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Dev blog: Ghastly Hotbed Of Spaceship Trauma - Ghost Sites in Rubicon

First post
Author
Fergus Runkle
Truth and Reconciliation Council
#101 - 2013-11-04 19:13:40 UTC
CCP Affinity wrote:

I fully intend these sites to be tough and for people to really feel at risk :) it's just about continuing to balance both pre and post release until we are at a good point.


You could start by making them signatures rather than anomalies. Yes I know you need to put stuff in so that all that time that went into the system scanner was not wasted. But what about all the time invested by the players in scanning skills.

I hate to use the words dumbing down but they are pretty much the way I feel about this stuff.
Kadm
Catfish Gumbo
#102 - 2013-11-04 19:14:30 UTC
Quote:
If you're successful in hacking, you'll be given loot (which won't be scattered), but if you take too long, the pirates will be alerted to your presence and will warp in to attack you.


So someone finally realized how awful this is? Why don't you guys go ahead and go back and change relic/hacking containers to not use it again, as well.

While you're at it, maybe you could severely reduce the number of cans in deep wormhole space to make it so you can't clear an entire system's anomalies in the time it takes a specialized ship to clear one data sites cans. Or look at the relative value of wormhole data sites in general. If a Talocan doesn't spawn, they're barely worth the time to hack.
Bagrat Skalski
Koinuun Kotei
#103 - 2013-11-04 19:14:56 UTC
Orakkus wrote:

The interesting thing will be how well it changes the DST.


You will not see it coming. Until it's too late. Like the new Crow warping to you in low sec.
Vol Arm'OOO
Central Co-Prosperity Union
#104 - 2013-11-04 19:19:27 UTC  |  Edited by: Vol Arm'OOO
"As I mentioned, these sites are related to dangerous experiments, and the pirates desperately do not want the capsuleers to steal the fruit of their labors. When they realize that they have an intruder in their midst, they will blow up the research facilities, causing damage to everyone in the vicinity."


I got to say that this sounds truly awful. EVE should be about player v player explosions, not some random fail condition that you have no control over, can't see and can't even know its been triggered. Its like CCP decided to take the worst feature of other MMO's titles' raid events and graft it into eve. Also why the continuous push to make eve more twitchy?

Oh and doubling down on the horrible minigame.... well at least ccp is not spewing the loot - guess we can be thankful for small things...

I don't play, I just fourm warrior.

Mara Tessidar
Perkone
Caldari State
#105 - 2013-11-04 19:25:39 UTC
Wait a minute...you don't have to scan these sites down?

What the fuck?
Sven Viko VIkolander
In space we are briefly free
#106 - 2013-11-04 19:25:55 UTC
This looks great. I'm super excited to see these sites in action and, more importantly, to see people losing ships to the can explosions rofl. One question: will the timer start if I warp to these sites while cloaked?

Also, the amount of people in this thread saying these implants are not very useful (or are only useful for pvp) are...yeah, not too bright. (E.g., one hint: look at the upcoming warp speed of freighters).
Shilalasar
Dead Sky Inc.
#107 - 2013-11-04 19:28:24 UTC
So, if you get blown up while hacking you have failed at the minigame and the container will explode, killing your pod? I like where this is going.
Also, pirates will not carry loot but will they produce salvage?

But as stated in the other forumpart: Please make it a site you have to scan for. We want EXPLORATION not getting sites shoved in our face by the overlay.

Little usability feature: If you ask for feedback in the devblog it would be nice and easy if there was a link to this place.
Orakkus
ImperiaI Federation
Goonswarm Federation
#108 - 2013-11-04 19:31:40 UTC
Sven Viko VIkolander wrote:

Also, the amount of people in this thread saying these implants are not very useful (or are only useful for pvp) are...yeah, not too bright. (E.g., one hint: look at the upcoming warp speed of freighters).


The counter to this argument (at least as it relates to Freighters) is that their Warp acceleration has gone down. So yeah, the warp speed has gone up, but because the warp acceleration is more inline to its size, the benefit only shows up when you are warping long distances.

On that note.. will the Ascendancy Implants only affect warp speed or will they affect warp acceleration too?

