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[Rubicon] Ghost Sites & Ascendancy Implant Set

First post First post
Author
Vaju Enki
Secular Wisdom
#221 - 2013-10-22 10:08:24 UTC  |  Edited by: Vaju Enki
Vincent Athena wrote:
CCP Affinity wrote:
Zappity wrote:
-
Sabriz Adoudel wrote:
Secondly, consider making looting one of the containers in these sites a Crimewatch yellow card offense. This will drive real conflict in highsec and make these sites play very, very differently to anything else in empire.
-

Absolutely - this could be a first step to making highsec a little more interesting.



I really like this idea :)

Actually it will not drive conflict in high sec. It will just be content that gets ignored by the vast majority of high sec players. To see this CCP Affinity, ask someone to look up how many expeditions that start in high sec but go to low sec are actually completed.


Lowsec is full of evil villians plotting to kill you, better not go their because the possibility of losing ships is worse than the possibility of being run over by a car.

The Tears Must Flow

Jowen Datloran
Science and Trade Institute
Caldari State
#222 - 2013-10-22 10:48:00 UTC  |  Edited by: Jowen Datloran
Sabriz Adoudel wrote:
CCP Affinity wrote:

The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay



Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)?


And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes.



Why fight NPCs that have no bounty and likely yields no loot when all hackable containers are gone? Even more, you want to do it in a ship that gives you no benefit in the actual process of acquiring booty while on the other hand makes you a fat target for player entities.

Yes, I am giving away spoilers here.

I hope the NPCs turn out to be from a division of CONCORD just get the point through.

Mr. Science & Trade Institute, EVE Online Lorebook 

Lair Osen
#223 - 2013-10-22 11:31:55 UTC
CCP Affinity wrote:
Sushi Nardieu wrote:
Any clue on the difficulty of ghost sites in wormholes?

Can they be capital escalated in C5/6s? Like radar and mag sites can.
Is loot different in anyway between W-space and K-space?


WH sites will be the most difficult but they will not scale


I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps?

Also @CCP Affinity, have you considered making some High/Low/Null systems on Sisi where these are constantly spawning so we can actually test these without having to jump through hundreds of systems to find them, if they are as extremely rare as you say?
MainTrain
Applied Anarchy
The Initiative.
#224 - 2013-10-22 11:51:43 UTC
Sabriz Adoudel wrote:
CCP Affinity wrote:

The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay



Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)?


And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes.





As much as i would ***** and moan about that smartbombing rats ... i would actually deep down think it's a good, and fair principle. Especially if the oft talked about changes to missiles (i.e. allowing tracking disruption or similiar)

Limiting the smartbombing to larger cruiser or above rats would be far (still allows people to drop drones and kill off tackling frigs)
Dring Dingle
Viziam
Amarr Empire
#225 - 2013-10-22 13:00:07 UTC
Dring Dingle wrote:
Affinity, why are these anoms? We have data and relic sites as anoms... Bring back a exploration sites that are required to be scanned down.

MAKE THEM SIGS PLEASE!


MeBiatch
GRR GOONS
#226 - 2013-10-22 13:51:00 UTC
any word on when we can see these sites on sisi? i am rather excited to try new pve content.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MainTrain
Applied Anarchy
The Initiative.
#227 - 2013-10-22 13:54:20 UTC
MeBiatch wrote:
any word on when we can see these sites on sisi? i am rather excited to try new pve content.


When they do go on SISI is there any chance you could initially tweak the spawn mechanic to make them almost perma spawn throughout.

Means we can actually test the sites, rather than getting lucky with finding one.
MeBiatch
GRR GOONS
#228 - 2013-10-22 15:17:04 UTC
MainTrain wrote:
MeBiatch wrote:
any word on when we can see these sites on sisi? i am rather excited to try new pve content.


When they do go on SISI is there any chance you could initially tweak the spawn mechanic to make them almost perma spawn throughout.

Means we can actually test the sites, rather than getting lucky with finding one.


yeah i second that... the syndicate system that testing is done in should always have missions plexes and probing sites all the time...

its rather odd they ask us to go to one system but then do not provide half the new stuff...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Vincent Athena
Photosynth
#229 - 2013-10-22 16:32:02 UTC  |  Edited by: Vincent Athena
CCP Affinity wrote:
Yes, these sites will not always be available and they are fast paced in and out, no nonsense sites that trigger a timer the second the first capsuleer warps to them. I am reading the opinions on here about removing the sites from the system scanner but for a site that will appear so rarely... having it only be accessible to players in exploration fits when it happens to spawn is just a bit weird. If this was a new site that would be available as often as the exploration sites, I wouldn't even think twice about changing this area of the design... but I think when you test them out on SISI you will see how weird it would be to make this very rare content exclusively for players lucky enough to be in exploration fits at the time. It's enough that you will definitely need a data or relic analyser.

