's an expectation that's common sense.

Problem is, you want a steady income with wrong part of the game. Percenteges? Really? Cubic meters? Hardest can are not what you describe - hard to do. It's just matter of time, few seconds more on grid + luck. Can be done even in T1 frig with T1 module. Show me activity that may grant such income with so few skills and cheap equipment + time spend. What the fun of openning "hardest" just to see the most value items being flodded the market. Because what you described would obviously destroyed it and loot tables (have you been here after odyssey? it was cataclysm). Adding loot helps as much as printing more money just because we poor.
You want simple, predictable grind.
Ruins contained carbon? Fubar. Better luck next time.Sites in null may give you 10 to 50 mil + ISK from BPCs, depends on luck. one day you'll loot 20 mil, the other 300mil. Hardest system core should indicate what might be not what should be inside. It's luck based activity. Unpredictable (it should be at least).
Exploration has many flaws, carbon in hardest cans is not the issiue here.

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

45thtiger 0109
Pan-Intergalatic Business Community
#290 - 2014-10-29 22:42:02 UTC
Shiva Darksun wrote:
Jeremiah Saken wrote:
Shiva Darksun wrote:
Then condition higher difficulty can "hackability" as possible only if lower cans have been hacked or exploded.
It takes about 15 seconds to double-fail a can and move to the next.
Probem solved.

No it's not. You force ppl to do sites in can difficulty order. I'm an explorer not soldier in Kaiser's Wilhelm army. Even so 100% loot in harderst would crash market.
Take a crystal quarry for example. 7 cans, 3 of them are highest ("ruins"). Cherrypicker would destroy "lower" cans and hack "good" ones. Sure we won't see cherrypicked sites but with 100% loot market would crash.

What we could have: no possibility to 100% drop (we have it now) and no scanability (we may have it). So we must hack to see what's inside AND we could have no clue how hard is the can we currently want to hack (there would be no label on overview, no "ruin", "remain" etc.). So like in above example, crystal quarry could have 7 cans without labels (there will be 3 ruins, 3 remains, and 1 rubble ofc but we would just see 7 same cans on overview, visual is not the ID). You want the loot? Go find it. Cherrypicking solved.

There was a devblog how they see exploration (few years ago). It started with odyssey and going into good direction, just need a bit polishing (a bit more in few places).


I never said "100% loot drop". Maybe I didn't convey the proper message across, I apologize.
What I meant was:
"out of the X ISK yield of a site, the majority should be located in the higher difficulty containers".

In your example, if there are 7 cans and 3 of them are ruins, the 3 ruins should hold 60% of all ISK you can get from the site. By destroying lower end cans you would blow away 40% of the yield, but at the same time that 40% might be concentrated into one valuable item while the other 60% might take a shitload of cubic meters, in the end being up to you how you want to play it.
Of course, that "X" could be "a lot" or "very little". But you'd be able to infer the total value of a site by doing a couple lower difficulty cans and seeing how much did you get from it
The problem I have with "unscannable cans" is that you spend effort opening a high difficulty can which gives you 1 Carbon (or nothing), which results in disappointment, or simply put, unfun and counterintuitive.
Higher difficulty should translate into higher rewards, it's an expectation that's common sense.

With that being said, I have absolutely no problem with encountering cherry picked sites. I'm even kind enough to crash-hack the remaining cans and make the site despawn.


X marks the spot. That is what she said lolP

**You Have to take the good with the bad and the bad with the good.

Welcome to EvE OnLiNe**

Shiva Darksun
Viziam
Amarr Empire
#291 - 2014-10-30 15:28:45 UTC
Let's agree to disagree.
I'm happy with exploration in general, cherrypicked sites are part of the game (sometimes you get the shaft), the only thing I'm not happy with is the total randomization making the difference between a harder can and an easier can useless. Why even have various can difficulties, in this case? As it is right now, there's no point to them.

