These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Pinch yourself: More bosses, more modules, more loot, less lurking, less scraps etc...

First post
Author
Crusa Alearf
Avon Cosmetics
#101 - 2011-11-12 12:27:35 UTC
This is awesome, considering interesting and profitable exploration has always been one of the things I've wanted from EVE.

Great job CCP!
WT Pike
Sky Fighters
Rote Kapelle
#102 - 2011-11-12 19:05:41 UTC
With regard to plexes despawning, does this include any asteroids that might be in the plex? It would not be practical to leave a sleeper alive to prevent the despawn so that the token asteroids can be mined. The current inconvience of leaving a ship on grid to avoid losing the roids is anoying enough pleas dont make them despawn any easier.
Voith
Republic Military School
Minmatar Republic
#103 - 2011-11-12 22:30:44 UTC
Any chance we can get combat and Wormholes moved out of "unknown" category?

Wormholes to "Temporal" and combat to "Tachyon"? Or something.
Junky Juke
Atom Heart Mothership
#104 - 2011-11-13 11:17:32 UTC
Good stuff guys, but I'd like to hear more about the BIG change in the PVE system as I heared sometimes ago in a pre-CCP-crysis devblog.

You talked about mission system changes (more random/unpredictable events in missions) and about loot redistribution (high, low, null sec) what about that cool plan?
Emperor Shaddam Corrino
Doomheim
#105 - 2011-11-13 11:53:21 UTC
It would be so awesome if you guys managed to get in some more ways to fix npc standings in the winter expansion.

I would love to be able to grind my way up to be able to sansha missions in Stain but currently sitting on almost -10 for all pirate factions there is 2 ways for me to get sansha standings. Run Amarr epic every 3 months and do countless lvl1 missions. And problem with run mission for Sansha...how can I make isk to support myself in Stain while grinding these mission? well kill Sansha is only way so...only option is move elsewhere for a year or whatever and grind with some other pirate faction for even longer, forget about running missions or sell/trade the character.

Make there be consequences for killing npcs but give us ways to fix the standings so we can work our way back to being able to access this game content. Sec status works great imo. Spent a few hours over the weekend grinding sec status, went from -10 to -8.1. I don't mind having to sit through hours of grind to fix my standings but an eternity of lvl1 storylines and an epic arc every 3months is just dumb.



Severian Carnifex
#106 - 2011-11-13 11:54:09 UTC  |  Edited by: Severian Carnifex
From one post:

Quote:
I can't believe nobody has said a thing about the metal scraps change. Lemme break it down for you.

Right now, tritanium is a pain in the ass if you're living in 0.0. If you've done much trading/hauling/freighter running, you learn to put value on items based on ISK/m3. Right now, tritanium being around 3.3 in Jita, it's 0.01 m3 per unit, thus 330 ISK/m3. A single metal scrap (with perfect reprocessing skills) reprocesses into 500 units of tritanium, so about 1650 ISK, and at 5 m3, that means metal scraps are exactly as valuable (and easy to move) as tritanium itself.

Not anymore. Now, metal scraps are going to be 500 times more dense than tritanium. To give you a concrete example of what this means: A Rhea jump freighter has a max cargo of 367,968 m3, more if you use cargo containers; a Crane cloaky hauler has a max cargo (with rigs, mods, and cargo containers) of about 1200 m3. A Rhea fully loaded with tritanium moves just shy of 368 million units. That's the trit it takes to build about 130 Hurricanes.

Load up your Crane with metal scraps, and it moves 1.2 million metal scraps, or 600 million units of tritanium. That's almost twice as much as your Rhea.

You're welcome.


In short:
700.000 m3 before this change = 1200m3 after this change (for the same amount of tritanium)
Scrapyard Bob
EVE University
Ivy League
#107 - 2011-11-13 12:55:15 UTC
Severian Carnifex wrote:
From one post:

Quote:
I can't believe nobody has said a thing about the metal scraps change. Lemme break it down for you.

Right now, tritanium is a pain in the ass if you're living in 0.0. If you've done much trading/hauling/freighter running, you learn to put value on items based on ISK/m3. Right now, tritanium being around 3.3 in Jita, it's 0.01 m3 per unit, thus 330 ISK/m3. A single metal scrap (with perfect reprocessing skills) reprocesses into 500 units of tritanium, so about 1650 ISK, and at 5 m3, that means metal scraps are exactly as valuable (and easy to move) as tritanium itself.

Not anymore. Now, metal scraps are going to be 500 times more dense than tritanium. To give you a concrete example of what this means: A Rhea jump freighter has a max cargo of 367,968 m3, more if you use cargo containers; a Crane cloaky hauler has a max cargo (with rigs, mods, and cargo containers) of about 1200 m3. A Rhea fully loaded with tritanium moves just shy of 368 million units. That's the trit it takes to build about 130 Hurricanes.

Load up your Crane with metal scraps, and it moves 1.2 million metal scraps, or 600 million units of tritanium. That's almost twice as much as your Rhea.

You're welcome.