Remember with the personal depot most any ship can fit a probe launcher, or an analyzer, at any time.
Edit: Also right now, how many ships have an analyzer fit but no probe launcher? Generally if you got an analyzer you are also going to have a probe launcher so you can find something to analyze.

Know a Frozen fan? Check this out

Frozen fanfiction

Vincent Athena
Photosynth
#230 - 2013-10-22 16:44:32 UTC
Lair Osen wrote:
CCP Affinity wrote:
Sushi Nardieu wrote:
Any clue on the difficulty of ghost sites in wormholes?

Can they be capital escalated in C5/6s? Like radar and mag sites can.
Is loot different in anyway between W-space and K-space?


WH sites will be the most difficult but they will not scale


I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps?

...

I think what that means is sites in a C1 are just the same as those in a C6 or any of the other WH classes.

Know a Frozen fan? Check this out

Frozen fanfiction

seth Hendar
I love you miners
#231 - 2013-10-22 17:34:11 UTC
CCP Affinity wrote:
seth Hendar wrote:
CCP Affinity wrote:
Yes, these sites will not always be available and they are fast paced in and out, no nonsense sites that trigger a timer the second the first capsuleer warps to them. I am reading the opinions on here about removing the sites from the system scanner but for a site that will appear so rarely... having it only be accessible to players in exploration fits when it happens to spawn is just a bit weird. If this was a new site that would be available as often as the exploration sites, I wouldn't even think twice about changing this area of the design... but I think when you test them out on SISI you will see how weird it would be to make this very rare content exclusively for players lucky enough to be in exploration fits at the time. It's enough that you will definitely need a data or relic analyser.

since we are speaking of anoms and exploration, could it be possible that the scanner overlay be really deactivated when i set it to off.

actually, it cycle twice even in off.

it' good looking and all, but only when i need it, in wich case i turn it ON, but when i travel or do any other think non related, this is just polluting my screen every jump.

it's already a pita to do several jump because we cannot turn off the animation or AT LEAST the camera swinging, please make this change: overlay OFF => i don't see it when entering system / space at all...

thanks


You should speak to Team Five 0 about this :)

i already have, like many others, but you are actually the only ccp representative to actually take time to answer even if you are not directly concerned (same goes on with the jump animation wich is purely ignored, hence why we ask for thoses )
seth Hendar
I love you miners
#232 - 2013-10-22 17:42:26 UTC
MainTrain wrote:
Sabriz Adoudel wrote:
CCP Affinity wrote:

The NPCs are still being tweaked but they should be pretty tough and yes, there will be a slight delay



Will the rats be akin to mission rats (primarily posing a threat through predictable incoming damage), or more akin to Sleeper AI (posing threats through a somewhat unpredictable combination of damage, capacitor warfare, other EWAR and warp scrambling)?


And can you please give some of them smartbombs, just to keep droneboat pilots like myself on our toes.





As much as i would ***** and moan about that smartbombing rats ... i would actually deep down think it's a good, and fair principle. Especially if the oft talked about changes to missiles (i.e. allowing tracking disruption or similiar)

Limiting the smartbombing to larger cruiser or above rats would be far (still allows people to drop drones and kill off tackling frigs)

tbh, i would enjoy seeing rats being more "inline" with what the players can do, actually the ship they are using are light years away from what even a bad pilot would do with them

example: they only have disruptors, maybe some of them could have scrams?

the DPS they bring is a joke, unless they are 50 (exagerating of course), but it would make more sense that the pops being lighter in number but closer of real ships regarding dps / tank.

this would also bring the players to have fittings more "pvp ready" and have better reflexes against pvpers
Kirren D'marr
Caldari Provisions
Caldari State
#233 - 2013-10-22 17:57:48 UTC  |  Edited by: Kirren D'marr
CCP Affinity wrote:
seth Hendar wrote:
CCP Affinity wrote:
Yes, these sites will not always be available and they are fast paced in and out, no nonsense sites that trigger a timer the second the first capsuleer warps to them. I am reading the opinions on here about removing the sites from the system scanner but for a site that will appear so rarely... having it only be accessible to players in exploration fits when it happens to spawn is just a bit weird. If this was a new site that would be available as often as the exploration sites, I wouldn't even think twice about changing this area of the design... but I think when you test them out on SISI you will see how weird it would be to make this very rare content exclusively for players lucky enough to be in exploration fits at the time. It's enough that you will definitely need a data or relic analyser.

since we are speaking of anoms and exploration, could it be possible that the scanner overlay be really deactivated when i set it to off.

actually, it cycle twice even in off.

it' good looking and all, but only when i need it, in wich case i turn it ON, but when i travel or do any other think non related, this is just polluting my screen every jump.

it's already a pita to do several jump because we cannot turn off the animation or AT LEAST the camera swinging, please make this change: overlay OFF => i don't see it when entering system / space at all...

thanks


You should speak to Team Five 0 about this :)


There have been massive threads on these topics without a response from the appropriate devs in months, so if you could at least poke them for us to get them to address these issues, that would be appreciated!