Good for you if you can do a ruin with T1+T1, you're an expert. As such, most people aren't, and they represent a majority. I'm also seeing things from their perspective and try to help make the game tailored for them too, not just the few "31337" d00ds.
Jeremiah Saken
The Fall of Leviathan
#292 - 2014-10-30 17:24:54 UTC  |  Edited by: Jeremiah Saken
Shiva Darksun wrote:
Good for you if you can do a ruin with T1+T1, you're an expert. As such, most people aren't, and they represent a majority. I'm also seeing things from their perspective and try to help make the game tailored for them too, not just the few "31337" d00ds.

Didn't say i do sites in T1 frig, i said it's possible. I'm seeing ppl doing the sites in them. In null, which is sick from whole risk/reward perspective. No skills, cheap hulls and you want to buff it even more. This discussion is going nowhere. I'm doing non combat exploration as my main activity in EvE, been there since start of odyssey. I have no idea what is your experience with it (very poor, judging from your posts), please stop pretend to be the "voice of explorers", you didn't pull expected isk from can and now you whine it's unfair. You want easy, stable income? Do L4's. You share what perspective with whom? People who want easy money? Please for the love of smiling budda learn what is inflation before you post such nonseses as put more loot anywhere. Exploration is upredictable now, which is good. It's good mechanism to prevent market crash with loot from them. if loot was stable i'll give sites a month. Don't like it? Don't do it. You can always disagree. I was disagreeing with loot spew and time told i was right, maybe if you wrote good counter arguments almighty devs will hear you and will change the exploration the way you want it.

If i find the blog i will link it. Generally devs follow the path wrote there.
Rewards from sites shouldn't be stable, more like isk spikes according to blog. Many sites with low profit to one with good ISK. Ppl complaning data\relics don't drop as much as preodyssey, what do they expect? It's easy peasy now. Unless they scale it a bit it will stay in that state.

Edit: grammar is hard

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

Lady Rift
His Majesty's Privateers
#293 - 2014-10-30 17:31:09 UTC  |  Edited by: Lady Rift
Make can unscanable. The worst thing about cherry picked sites is they don't despawn and show up else where and thats just annoying.

And yes its possible to run the hardest site with lv1 skill in a t1 ship with t1 mod, it is just luck that won't last long. Run 100 cans and see how many you do successfully at that level of skill.

The module is what matters t1 ship t2 mod is better in my opinion than t2 ship and t1 mod. Plus implants make more than the difference for than t1-t2 ship does.
Lady Rift
His Majesty's Privateers
#294 - 2014-10-30 17:37:50 UTC
Shiva Darksun wrote:
Let's agree to disagree.
I'm happy with exploration in general, cherrypicked sites are part of the game (sometimes you get the shaft), the only thing I'm not happy with is the total randomization making the difference between a harder can and an easier can useless. Why even have various can difficulties, in this case? As it is right now, there's no point to them.

Good for you if you can do a ruin with T1+T1, you're an expert. As such, most people aren't, and they represent a majority. I'm also seeing things from their perspective and try to help make the game tailored for them too, not just the few "31337" d00ds.



I like the differences in can difficulties because it adds to the game and isn't all the same. some times you get lucky and the value is in the easier can sometimes not, its not that big of a thing.
Ransu Asanari
Perkone
Caldari State
#295 - 2014-10-30 19:55:10 UTC  |  Edited by: Ransu Asanari
I've argued in the past that cherrypicking and leaving an unfinished site can be used as an "offensive action" to deny an opponent ISK, by keeping new sites from respawning via leaving a can up. This is especially true if you are daytripping and doing sites in hostile space.

The point I think is, right now there is no risk or penalty for doing this - you can cargo scan the can, and just leave it if it's empty. There's also nothing stopping lazy blues from picking the most expensive can, and leaving the rest. Popping empty cans to make the site despawn is more of a courtesy when you're doing it around your own space.

If we remove the ability to cargo scan, and rebalance the loot slightly across the site (I like the 60/40 ratio mentioned above), then it's still possible for you to leave cans, but you have to give up on potential unknown loot to do it.

