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Missions & Complexes

 
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First post
Author
Ms Valkyrie
Caldari Provisions
Caldari State
#21 - 2013-06-12 03:07:43 UTC
I am confused on the comments regarding downtime. Downtime really doesn't effect anything most of the time. The unfinished sites are still going to presist through downtime and since sites are no longer gaurnteed to be generated after downtime that begs the question as to how does downtime matter at all? The only time downtime is going to come into play is when a site is going to despawn naturually due to age.

Really hope the despawn mechanic gets changed rather quickly, as it stands now exploration is pretty much dead for me. Of the sites I found today there were only a few fresh ones.

Realistaclly when people realize that they should be finishing the sites, are they really going to do it? I sure ain't. Why would I despawn a site that potentially doesn't even benefit me? It is just a waste of time and ill leave a dead site for someone else to get fruhstrated with.
Maddan69
Blunt Force Syndicate
#22 - 2013-06-12 03:19:05 UTC
Cargo scanning of the hackable cans needs to go. I haven't used a cargo scanner to run data/relic sites and I can pull in good isk just by making a snap choice for going with certain cans or not. This is how it should be... not scan the can then instantly know what type to go for when the loot explosion happens. Out of 5 sites I ran today 3 were cherry picked. This change is just making things worse not better.
Robert Caldera
Caldera Trading and Investment
#23 - 2013-06-12 08:01:26 UTC
without cargo scanning you could completely remove data sites, because 98% of all cans in find in those sites dont contain anything but worthless stuff. From 10 data sites I cargo scan, there are maybe 1-2 cans worth hacking at all - if I couldnt cargo scan I wouldnt even bother showing up there at all.
Ikonia
Royal Amarr Expeditions
#24 - 2013-06-12 12:16:26 UTC
From my experience the sites do despawn, at least in null sec. When u just drifting around for like 10 minutes, everything just explodes. And no matter if you are cloaked or not, if the containers are hacked, scanned or just left as they are. I was drifting ine one when my phone rang, so i had to afk. After bout 10 minutes all containers exploded.

So, NO cloaked waiting inside a data or relic site as a pirate. Love that :) Nobody needs them anyway, hehehe.
imbaRabbit
Caldari Provisions
Caldari State
#25 - 2013-06-12 12:26:44 UTC
Well, I've hacked a site. I got all containers which I wanted, and then I've went away in hope that it'll de-spawn. It did not, even after an hour when I was coming back down the pipe. I've found the same signals (I'm writing signals down, so I don't need to re-scan same signals). When I came in system, I've seen the same signal name which was odd to me. Luckily for me, I've saved few of those locations and guess what: they sites did not de-spawn, and it was totally same site. Well, then I've read the patch notes and have proceed to cause a de-spawn by destroying all the cans which I've left before.

I have no clue how did that happen or not, and I'm not sure when did you test it out. But after yesterdays patch, the sites don't de-spawn if you don't access\destroy all the cans.
Ylariana
School of Applied Knowledge
Caldari State
#26 - 2013-06-12 13:14:01 UTC
Robert Caldera wrote:
without cargo scanning you could completely remove data sites, because 98% of all cans in find in those sites dont contain anything but worthless stuff. From 10 data sites I cargo scan, there are maybe 1-2 cans worth hacking at all - if I couldnt cargo scan I wouldnt even bother showing up there at all.


Which is how it should be.

Fix 1: Remove Cargo Scanning of data relic sites
Fix 2: Remove Spew Can mechanic and go back to the old looting system.

You still get the "work for your bacon" that CCP seems so bloody keen on, while not being able to cherry pick and also preventing Data/Relic sites deliberately being left with bugger all in them to slow down your competition.

Exploration, by definition is a Lone Ranger type activity, since 2 people cover more ground and find more stuff when they AREN'T together........ which is, in every world but EVE the actual bloody point of exploring...... to find stuff .....

Whatever idiot OK'd this new system needs a slap in the dish. Its got more holes in it than Rab C Nesbitts string vest !

*look him up if youve never heard of him*
Mnemosyne Gloob
#27 - 2013-06-12 15:41:19 UTC
Johan Toralen wrote:
But tell me how a solo explorer would ever get a bpc from a relic site with no cargo scanner? Who would collect data cans and miss out on the t2 loot for this slim chance?


Yes well maybe you just have to miss out on it then. I mean if CCP hadn't made this strange system with the different containers the way they have (who picks up scrap cans anyway), we wouldn't have this 'problem'.

I am pretty sure CCP can make it so that the sig doesn't disappear when you open a can, but that the despawn timer is triggered - as it used to be - i haven't checked, but maybe it is like that now. The problem (i guess not for the bears) was that the sig would vanish, even if the site was still there.

Now if the site stays after the 'valuable' cans are hacked, i guess that should be investigated. Some of course will like it as a way of trolling, some hate it because sites clutter up their area, and the majority will be ignorant of it. [If anyone has explored angel lowsec some 2 years ago or so - idk if it's fixed - you should have come across a similar situation with the ded 5/10s there]

But yeah idk. Either we need to wait a bit until things even out again, or the prof sites should be looked at again. IMO theres something not right when tiny little frigs can farm sites in nullsec - or this is intended and the market will force a new equilibrium.
Johan Toralen
IIIJIIIITIIII
#28 - 2013-06-12 16:40:34 UTC
Mnemosyne Gloob wrote:
Yes well maybe you just have to miss out on it then.


