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3/10 "Rogue Drone Asteroid Infestation" Revamp

Author
Don Alfredo
Peda Electronic Devices and Androids
#1 - 2015-07-23 07:14:18 UTC
Hello!

In this post I will summarize my ideas for a revamp of the 3/10 "Rogue Drone Asteroid Infestation" cosmic signature.
The goal is to add some challenge and worth to this site, as it currently is very unrewarding and untypically easy for a 3/10.

My concept includes a 3-room complex where each room features a selection of real enemies (instead of the minor threats which currently are to be found).

Room 1:

Environment is an asteroid field, featuring 5 large Veldspar asteroids with the typical rock debris fields around them. Maybe some abandoned drills or other desolate equipment, a hollow asteroid would be nice too for ambience. A spatial rift acts as acceleration gate to the next room.

Enemies:
4 Frigates spread out around each of the 5 Veldspar asteroids, so 20 frigs total
1 Destroyer Rogue Drone Mining Foreman (Foredrone?) (T2 salvage, 5th tier OPE, Rift Keycard - spent after use)

The Enemies must all be killed to access the rift and the 1 time use Rift Keycard must be in cargo.

Room 2:

Environment of the current 2nd room can be recycled. Remove the two containers and instead add a Hauler spawn. The gate is replaced by a Spatial Rift again.

Enemies:

5 Frigates near the warp-in point
15 Destroyers near the large asteroids
1 Cruiser Overseer Mineral Hauler (T2 salvage, 7th tier OPE, 10k units of a random mineral, Rift Keycard - spent after use)

The Enemies must all be killed to access the rift and the 1 time use Rift Keycard must be in cargo.

Room 3:

Environment of the current 3rd room can be recycled, the warp-in point should be a bit further away. Remove the Scratched Cask loot container and replace it with a Cruiser overseer. The remaining containers can be kept for flavor, each dropping a few random minerals or drone goo.

Enemies:
10 Frigates
15 Destroyers in 3 groups
5 Cruisers
1 Cruiser Drone Replicator Overseer Spawn (T2 salvage, 8th tier OPE, a bunch of the drone liquid/cable/cerebral items, Chance for drone faction loot, small chance for the 46-x or 43-x nexus chips, always drops 50 metal scrap and 1-4 T1 drones). Attacking the Overseer aggroes all.

The entire site despawns 20 minutes after killing the overseer in the first room or upon completion. Since the keycards are single-use, there is no warping-out-and-in-again and the site despawning prevents unaccessible sites from remaining in the signature list.

Overall I think this would make the signature more interesting and more rewarding. I'm not sure about the loot balance, it might be too much in the final spawn. Any thoughts, likes, dislikes, additions?
Thanks for reading!
wopolusa
Anti-Nub Incorporated
Centipede Caliphate.
#2 - 2015-07-23 08:03:05 UTC
I'd love to see improvement to this site, but I suspect that later this year we may see a patch dedicated to complex exploration as it's becoming more and more popular yet remains fairly outdated, which will see improvements to all (particularly drone) sites. But that is purely speculation/guesswork.

I don't think the rifts should be a one-use thing as all the other 3/10's have nothing of the kind, and the overseer should never ever drop a stratios nexus chip (43-X?). But overall +1 for something, anything new.
FT Diomedes
The Graduates
#3 - 2015-07-23 09:17:19 UTC
Not sure about the loot drops.

Also, I dislike the idea that you can "close the door" to this complex behind you. Someone should be able to come in after you and hunt you.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Don Alfredo
Peda Electronic Devices and Androids
#4 - 2015-07-23 09:42:10 UTC  |  Edited by: Don Alfredo
Edit: sorry for posting twice, the forum was behaving strangely Shocked
Don Alfredo
Peda Electronic Devices and Androids
#5 - 2015-07-23 09:42:59 UTC
Yes, you are right, the 43-x Chip would be a bit much for a 3/10.
The one-time usage of the key was not meant to be to lock out other people, but to actually use the damn key, which pile up otherwise. But I can understand that people are unhappy when they can't steal "other peoples" loot :D
elitatwo
Zansha Expansion
#6 - 2015-07-23 10:48:37 UTC
Don Alfredo wrote:
Yes, you are right, the 43-x Chip would be a bit much for a 3/10.
The one-time usage of the key was not meant to be to lock out other people, but to actually use the damn key, which pile up otherwise. But I can understand that people are unhappy when they can't steal "other peoples" loot :D


You can solve this with a common DED complex timer. When my corpmates and I are doing a 9/10 or 10/10 complex ususally only one of us has to have the key and the gate stays open for everyone even after someone has to warp out and come back in.

If I am not mistaken you can even follow someone into a COSMOS site after she or he takes the key before you do.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Tiberius Heth
Doomheim
#7 - 2015-07-23 10:50:30 UTC
Keys create instancing of sorts, which is terrible given the pvp sandbox EVE is. They should be removed instead of being expanded on.
Omnathious Deninard
University of Caille
Gallente Federation
#8 - 2015-07-23 11:02:52 UTC
All DED complexes need an overhaul as most are doable in undersized ships.