Also if someone could correct me - I thought there was a change made in the last few patches, that the exploration sites would despawn faster once they were warped to, and create new ones if they weren't completed - I can't seem to find a change discussion on that :citation needed:
Shiva Darksun
Viziam
Amarr Empire
#296 - 2014-10-30 21:51:42 UTC
Jeremiah Saken wrote:
stuff


No need for personal attacks, but hey, if that's your thing, then fine.
Jeremiah Saken
The Fall of Leviathan
#297 - 2014-10-30 22:36:30 UTC  |  Edited by: Jeremiah Saken
Shiva Darksun wrote:
No need for personal attacks, but hey, if that's your thing, then fine.

Sorry was not my intention. I'm just alergic to "give me moar loot". You said:
Quote:
As such, most people aren't, and they represent a majority. I'm also seeing things from their perspective and try to help make the game tailored for them too, not just the few "31337" d00ds.

Have you consider pvper perspective and cargo scanner ability? Because there's little to non. Players supposed to be rats on sites, how camper can catch anything with 70 km range module? Its not all about loot and how poor explorers are with it. This is much more complex.
I love to have opportunity to do things differently in this game but with cargo scanning i'm saying: no, not a good thing, makes things way too easy.

Ransu Asanari wrote:
If we remove the ability to cargo scan, and rebalance the loot slightly across the site (I like the 60/40 ratio mentioned above), then it's still possible for you to leave cans, but you have to give up on potential unknown loot to do it.

Contradiction. if i loot 12 mil from ruins in relic site i will exactly know what left in remaing cans (because 60/40 rule, or whatever it would be).

Guys you don't see the point with loot here. It's a drops, just like in missions. You may be lucky with loot and salvage or not. I'm looting from 10 to 25 mil from AE. Same applay here. Example from tonight:
i did 3 sites,
-first started lame (fist can: carbon) but then on second can loot fairy was generous (27 mil!!!) + some loot from lowers;
-second 3 cans with splendid loot plus some lower ISK but still worth lower level cans, so almost 50 mil;
-third completly failure not even 10 mil.

Edit: didn't found the link but found some notes how exploration should look like, one of it was (2011):

"Chance-based income

Particularly for more mystery-oriented exploration, but to a lesser extent for the other sort as well, income should be more hit-and-miss - large periods of relatively low income can be balanced out with the occasional jackpot. This provides more possible variations in gameplay motivation without ruining exploration's financial competitiveness, and works thematically and in terms of the sort of players we want to attract with "exploration."

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

Amarisen Gream
The.Kin.of.Jupiter
#298 - 2014-11-03 18:26:34 UTC
TL:DR

Just wondering if there is an increase in expeditions from running Null anomalies?

I normally farm these to make my isk. Just wondering if they also spawn expeditions faster/more often than they use to!

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Hamish McRothimay
Norse Complex Inc
#299 - 2014-11-03 22:39:17 UTC
Lady Rift wrote:
Make can unscanable. The worst thing about cherry picked sites is they don't despawn and show up else where and thats just annoying.

And yes its possible to run the hardest site with lv1 skill in a t1 ship with t1 mod, it is just luck that won't last long. Run 100 cans and see how many you do successfully at that level of skill.

The module is what matters t1 ship t2 mod is better in my opinion than t2 ship and t1 mod. Plus implants make more than the difference for than t1-t2 ship does.



Do we know how long these sites will hang around in WH space before they despawn ?

Do the WH exploration sites count towards the pool of sites scattered around Null - i.e. will there be fewer in Null because they now appear in WH Space
Lady Rift
His Majesty's Privateers
#300 - 2014-11-04 15:40:45 UTC
Hamish McRothimay wrote:
Lady Rift wrote:
Make can unscanable. The worst thing about cherry picked sites is they don't despawn and show up else where and thats just annoying.

And yes its possible to run the hardest site with lv1 skill in a t1 ship with t1 mod, it is just luck that won't last long. Run 100 cans and see how many you do successfully at that level of skill.

The module is what matters t1 ship t2 mod is better in my opinion than t2 ship and t1 mod. Plus implants make more than the difference for than t1-t2 ship does.



Do we know how long these sites will hang around in WH space before they despawn ?

Do the WH exploration sites count towards the pool of sites scattered around Null - i.e. will there be fewer in Null because they now appear in WH Space



was under the impression that it was more region based so it wouldn't change the distribution but I could be wrong on that as I dont know where my info of it being region based comes from.