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loot explosion poorly implemented

Author
Ciriaco Waldvogel
Federal Navy Academy
Gallente Federation
#1 - 2013-06-13 20:54:39 UTC
A problem with the loot explosion in exploration sites as currently implemented is that the can names tell you what is inside. Let me explain why that is bad.

We all know that some cans contain worthless material (I'm looking at you, scraps). Those cans serve no purpose in the explosion, other than to be visual clutter or create misclicks. That seems like bad game design to me, especially when the designers made it clear they don't want it to be dependent on reaction time. This also explain one of the reasons people have been using the cargo scan--so they know which cans to chase.

One solution is to remove the can labels, so the loot explosion becomes more random. People would be upset that they might get more junk and miss the goodies. I believe that this was CCP original intention in the loot explosion. Removing cargo scan would at least reduce the sting, because then at least you don't know what you missed.

The other solution seems to get rid the explosion altogether. CCP says that the explosion promotes co-ordinated play. However, I as outlined above, it is currently possible to do well soloing it. Having another person means they can grab the few high value cans that you miss and get some of the lower value cans. Removing the explosion and cargo scanning would also reduce the cherry picking problem (only running valuable sites) that has become endemic.

Right now, it is the worst of both worlds--a mess of things flying across the screen that you have to quickly find the right ones. It isn't random and and it isn't skill based.
Korsica Phoenix
Republic University
Minmatar Republic
#2 - 2013-06-13 21:26:46 UTC
YUP! Something needs to be done because the value of t2 salvage has NOSE DIVED and you can see why by just looking at the number of units sold since the patch. With two cov ops I can clear pretty much all of the cans by switching screens. TOO EASY! There needs to be a skill/strategy element to the new sites though. Currently the hacking game is pure luck although you can employ certain tactics. If it's made harder it'll just feel even more arbitrary which is not going to promote the love for it. The cargo scanning thing has to go for sure because all I do currently is pick the good cans and leave the rubbish. Also the relic sites are worth waaaaaaaaaaay MOAR than the data sites. The data site lootz need buffing and the relic site drops need nerfing. The introduction of thinking and skill into the process would also be welcome.

Maybe make it possible to increase what is in the can by exploration of the hacking board so you get a true risk/reward. Do you chase the core and get the basic drop or do you try and explore the whole of the network and find bonus lootz. However, if you fail the network your possible loot drop is reduced. LOSE the can explosion completely unless someone can think of how to make that based on skill/strategy.

Thoughts?
Johan Toralen
IIIJIIIITIIII
#3 - 2013-06-14 01:19:12 UTC
I would be fine with the cargo scan gone if the spew also goes.
But we can theorize about little tweaks here and there as much as we want it's not gonna fix the core issue which is the low entry barrier to the sites, especially for nullsec. As long as that remains ther's only two possible future scenarios for the sites, which are that either they will keep getting farmed into the ground or the loot tables will be reduced so much that people don't care about running the sites in the first place.
Vladimir Norkoff
Income Redistribution Service
#4 - 2013-06-14 07:54:50 UTC
Ciriaco Waldvogel wrote:
We all know that some cans contain worthless material (I'm looking at you, scraps). Those cans serve no purpose in the explosion, other than to be visual clutter or create misclicks. That seems like bad game design to me, especially when the designers made it clear they don't want it to be dependent on reaction time. This also explain one of the reasons people have been using the cargo scan--so they know which cans to chase.
Ugh, I can't believe I'm defending "loot spew". Yes, right now, the cans are full of garbage. But what happens when they get around to reiterating on Exploration and introduce components for creating your own hacking utilities and the like? And then those components are placed in these otherwise useless cans. Then you have to make an actual choice of which cans to grab. So look at it from the perspective of "to be developed further".

Now before you start raging "ZOMG! Why they not put that in to begin with?!!", yeah I totally agree. They kinda half-assed the release, and Exploration ended up being mildly irritating instead of a super-cool feature. All we can do now is hope that get around to updating this stuff sooner than later. And not the old CCP "Soon"(tm), but the normal usage of the word.
Lipbite
Express Hauler
#5 - 2013-06-14 11:47:13 UTC
Nothing constructive to add but at least I got some fun with new mechanics: someone in neighbor thread called it

loot bukkake
Nlex
Domini Canium
#6 - 2013-06-14 11:50:10 UTC
Why the reward for scanning down the site faster then other people, and completing hacking minigame, is another minigame you have to, again, win to get the loot you already won in hacking minigame?
Or is the purpose here to give other people the opportunity to steal your loot? Or blow you up while all your attention is on spew containers, and not on dscan/overview?
Bael McVaeden
The Scope
Gallente Federation
#7 - 2013-06-14 16:50:53 UTC
You can also tell by the shape of the loot can. Data seems to look like a canister, equipment are like boxes, materials look like blobs, and scrap looks like metal bits. If you go down this road I would suggest just making them all look the same, just a bunch of boxes with random loots inside.
Johnson 1044
Johnson Organic Produce
#8 - 2013-06-14 17:02:58 UTC
I like the new mini game but you are right about the loot explosion it stinks. Not only is it not fun (this is a game after all), but the drops have been terrible since the expansion. Why bother making a mechanic so two people can benefit from looting a site? Exploration was my favorite thing to do because it was a good solo activity and there aren't many solo activities that pay off in this game.