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Rework exploration

Author
Cat Troll
Incorruptibles
#1 - 2012-11-17 18:39:46 UTC
The current exploration system is just mission running, but you have to use probes to find the place and its a roll of a dice on what you get.
Why not make real exploration?
Discovering new systems?
Uncovering technology?
Things like that?
I don't have any specific ideas, but I think it really needs a rework to be worthy of its name.
Do you guys have any ideas?

Lolwut: "Yes, you kids don't know how lucky you have it. These days noobs get given free tackle ships for PvP but back in the old days the only tackle ships we were given were our pods. We had to use them to bump their rookie ships out of alignment to stop them warping off."

Karrl Tian
Doomheim
#2 - 2012-11-17 18:40:42 UTC
For sure probing needs to be looked at.
Roll Sizzle Beef
Space Mutiny
#3 - 2012-11-17 19:07:35 UTC
Cat Troll wrote:

Discovering new systems?
Uncovering technology?


You mean like wormholes and Radars decryptors, data cores, interface BPCs... Magnetometric Large T2 Rig BPCs and salvage...
Not that these sites can be better diversified as Magnetometric is pretty pathetic compared to the rest.
Gjallarhund
Mutilation.
#4 - 2012-11-17 19:13:29 UTC
Eh, no. Things have to be grindable. EVE players are too fond of industrialising things for anything else to really work.
Cat Troll
Incorruptibles
#5 - 2012-11-17 19:53:52 UTC
Currently exploration seems like a different type of mission running.
That's the problem.

Lolwut: "Yes, you kids don't know how lucky you have it. These days noobs get given free tackle ships for PvP but back in the old days the only tackle ships we were given were our pods. We had to use them to bump their rookie ships out of alignment to stop them warping off."

Roll Sizzle Beef
Space Mutiny
#6 - 2012-11-17 19:58:24 UTC
Cat Troll wrote:
Currently exploration seems like a different type of mission running.
That's the problem.

Well, what options do you have with your ship. Jump, shoot, scan, salvage, loot.

...Maybe if there was some kind of prototype in the works where one could explore abandoned stations for loot while dealing with hazards, exploration would feel like exploration. Hmmm
Vincent Athena
Photosynth
#7 - 2012-11-17 20:03:16 UTC
One issue with discovering new things is a new thing can only be discovered once. After that its not really new. So with thousands of players exploring, finding several sites a day, CCP would have to introduce tens of thousands of new things a day.

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Joseph Dreadloch
Dread Space Inc.
#8 - 2012-11-17 20:26:43 UTC  |  Edited by: Joseph Dreadloch
Karrl Tian wrote:
For sure probing needs to be looked at.


They completely overhauled probing relatively recently. That being said I agree with the OP that a rework of exploration would be great. As it is right now it's sort of just a lazy mechanic in that it's exactly the same as missions, but harder to find and with random loot instead of a reward.

Now as for ideas:
(The key with these is that they need to be randomly generated, so they can't be listed on a website telling players how to optimally run them, forcing them to be actively enganged)

- Take the idea of an escalation and change it. Instead of getting a blunt message saying 'the escalation is here' make it so that it leaves some sort of clue instead. "The sansha's leader couldn't have fled too far in this short amount of time... His second hideout must be within 3 jumps." or, "As the gurista's leader fled you intercepted part of a transmission, the small part you're able to decipher suggests he's hiding in a system called 'G-static-I'.

Has anyone else here played 'The Secret World' ? Best part about the game was the 'Investigation Missions' that required problem solving and exploration. You could easily turn escalations into something that required thinking and searching.

- Make some exploration sites just a massive field of ruined battleships and stations (without brackets). Due to some sort of interference in the field your sensors aren't much help so you have to navigate around the field and investigate wrecks yourself. Some of the old power cores from the station could explode and damage your ship as you approach. Rogue drones could poor from the hulk of an old battleship and attack you as you get to close. Maybe you even find the cause of the disruption to your sensors, a malfunctioning ECM Burst module, and blow it up, causing points of interest to finally come up on your overview.

- Make some sites time sensitive competitions. You find a notorious pirate's loot cache, and he's pissed. He activates the destruct sequence and flees the scene. You've got 10 minutes to loot what you can but wait... he also activated the distress beacon before he fled and everyone in local has been notified of the site and it is now warp-able to them on their overview. In highsec it'd just be a loot grab, black friday style, with soccer moms in their bestowers bumping the **** out of each other. In low/null sec it'd present real danger in the form of drawing attention... or opportunity depending on how you play it.

TL;DR - instill a sense of adventure and 'randomness' with exploration. I don't think you can feasibly 'discover new systems or tech', but there are plenty of ways to make exploration fun.
Cat Troll
Incorruptibles
#9 - 2012-11-18 06:55:08 UTC
Joseph Dreadloch wrote:
Karrl Tian wrote:
For sure probing needs to be looked at.


They completely overhauled probing relatively recently. That being said I agree with the OP that a rework of exploration would be great. As it is right now it's sort of just a lazy mechanic in that it's exactly the same as missions, but harder to find and with random loot instead of a reward.