In short:
700.000 m3 before this change = 1200m3 after this change (for the same amount of tritanium)


I agree with making Metal Scraps smaller - but I also agree that the compression level goes too far. I don't think you should take metal scraps much below 1.0 or 2.0 m3 without also reducing their refine values. A 500x reduction is a bit overkill and will lead to some very strange market behavior.
MIA CORTEX
Tempel der Technomagier
Commonwealth Star League
#108 - 2011-11-13 13:15:50 UTC
<<< CCP Punkturis has added a minimise function to pop-up messages in dungeons.>>>

This is a good change but I would go one step futher. As Im already a warrior for the "get more Aura into EvE Front" I would see this as an exellent opertunity to suggest adding a recorded voiceover to every popup window. It should play once when a charakter enters a site. This would amplify the imersion. Imagine youre under fire and the cold metal voice of aura informs you about the databits of this area. You can instandly engage and absorb the information at the same time.
And thanks to the new minimising option you can reread it later when picking up the loot of the site.

<<< Exploration dungeons will now automatically despawn within a few minutes of being completed, even if players remain inside them. >>>

This would mean the end of mining the asteroides that are in such sites. Consider an detection trigger for mining activity to keep the site from vanishing as long someone activly works there.


So far the Blog in all sounds good and I give a thumbs up for your ambitions to make eve a better place.
Im looking forward to see the actual implementations and how they work out on TQ.

MIA


Tempel der Technomagier 

Wir rekrutieren neue und alte Kapselpiloten.

Schaut doch mal im ---T-R-C--- vorbei. 

Tanya Powers
Doomheim
#109 - 2011-11-13 13:16:39 UTC
WT Pike wrote:
With regard to plexes despawning, does this include any asteroids that might be in the plex? It would not be practical to leave a sleeper alive to prevent the despawn so that the token asteroids can be mined. The current inconvience of leaving a ship on grid to avoid losing the roids is anoying enough pleas dont make them despawn any easier.


This is the same than afk cloaking, so either you complete it and respawns somewhere else either you tank one mob until you've mined your "stuff".

Seems easy to figure how it works if you read the blog.

"Completion" - I'm not English native but seems very clear to me = all rats killed

Any other case: mobs left = no respawn until last rat is dead.

So, you can mine and you can afk cloak in until someone kills the rat and you stay there like an idiot grieffing yourself.

Excellent change overall
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#110 - 2011-11-13 14:00:11 UTC
CCP Punkturis wrote:
Team Pink Zombie Kittens have re-balanced Magnometric sites and increased the values of these sites. You will now be able to get all sizes of T2 rig BPCs from the various sites as well as more salvage components. This change involves reducing the size of metal scraps to 0.01 in volume, adding small and medium T2 rig blueprint copies and increasing the salvage components in spawn containers.

This is a *long* overdue change (should have been done 2 yrs ago when the rig sizes were introduced), especially considering the demand for T2 small and medium rigging by those who want to pimp their special faction and T3 frigates and cruisers. Well, only T3 cruisers. Pirate

tl;dr - thanks for addressing this need.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

WT Pike
Sky Fighters
Rote Kapelle
#111 - 2011-11-13 14:11:29 UTC
Tanya Powers wrote:
This is the same than afk cloaking, so either you complete it and respawns somewhere else either you tank one mob until you've mined your "stuff".


Unfortunately Covetors are not known for their tanks while sleepers are known for their DPS. Your idea simply is not practical. Perhaps the roids should have a despawn timer different than the site itself. If the asteroids despawn when the last sleeper is killed they might as well just not be there at all. This probably sounds like no-big deal to k-space residents, but in w-space we often can't be picky what we do. Each day brings us a new batch of things to do, occasionally that batch of items is not very entertaining and we end up mining after the sleepers have beeen killed.
Viejo Melholm
NecroRise Squadron
Galaxy Spiritus
#112 - 2011-11-13 16:45:44 UTC
Are you going to fix dronereg lack of mini-prof sites and sentinel drones loot?
Kmelx
The Scope
Gallente Federation
#113 - 2011-11-14 11:56:52 UTC
Damn you CCP Big smile it was much easier when I could just ignore mag sites altogether, they are usually a PITA to scan down and now I'm going to have to do it.


Thanks for the changes, looking forward to Greyscale's blog.
Tanya Powers
Doomheim
#114 - 2011-11-14 12:09:32 UTC  |  Edited by: Tanya Powers
WT Pike wrote:
Tanya Powers wrote:
This is the same than afk cloaking, so either you complete it and respawns somewhere else either you tank one mob until you've mined your "stuff".


Unfortunately Covetors are not known for their tanks while sleepers are known for their DPS. Your idea simply is not practical. Perhaps the roids should have a despawn timer different than the site itself. If the asteroids despawn when the last sleeper is killed they might as well just not be there at all. This probably sounds like no-big deal to k-space residents, but in w-space we often can't be picky what we do. Each day brings us a new batch of things to do, occasionally that batch of items is not very entertaining and we end up mining after the sleepers have beeen killed.


Wh mining sites are hard to deplete before the regular timer and mobs usually don't respawn once killed. Sry I don't understand what are you trying to say there.