Sorry to sidetrack the thread.

Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.     _ - Kina Ayami_

Random Woman
Very Professional Corporation
#234 - 2013-10-22 19:08:12 UTC
Vincent Athena wrote:
Lair Osen wrote:
CCP Affinity wrote:
Sushi Nardieu wrote:
Any clue on the difficulty of ghost sites in wormholes?

Can they be capital escalated in C5/6s? Like radar and mag sites can.
Is loot different in anyway between W-space and K-space?


WH sites will be the most difficult but they will not scale


I'm a bit confused about this, what is not scaling if the difficulty is increasing? Which part is more difficult in WHs then; the hacking, can explosion damage, NPC dps?

...

I think what that means is sites in a C1 are just the same as those in a C6 or any of the other WH classes.



That means after carefully considering everything, debating and putting up a vote to decide what to do, they suprisingly decided to do as much as needed (probably in the most half-assed way possible until the first major patch or two), maybe a little less as always.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#235 - 2013-10-22 19:10:33 UTC
CCP Affinity wrote:
Sephira Galamore wrote:
Re: probes vs. analyzers:
Having probes out and scanning at the exact time such a site is in system seems very unlikely and I can see why they do not prefer this.
Forcing you to quickly refit an analyzer, when not equipped, may still allow you to be at the site in time.



Also this gives you the option to go anyway, without the analyzer and get a chance at reclaiming the loot through less legitimate means


I don't realy get this.

1) it should be accesable to as many players as can be
2) it should be even more easy to break in en destroy those players you give easy acces.
3) you have a "chance" to very nice loot or rubish
4) the Rats don't leave you anything

(the idea of giving people a suspect flag in high sec is considered intresting)

to run the site you need a analyser or hacking tool.

so unless this thing is in a safe envoirment like blue 0.0 (if you realy think the suspect in high sec flag is a good idea) you have a relatively good chance to run this thing without a fleet.

although all the rules allow you to acces it easy risk/ reward ratio from what I can tell from the info here, makes it quite un accesable.

or since we should be able to refit we get swarms of FW farm shield stab fits (and believe me there isn't much fun inter player gameplay comming from that)




What about the following.

1) unlock the acceleration gate with the analyser or the code breaker (that will atleast make the one on one battle more intresting because all ships need the code breaker to enter so there is a little more ballance between the PVE and the PVP ships

and/or

2) Make it an explorartion site and do the same thing as with the faction war plexes, light it up the moment someone enters. that will make it real race against the clock.


Alundil
Rolled Out
#236 - 2013-10-23 20:54:44 UTC  |  Edited by: Alundil
Sabriz Adoudel wrote:
Alundil wrote:
CCP Affinity wrote:
Abdiel Kavash wrote:
CCP Affinity wrote:
What are Ghost Sites?

Ghost sites are a new, rare type of cosmic anomaly

Does this mean they will only require the on-board scanner to find, and won't need to be probed down?


Yes, just the on-board scanner

I'm sorry - but as much as I like seeing new content (any new content) in w-space.....this ^^^^ just makes me cross.

Why, for the love of Pete, is more crap being added to "just the ship scanner?" What's the freaking point of training scanning skills and having practiced that as an actual "motor skill" to be fast and accurate if you (the general CCP "you") continue to add things to the game that require absolutely zero clue (much less skill) about scanning?

Why?

Quite literally pants on head ********.



Because CCP do not want this content to be totally ignored by the 98% of people that are not presently in a ship with scanning equipment onboard.

If your scanning equipment is two jumps away, by the time you get there, fit it and get back the site will already have been completed in most space.

Rare sites and required specialist equipment that somewhat cripples fittings on smaller ships do not work together. Even requiring midslot exploration modules will be a pain, but I expect most people running other content will be able to just carry one of those in their cargo while running say missions then dock and refit. Losing one mid slot doesn't gimp a fit the way losing a high slot and a lot of CPU does.


I see...so adding an "exploration" site....should be completely discoverable by people who aren't focused (at all or at the moment) on exploration. Makes perfect sense.....

The explorer in New Eden is a much shat upon profession lately (especially since Odyssey, but that's a separate topic).