Now as for ideas:
(The key with these is that they need to be randomly generated, so they can't be listed on a website telling players how to optimally run them, forcing them to be actively enganged)

- Take the idea of an escalation and change it. Instead of getting a blunt message saying 'the escalation is here' make it so that it leaves some sort of clue instead. "The sansha's leader couldn't have fled too far in this short amount of time... His second hideout must be within 3 jumps." or, "As the gurista's leader fled you intercepted part of a transmission, the small part you're able to decipher suggests he's hiding in a system called 'G-static-I'.

Has anyone else here played 'The Secret World' ? Best part about the game was the 'Investigation Missions' that required problem solving and exploration. You could easily turn escalations into something that required thinking and searching.

- Make some exploration sites just a massive field of ruined battleships and stations (without brackets). Due to some sort of interference in the field your sensors aren't much help so you have to navigate around the field and investigate wrecks yourself. Some of the old power cores from the station could explode and damage your ship as you approach. Rogue drones could poor from the hulk of an old battleship and attack you as you get to close. Maybe you even find the cause of the disruption to your sensors, a malfunctioning ECM Burst module, and blow it up, causing points of interest to finally come up on your overview.

- Make some sites time sensitive competitions. You find a notorious pirate's loot cache, and he's pissed. He activates the destruct sequence and flees the scene. You've got 10 minutes to loot what you can but wait... he also activated the distress beacon before he fled and everyone in local has been notified of the site and it is now warp-able to them on their overview. In highsec it'd just be a loot grab, black friday style, with soccer moms in their bestowers bumping the **** out of each other. In low/null sec it'd present real danger in the form of drawing attention... or opportunity depending on how you play it.

TL;DR - instill a sense of adventure and 'randomness' with exploration. I don't think you can feasibly 'discover new systems or tech', but there are plenty of ways to make exploration fun.

That's good actually, I would love that.

Lolwut: "Yes, you kids don't know how lucky you have it. These days noobs get given free tackle ships for PvP but back in the old days the only tackle ships we were given were our pods. We had to use them to bump their rookie ships out of alignment to stop them warping off."

Ekscalybur
Templar Services Inc.
#10 - 2012-11-18 07:15:23 UTC
Cat Troll wrote:
The current exploration system is just mission running, but you have to use probes to find the place and its a roll of a dice on what you get.
Why not make real exploration?
Discovering new systems?
Uncovering technology?
Things like that?
I don't have any specific ideas, but I think it really needs a rework to be worthy of its name.
Do you guys have any ideas?


Suppose they did everything you asked for.


How man days would elapse before the playerbase discovered every single system that was added for exploration? I imagine the 'uncovering technology' bit would last all of a few hours before every single discovery was nabbed. (Eve players simply won't wait a second when it comes to the possibility of cornering the market on new tech)

nerf Veldspar!

Gilbaron
The Scope
Gallente Federation
#11 - 2012-11-18 07:17:37 UTC
exploration should be pretty low on the "things that need an overhaul" list
Ekscalybur
Templar Services Inc.
#12 - 2012-11-18 07:20:16 UTC
Joseph Dreadloch wrote:



- Take the idea of an escalation and change it. Instead of getting a blunt message saying 'the escalation is here' make it so that it leaves some sort of clue instead. "The sansha's leader couldn't have fled too far in this short amount of time... His second hideout must be within 3 jumps." or, "As the gurista's leader fled you intercepted part of a transmission, the small part you're able to decipher suggests he's hiding in a system called 'G-static-I'.

Has anyone else here played 'The Secret World' ? Best part about the game was the 'Investigation Missions' that required problem solving and exploration. You could easily turn escalations into something that required thinking and searching.



That would be fun and explorationy, up until the point 1 single person ran it. Then the thinking and searching part would be replaced with Google and whatever Help channel you have open in your game client.

Even if that weren't the case, it would involve thinking and searching exactly once. Then it becomes rote memorization, exactly what missions are.

nerf Veldspar!

Herzog Wolfhammer
Sigma Special Tactics Group
#13 - 2012-11-18 07:23:58 UTC
Roll Sizzle Beef wrote:
Cat Troll wrote:

Discovering new systems?
Uncovering technology?


You mean like wormholes and Radars decryptors, data cores, interface BPCs... Magnetometric Large T2 Rig BPCs and salvage...
Not that these sites can be better diversified as Magnetometric is pretty pathetic compared to the rest.



Valerians....

Bring back DEEEEP Space!

Joseph Dreadloch
Dread Space Inc.
#14 - 2012-11-18 07:28:11 UTC
Ekscalybur wrote:

That would be fun and explorationy, up until the point 1 single person ran it. Then the thinking and searching part would be replaced with Google and whatever Help channel you have open in your game client.

Even if that weren't the case, it would involve thinking and searching exactly once. Then it becomes rote memorization, exactly what missions are.


