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(Odyssey) Exploration Site Mechanics

First post
Author
Mag's
Azn Empire
#561 - 2013-06-13 07:36:36 UTC  |  Edited by: Mag's
CCP Bayesian wrote:
The first thing we'll be doing is getting setup to make Utilities something that can be taken out of the systems you are hacking and fitted into the module in advance of going off hacking. Without doing that hackers are really still at the mercy of the board generation when it comes to making choices. It also adds a secondary income for explorers that is linked to exploring and ties the hacking more into EVE. This is really the first thing that has to happen to add more depth to hacking and isn't an insignificant amount of work.

Following on from that initially it's a case of adding more Defense Subsystems and Utilities to support more interesting things happening.

We also want to let players be able to influence the result of the hack more. For example in the exploration sites, heading off and tackling certain nodes would let you influence how the scattering of cans occurs. Further we'd like to increase the granularity in failure as well. This creates more options for any new systems that get introduced using the same mechanics.
As a matter of course, wouldn't explorers have a module invented that acted like a dampening field? This would have been created to reduce the can spread when they exit the hacked site. This new module doesn't even need to have a new skill associated with it, just use the one for tractor beams.

Just a thought.

Oh and I wouldn't use this new exploration mechanic, it looks rather tedious.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Solkara Starlock
Circle of Mystery
#562 - 2013-06-13 08:13:07 UTC
If you want utilities to become a meaningful secundary income source, hacking should be more profitable than it is today.
Right now, prices for decryptors and salvage are dropping everywhere making exploration less profitable. They will stabilize but at a significant lower level than before the expansion.

If you want the hacking utilities to fetch a decent price, the hacking rewards should be worth it or nobody is going to bother.

Decrease in number of sites or loot per site could be an option but that is not good gameplay. Nobody will like to wander through streches of low/null in a non-combatship for hours without finding any sites with decent loot in them.

A possible solution could to decrease the inpact of meta level items at invention, making decrypters more valuable and increasing their demand.

Another possible solution could be to increase the number of sites you can hack. I'd love to hack a (PO)CO to evade the tax.Smile Abandoned POS'es also come to mind.


PS I still hate the loot scattering mechanism with all my heart. I adapted but hugely dislike the experience.
Doctor Laser
School of Applied Knowledge
Caldari State
#563 - 2013-06-13 09:48:59 UTC
i'd just like to note.. pre Odyssey: regular drops of intact armour plates from salvaging sites in my region.. ive now run 50 or so relic sites and not a single intact plate has dropped..

waste of time, finding alternative - thanks!
Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#564 - 2013-06-13 17:21:38 UTC  |  Edited by: Matthias Vilmet
CCP Bayesian wrote:
The first thing we'll be doing is getting setup to make Utilities something that can be taken out of the systems you are hacking and fitted into the module in advance of going off hacking. Without doing that hackers are really still at the mercy of the board generation when it comes to making choices. It also adds a secondary income for explorers that is linked to exploring and ties the hacking more into EVE. This is really the first thing that has to happen to add more depth to hacking and isn't an insignificant amount of work.

Following on from that initially it's a case of adding more Defense Subsystems and Utilities to support more interesting things happening.

We also want to let players be able to influence the result of the hack more. For example in the exploration sites, heading off and tackling certain nodes would let you influence how the scattering of cans occurs. Further we'd like to increase the granularity in failure as well. This creates more options for any new systems that get introduced using the same mechanics.




Who is going to be buying these utilities? Hacking is soooo easy right now and the loot is soooo bad.


It's like your saying a key salesman is going to sell keys to rooms that have half eaten sandwitches in them. Oh, and most of these rooms have keys strapped to the door. Also, sometimes the door is already open.