"Jumps and dock/refit"....applies only in k-space (hs, ls and npc 0.0 since not everyone can dock everywhere). It does, literally, nothing for w-space. As to the complaint about CPU and high slots....Quite a few ships now have utility high slots and T2 Core Probe Launchers require only 20CPU so that's not a lot of CPU. If you're fitting for the expanded launcher for combat probes then you're not solely focused on exploration but rather the ability to do that plus combat probing (nothing wrong with that btw) but then that use case falls squarely into CCPs vision of T2 hulls as the specialized hulls (quite a few which get a bonus to CPU and probe launchers).

Basically, this "exploration" change would allow unbonused and unspecialized ships (to say nothing of the potentially unskilled/trained pilots) to find potentially valuable exploration rewards with the exact same measure of success that experienced and skilled explorers do.

It reads a LOT like "Push butan, receive bacon." Which is not well designed, imo.

I'm right behind you

Witchway
Federal Navy Academy
Gallente Federation
#237 - 2013-10-24 03:57:51 UTC
CCP Affinity wrote:
Witchway wrote:
CCP Affinity wrote:
Phoenix Jones wrote:
Guess we can all say you added something to wormhole space :-/



When we add content we should think about adding it to WH space also :) This is not supposed to be a huge WH feature, but they will get the best blueprint and it's worth mentioning they will be in WH space also as that is not always a given.


I think what he means is that wormholes need some serious love all the way around and specifically in terms of security within corps and we got an entire team of devs working on a useless feature that no one would give two ***** about had you not just announced it.

so to recap, fuckfuck this shitshit.


Just to answer this WH issue I have noticed creeping up a lot in this thread. I totally get that WHs need some attention and it is definitely something we are very aware of and it was raised several times during the CSM summit.


to be quite honest you have all been very aware about a lot of wormhole issues for a long time and yet nothing ever seems to happen. **** we didn't even get a panel until we had to ***** and complain at the last Fan Fest.

to recap again, start doing some motherfucking shitshit instead of just telling us you hear us....

Official Shit Talking Captain, Bastard of Hard Knocks Inc.

Kel hound
The Scope
Gallente Federation
#238 - 2013-10-24 13:27:55 UTC
CCP Affinity wrote:

There are no clouds used in Ghost Sites and every content feature I iterate on or create contains no clouds.



o.o I love you!

CCP Affinity wrote:

The sites do not have scattering - they are lootable containers after they are hacked. Hacking and scattering are two different mechanics :)



o_o I love you!!

CCP Affinity wrote:


They will have no loot - they will be standard pirate NPCs with no bounty or loot. The sites are freely available to everyone with a chance of very valuable loot - thematically the NPCs are there to stop you getting access to the loot and would rather blow up the containers than have you receive anything. When the timer expires, the NPCs will appear and a minute or two later the cans will explode - if you wish to take your chances and tank the NPCs to give yourself an extra few minutes to continue hacking then that is a choice you will have to make knowing that if they damage you too much, the exploding can may kill you.



A minute? or two? which is it? Can we have some sort of countdown timer/indication when the NPC's spawn as to when they're about to blow up the cans or will that be a random timer as well?

What sort of damage ranges can we expect? are we talking Sleepless Guardian "omgwtfbbq my ship just melted" damage or will it be something a solo cruiser like the Stratios can handle - at least for a while.

You say these cans blow up after 1 failed attempt; could you clarify - is that 1 failed attempt then if you fail the next it blows up or is this a 0 tolerance thing where if we fail once the package blows up in our face?

How difficult will these sites be to hack? Can we expect the full gambit of suppressors and restorers? Will this scale with system security? will W-space and nulsec be harder than low/high?

Will 5 min realistically be enough time to complete one of these sites? Suppose I have max skills, best case scenario, will I have enough time to scoop my loot before the ghosts show up to take it back?

The other hacking mini-games basically require a cargo scanner to avoid wasting time, will ghost sites be the same? with 4 cans will the loot always be worth it? Assuming I scoop the loot from all 4 will it definetly have been worth dropping whatever it is I was doing in order to get the ghost site?



PS: CCP Affinity best CCP.
Tweedlefuzz Starkiller
The Fuzz Saus Initiative Endeavor Conglomeration
#239 - 2013-10-24 21:07:19 UTC
Alundil wrote:


Basically, this "exploration" change would allow unbonused and unspecialized ships (to say nothing of the potentially unskilled/trained pilots) to find potentially valuable exploration rewards with the exact same measure of success that experienced and skilled explorers do.

It reads a LOT like "Push butan, receive bacon." Which is not well designed, imo.


Yes!

Make it a Signature.... A real tough one to make people work.

Purpose a name change from "Ghost Site" to "Bacon Button".
Kahega Amielden
Rifterlings
#240 - 2013-10-24 21:37:58 UTC
Why do people associate cosmic anomalies with exploration?

They are clearly not intended to be part of the exploration system. Not every bit of PVE content that is added to the game should need to be scanned down.