Joseph Dreadloch wrote:
Now as for ideas:
(The key with these is that they need to be randomly generated, so they can't be listed on a website telling players how to optimally run them, forcing them to be actively enganged)


Sure google would still tell you what to do with which ever random event happened to you, but it wouldn't be nearly as strait forward. Also like I said these are just the first few ideas I came up with. Was just trying to prove there are a few ways to improve exploration, and several other aspects of EVE for that matter, with limited work required and creativity. A dev could come up with better I'm sure.
Destination SkillQueue
Doomheim
#15 - 2012-11-18 07:39:18 UTC
Joseph Dreadloch wrote:
Ekscalybur wrote:

That would be fun and explorationy, up until the point 1 single person ran it. Then the thinking and searching part would be replaced with Google and whatever Help channel you have open in your game client.

Even if that weren't the case, it would involve thinking and searching exactly once. Then it becomes rote memorization, exactly what missions are.


Joseph Dreadloch wrote:
Now as for ideas:
(The key with these is that they need to be randomly generated, so they can't be listed on a website telling players how to optimally run them, forcing them to be actively enganged)


Sure google would still tell you what to do with which ever random event happened to you, but it wouldn't be nearly as strait forward. Also like I said these are just the first few ideas I came up with. Was just trying to prove there are a few ways to improve exploration, and several other aspects of EVE for that matter, with limited work required and creativity. A dev could come up with better I'm sure.


I'm not sure adding randomness is the way to go forward with exploration. You've already got randomness in finding any sites and in the rewards. Competition is pretty fierce in highsec and I certainly don't want to do all the work and then let every random person in the system come take the rewards of my work. Losing a site to a competitior or roaming gang from time to time is one thing, but inviting everyone in to loot for no effort is a definitie no-no. Adding some random busywork to the mix also isn't exactly what I would call compelling gameplay. I would much rather see avatar based exploration and making hacking/analyzing something more then activating a module and waiting for the RNG to smile on you.
Ritsum
Perkone
Caldari State
#16 - 2012-11-18 07:40:47 UTC
I currently do exploration and I have no real problem with how it is atm. After finding a few sites I do not want to do I may find one I want to do and get nothing from it... Could go on for hours like that but then you get something that just makes you all warm inside and makes up for all the bad luck you have had that day.

My thought is if you want to spice it up a bit go to low/null and spend ages down there or go into the wormholes you find with friends and take everything from the people that live there...

Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows.

ColdCutz
Frigonometry
#17 - 2012-11-18 10:27:51 UTC  |  Edited by: ColdCutz
ACTUALLY... they want to go in that direction. Kind of. I started it at the interesting fact about locus signatures, but right afterwards Torfi goes on about how their Carbon based prototyping will also be used for Extra-Vehicular-Operations. What we saw in the Dust Cinematic trailer.
Jack Miton
School of Applied Knowledge
Caldari State
#18 - 2012-11-18 11:11:54 UTC
Karrl Tian wrote:
For sure probing needs to be looked at.


wtf is wrong with probing?
it's probably the single best working mechanic in eve.

what the op is describing is pretty much exactly what WHs are so I don't see your problem.

There is no Bob.

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Roime
Mea Culpa.
Shadow Cartel
#19 - 2012-11-18 11:29:01 UTC
Joseph Dreadloch wrote:
- nice ideas -


Supported :)

While I'm basically fine with exploration as it is, I don't read walk-throughs so finding a new site is always somehow exciting. I get my shiny ships blown often by rats when I accidentally spawn the whole site, and I like it that way, risk is lovely, makes rewards much sweeter. I'm not after isk, but I need empire PVE to manage my security status, and I just like exploration for fun.

Biggest issue I have is the lack of lower-rated sites in lowsec and null. New players would have more reasons to go to low, if there would be 3/10s. Generally speaking hisec-exclusive content is bad game design, and having equal value sites in high and low is terrible game design.

Who runs drone sites? I'm not a cherry picker, I run about all sites I find, except I've kinda given up on rogue drones.

Onto some randomish ideas:

Exploration could involve the most basic "take", "put", and "use" actions found in adventure games. Three-key acceleration gates, that first need to be powered up by flicking a switch in another room. You know, move item A to place B to make X happen.

Hacking and analyzing could involve single-use, can-specific scripts, that are found in the same site (for example a random non-named frig) or from other sites or even belt rats. The whole profession module functionality has room for massive improvements that would emphasize user participation. Selecting code sequences/archaeologic findings based on visual clues in a stream of symbols. My explanation might suck, but I'm sure other games have many great examples of "hacking" pseudocode. And hey, why can't we hack anything else than spawn containers- abandoned control towers, secure containers, even force fields :)

Sites with automated sentries with area activation, which require you to manually navigate thru a maze of light beams to avoid triggering sentry fire.

Repping sites, where you would need to find and rescue a stranded spaceship and they would reward you.

Why is everything on the overview? Why not make spawn containers appear there only after you find them- activation by proximity, so you'd first need to visually seek for promising objects?








.

Ovv Topik
Sebiestor Tribe
Minmatar Republic
#20 - 2012-11-18 12:07:08 UTC
Some sort of 'Gold Rush' in a specific region would be cool.

Just a vague hint of where to find the cheddar.

And the vultures would soon come circling.

Fun times for everyone!

"Nicknack, I'm in a shoe in space, on my computer, in my house, with a cup of coffee, in't that something." - Fly Safe PopPaddi. o7

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