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

Donnachadh
United Allegiance of Undesirables
#9 - 2015-07-23 14:48:36 UTC
PvE needs an overhaul but in general I cannot support this idea, see response to post below for some of the reasons.

Omnathious Deninard wrote:
All DED complexes need an overhaul as most are doable in undersized ships.

And here we have one of the major problems with ALL PvE content in EvE. Raise the difficulty so 4 plus year vets like you cannot run these 3/10's in undersized ships and you eliminate the possibility that a 6-9 month old player can run them in any type of ship due to low skills and low ISK. If CCP keeps the difficulty in these sites down to a level that allows new / newer players to run them they will always be to easy for older players. My counter proposal would be to raise the difficulty by self limiting the ships you allow yourself to use to run these, that way you can have the challenge you seek while maintaining the site difficulty at a reasonable level for new / newer players.
Omnathious Deninard
University of Caille
Gallente Federation
#10 - 2015-07-23 16:14:38 UTC
Donnachadh wrote:
PvE needs an overhaul but in general I cannot support this idea, see response to post below for some of the reasons.

Omnathious Deninard wrote:
All DED complexes need an overhaul as most are doable in undersized ships.

And here we have one of the major problems with ALL PvE content in EvE. Raise the difficulty so 4 plus year vets like you cannot run these 3/10's in undersized ships and you eliminate the possibility that a 6-9 month old player can run them in any type of ship due to low skills and low ISK. If CCP keeps the difficulty in these sites down to a level that allows new / newer players to run them they will always be to easy for older players. My counter proposal would be to raise the difficulty by self limiting the ships you allow yourself to use to run these, that way you can have the challenge you seek while maintaining the site difficulty at a reasonable level for new / newer players.

I have done 3/10s in a **** fit t1 frigate with a 3 day old character, just to see if I could. Conclusion, I could.

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

FT Diomedes
The Graduates
#11 - 2015-07-23 16:15:54 UTC
Omnathious Deninard wrote:
All DED complexes need an overhaul as most are doable in undersized ships.


They just need to bring them all up to the difficulty level of the Blood Raider's complexes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Donnachadh
United Allegiance of Undesirables
#12 - 2015-07-24 01:41:35 UTC
Omnathious Deninard wrote:
I have done 3/10s in a **** fit t1 frigate with a 3 day old character, just to see if I could. Conclusion, I could.

And you are not a true NEW player as you personally have years of experience that gives you an understanding of how these things work. And you did notice that I specifically stated 'new player" and not "new character" as there is a significant difference.

And to counter your "I can run them in a T1 Frigate" I have a corp mate that is a "true" 3 month old character / player and he struggles to run that same 3//10 in his Vex. These sites are not ALL about the ship or the character skill level there is a large percentage of player skill that factors into it as well.

Setting that whole argument aside the game already has more difficult sites and they pay better as well, go forth and seek the 4/10, 5/10 and up and you will find the difficulty you seek.

Still get a -1 to making any of the 4/10 and below sites more difficult.
Omnathious Deninard
University of Caille
Gallente Federation
#13 - 2015-07-24 03:06:57 UTC
Ships were made more powerful during the tiericide process, no existing PVE content was upgraded.

It needs to be brought up to the new standard of ship power.

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

FT Diomedes
The Graduates
#14 - 2015-07-24 03:42:03 UTC
Omnathious Deninard wrote:
Ships were made more powerful during the tiericide process, no existing PVE content was upgraded.

It needs to be brought up to the new standard of ship power.


This is a relevant point - T1 Frigates and Cruisers are significantly better than they were when I started.

Additionally, adding more difficult PVE content gives more for people to do. I'm all in favor of increasing the difficulty of existing complexes and adding more complexes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Donnachadh
United Allegiance of Undesirables
#15 - 2015-07-24 14:01:54 UTC
Whaaa they are to easy make them more difficult says the 2011 and 2007 players.
Guys your missing the point, find a friend that has NEVER played the game, let them get whatever ships THEY can afford not something you give them or give them the ISK to buy and make them develop their own fits with no input from you for those ships and then see what happens. This is what I mean, you cannot properly judge the true difficulty of these because of the experiences you have, and the knowledge you have gained over the years, what is simple for you is not so simple for a true new player trying to do it themselves.

So the bottom level 1/10 through at least 3/10 have to stay the same as they are so these true new players that are trying to make it on their own at least have a fighting chance at success. 5/10 and up I am all for making them more difficult since every one I know that runs these in low and nul think they should be tougher to get through. So that leaves the 4/10, since you still get these in high sec I am of the theory that they should stay the same. Making them more difficult would need higher payouts to offset the increased difficulty and they already pay out about the top of what you should be able to make in high sec.

The other part I believe you are missing is trying to move players out of high sec and into low / nul. The more content you put in high sec, the more difficult that content is and the more ISK that content pays out only means there is even less reasons for players to move out of high sec. Even as a dedicated high sec player I think all of this would be going the wrong way for the game as a whole.