That doesn't compute with CCP's promise that the spew would be fair to solo explorers. Also it would lower the demand for the already oversupplied t2 loot. CCP thought the cap rig bpc's would set that problem off. How's that supposed to work when only a tiny fraction of the spawned ones will be found by accident? Anyone really believe that exploration will take off as a widespread group activity? I most certainly don't.
Cthulhu Fthagn
Yaxchilan
#29 - 2013-06-12 19:10:45 UTC
Full of half-empy sites now...
Takes so much of the excitement away.
Moth Eisig
#30 - 2013-06-12 20:01:26 UTC
Maybe this is the solution for the low skill point entry levels. Now the main entry barrier will be the player's capacity for tediously sifting through worthless sites instead of the character's skill investment. But if we're using tedium as the solution, aren't we right back to where exploration was pre-Odyssey?
Ms Valkyrie
Caldari Provisions
Caldari State
#31 - 2013-06-12 20:53:15 UTC
Moth Eisig wrote:
Maybe this is the solution for the low skill point entry levels. Now the main entry barrier will be the player's capacity for tediously sifting through worthless sites instead of the character's skill investment. But if we're using tedium as the solution, aren't we right back to where exploration was pre-Odyssey?


I am having similar thoughts. I think I will just go back to what I was doing pre odyssey with these changes in place. Guess it is best just to go back to farming DEDs and just ignore the data and relic sites once again.
Kandrew Dorak
Aliastra
Gallente Federation
#32 - 2013-06-12 23:40:19 UTC
This is especially annoying for the combat ladar sites. In the H-PA sites there are only three cans that have a chance to drop anything good. Even before cargo scanning I'd avoid the other ones. Now all of them need to be hacked. On top of that in these sites the cans don't blow up after failing twice. The site will stay there until someone puts in the effort to clear every single can or the site expires. I don't really mind the change for the other sites but it's a bad combination here.
Tauranon
Weeesearch
CAStabouts
#33 - 2013-06-12 23:58:10 UTC
Ms Valkyrie wrote:
I am confused on the comments regarding downtime. Downtime really doesn't effect anything most of the time. The unfinished sites are still going to presist through downtime and since sites are no longer gaurnteed to be generated after downtime that begs the question as to how does downtime matter at all? The only time downtime is going to come into play is when a site is going to despawn naturually due to age.



It changes the nameplates to a series so you can estimate a probability that sites have been cherry picked, "some of the time". Similar strategy was helpful for finding ded3s with DSPs (no longer relevant), due to all the k162s on the same band.

Ada Quist
The Scope
Gallente Federation
#34 - 2013-06-13 00:17:29 UTC
I've got some other issue here. To the point - when I want to reload the list of cosmic anomalies, game simply states that "communication to probe(s) failed". Seems legit if we'd speak about cosmic signatures and not anomalies. Does the on-board scanner still provide the possibility of scanning anomalies whenever player wants (simple "analyze") and that's just another bug or the first scan whilst entering the system should be treated as a bonus, not a still going possibility? Yes, the second solution's logic is pretty crappy...
MiVa Hentunen
The Scope
Gallente Federation
#35 - 2013-06-13 07:46:45 UTC
today scaned over 20 data and relic sites, and all unfinished, this is end of exploration That killed the whole point odyssey patch, thanks ccp. It is time to look for another fun
Robert Caldera
Caldera Trading and Investment
#36 - 2013-06-13 10:56:40 UTC
yes this should be fixed if people are supposed to play at hacking sites.
Cthulhu Fthagn
Yaxchilan
#37 - 2013-06-13 11:18:48 UTC
Can we please get an official response on this?
It's bad enough with prices crashing (as expected)... but every damn site I find is unfinished.

Oddysey expansion: Better go back to grinding lvl4s.
CCP RedDawn
C C P
C C P Alliance
#38 - 2013-06-13 12:53:34 UTC  |  Edited by: CCP RedDawn
Hi all,

We are looking into this issue where players are encountering half finished/cherry picked sites.

This has occurred due to the original despawning mechanics of the sites pre-Odyssey and the vast increase in general exploration, so we have made a temporary fix to this which results in the sites remaining until all containers are opened or destroyed.

Obviously we feel that this is detrimental to the overall Exploration feature and are currently in talks about how to best alleviate this issue.

But for now, rest assured that we will be looking into resolving this to give you the best exploration experience we can before larger iterations occur further down the line.

CCP RedDawn

Team Genesis

imbaRabbit
Caldari Provisions
Caldari State
#39 - 2013-06-13 13:00:56 UTC  |  Edited by: imbaRabbit
I find the lack of solutions disturbing. No clue how was the system created, but since you had "timed demolition" (as soon as someone has opened the first container) before and now have "controlled demolition" (all containers have to be exploded or accessed), what is the problem to combine both in one?

I think that you should create a timer (de-spawn rate) as soon as first container is opened (e.g. 20 minutes). In that time interval the explorer has to solve the puzzles (or hack containers). If he does not, well *BOOM*. I can see how someone will whine about the solution since they usually cloak-up while someone comes in a system, but hey ... I think it does have some logic to it. Some kind of protocol which sends all other containers about some kind of unauthorized access, hence starting the self-destruct sequence.

In case he clears the containers (hacks or destroys them) then proceed with deleting the timer which was started as soon as he has opened the first container. Remove site from the system. Destroy containers.
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#40 - 2013-06-13 14:06:41 UTC  |  Edited by: Nicen Jehr
I would suggest:
Despawn the site after every can has been hacked at least once (whether it was successful or not) or destroyed.

It could be interesting to prevent the site from despawning until all ships have warped out of the signature.

This would allow someone to complete a site and sit in it cloaked until some hapless newbie comes by to run it and then, Interaction In Space™

PS the visual hint on data cans (spinning rings) is very useful, what is the corresponding hint on relic cans?