EDIT: Wh mechanics for gravimetric sites are not the same than for high/low/null sec, the usual timer was about one week a year ago but I can't say for sure it's still the same.
WH gravimetric sites not being havens sanctums or whatever high end fight sleepers sites alike are not submitted to the same rules.

At least the dev blog doesn't mention something about this witch implicates there are no changes for gravimetric WH sites.
Anvil44
Avedis Corporation
The Vanguard Syndicate
#115 - 2011-11-14 16:28:45 UTC
Tanya Powers wrote:
WT Pike wrote:
Tanya Powers wrote:
This is the same than afk cloaking, so either you complete it and respawns somewhere else either you tank one mob until you've mined your "stuff".


Unfortunately Covetors are not known for their tanks while sleepers are known for their DPS. Your idea simply is not practical. Perhaps the roids should have a despawn timer different than the site itself. If the asteroids despawn when the last sleeper is killed they might as well just not be there at all. This probably sounds like no-big deal to k-space residents, but in w-space we often can't be picky what we do. Each day brings us a new batch of things to do, occasionally that batch of items is not very entertaining and we end up mining after the sleepers have beeen killed.


Wh mining sites are hard to deplete before the regular timer and mobs usually don't respawn once killed. Sry I don't understand what are you trying to say there.

EDIT: Wh mechanics for gravimetric sites are not the same than for high/low/null sec, the usual timer was about one week a year ago but I can't say for sure it's still the same.
WH gravimetric sites not being havens sanctums or whatever high end fight sleepers sites alike are not submitted to the same rules.

At least the dev blog doesn't mention something about this witch implicates there are no changes for gravimetric WH sites.


To elaborate on how I understand the question: what happens in unknown space at sites that have their completion requirements (that being mag and lad, and perhaps simple anomalies as well). These sites also include asteroids for mining. However if we complete the rats and the hacking/archaeology, then according to the blog, they will quickly despawn. As sites (and thus things to do) can be limited in unknown space, mining the asteroids is a small side benefit to keep us occupied. It is not a big isk thing in any way but it gives us something to do since you can't 'sit and spin' in POS. Plus the Trit is useful in ways other than simply for selling in Jita.

If I misunderstand the question/problem, my apologies.

I may not like you or your point of view but you have a right to voice it.

WT Pike
Sky Fighters
Rote Kapelle
#116 - 2011-11-14 23:31:12 UTC
Tanya Powers wrote:
Wh mining sites are hard to deplete before the regular timer and mobs usually don't respawn once killed. Sry I don't understand what are you trying to say there.


I was refering to cosmic anomalies such as "Frontier Command Post" (or perhaps it was "Frontier Barracks", i forget) which in addition to the sleepers and some structures which only seem to serve as decorations and obstructions to get a fleet tangled in, also include a few asteroids. The asteroids are of low isk value, but sometimes I am starved for trit. It would be frustrating if those token 4 or so veldspar asteroids were to despawn because the last sleeper had been killed.
Zer Res
Aliastra
Gallente Federation
#117 - 2011-11-15 15:30:03 UTC
Are there any plans to fix Entrapment Arrays? They seem to do little or nothing at all from what we've been able to tell as an alliance. Or, if not fix at least provide some more information on the way in which they actually function. We understand that they are intended to spawn complexes in / nearer the system they are installed in, but are they negated by installing several near each other? How far does their effect reach? We've been able to see very little (if any) effect following the installation of these upgrades in our space.
Buzzmong
Aliastra
Gallente Federation
#118 - 2011-11-15 22:58:44 UTC
Slight bump because I'd like an answer to the following from CCP:

Are we going to see this mechanic added to the existing static DED sites? Or at least having the static sites using it to respawn elsewhere in the same system? Be a great way to stop people afk farming them, especially the ones requiring keys to get past the final gate.

Or is it sitll on the cards to remove all statics?
Kaaletram Lothyrawir
Trust Brothers LLC.
The Veyr Collective
#119 - 2011-11-16 00:48:07 UTC  |  Edited by: Kaaletram Lothyrawir
Kristen Andelare wrote:
Ok, no one else has commented on this, so I might be off base. I haven't found a lot of exploration sites, but does it makes sense to despawn a site minutes after it is completed? How many minutes? What f the completion trigger is hit, and you no longer have time to run to a station, swap into your trusty Noctis, and return to salvage/grab loot? Is that at risk here? If it is, then I'd suggest a 30 minute despawn timer. Anyone? Anyone? Bueller?


I agree.

I am all about a despawn timer. But this would majorly suck for WH anomalies disappearing in minutes after completion. Mainly because some of the some sites take about an hour to get to all of the containers and loot all of the available ship wrecks...the WH anomalies despawn plenty fast as it is, it would really blow to be in the midst of hacking a can only to have the bloody thing disappear on you.
Zebii
Brotherhood of Zenith
#120 - 2011-11-16 10:10:31 UTC
I would like to see to see more of the DED gaps filled that were supposed to be filled allready:

Sansha DED 9/10
Serpentis DED 9/10
Guristas DED 9/10
Blood Raider DED 9/10

Angel DED 6/10
Serpentis DED 6/10

Those are all still missing AFAIK.