He's not just famous, he's "IN" famous. - Ned Nederlander

Vol Arm'OOO
Central Co-Prosperity Union
#109 - 2013-11-04 19:32:33 UTC
CCP Affinity wrote:
MainTrain wrote:
You say the explosions will rip apart bulkheads. We talking they will insta pop untanked frigates levels of damage, or levels that will cause even a well tanked battleship to worry about the timer.

Or will damage, and damage type vary between region/sec status?

Realise you don't want to give away all the secrets, just after ball park info


We haven't decided on an exact number yet... but more than 5000 damage I would imagine and explosive damage.



So this is an invisible timer? No way to know if your ship is about to be blown up? Just a random fail condition where player skill has no impact or control? Seems kinda lame....

I don't play, I just fourm warrior.

stoicfaux
#110 - 2013-11-04 19:33:35 UTC  |  Edited by: stoicfaux
Turelus wrote:

That seems a little unfair, to develop a feature that no matter how much a player invests into it they can always fail because the games says so.

Sometimes, survival, in itself, is reward enough.

Besides, between disconnects and PvP, nothing in EVE is a guaranteed win. [tinfoil]If all of PvE in EVE carries a real risk of loss, then maybe carebears will become less avoidance prone towards PvP activities. Ergo, this is just a small nudge of behavioral modification to make EVE (even) more PvP oriented. There's a reason why tiericide hit the "cheap for PvP" T1 ships first. And just like the whole Somerblink scandal was just a way to generate attention after the initial round excitement over the F&I Rubicon announcements wound down, "ghostbusting" and the "OMG, the Stay Puft Marshmallow Man just spooged all over my ship" self-destructing Ghost sites are all just CCP's master plan to ramp up the excitement (i.e. drama) in players (aka drama thriving drama queens) to break the concurrent user record when Rubicon deploys. [/tinfoil]


But if you must complain: We had Ghost sites and implants. How the hell did we get a Ghostbusters meme going instead of a much more appropriate Ghost in the Machine meme?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Ansylia
The Scope
Gallente Federation
#111 - 2013-11-04 19:45:25 UTC
Quote:
Your objective, if you wish to risk life and limb (well ... your crew's lives and limbs)

Crews? We have crews on our ships? I thought the purpose of Jovian Pod technology was to fully automate our ships?

Quote:
As I mentioned, these sites are related to dangerous experiments, and the pirates desperately do not want the capsuleers to steal the fruit of their labors

It makes very little sense to me that these are Anomalies, and not Signatures. These sites are supposed to be super-secret, with pirate guards that the authorities are unable to acknowledge - so how can it be rationalized that a basic scan reveals these sites?
Deornoth Drake
Vandeo
#112 - 2013-11-04 19:54:41 UTC
CCP Affinity wrote:
Lair Osen wrote:
So this is how you get the rare Depots, how do you get the normal Depots?


Team Five 0 will release a blog about this soon :)

**start hijack**
The Dev blog about the depots is the one I'm waiting for since the depots were mentioned in the video announcement.
**end hijack**
Soleil Fournier
Perfusus Sanguine
Pandemic Horde
#113 - 2013-11-04 19:59:38 UTC
This is an exciting edition to the game.......but shouldn't there be skills associated with them? And maybe even a new module instead of using the current exploration modules?

I think character development in eve is under-appreciated when it comes to making professions stand out, and skills/new modules would be beneficial to enhancing the 'exploration' profession, even though these aren't technically exploration sites, they are parallel.
Sven Viko VIkolander
In space we are briefly free
#114 - 2013-11-04 20:07:23 UTC
Mara Tessidar wrote:
Wait a minute...you don't have to scan these sites down?

What the fuck?


You don't scan them down because they have a very low spawn rate. If they were sites people scan down, I take it that the cost of the implants would be too high.

An alternative, if most people want them to be sites you can down (I mean, they are supposed to be hidden sites, right??) is to slightly raise the spawn rate to keep the likely frequency they are run roughly the same.

Personally, I think they should be sites you scan down. It both fits the lore, and rewards people doing exploration. Maybe that means the spawn rate should be higher than it currently would be.
Mioelnir
Brutor Tribe
Minmatar Republic
#115 - 2013-11-04 20:17:32 UTC
Orakkus wrote:
... On Sisi, the only thing faster than a Blockade Runner was an Interceptor and given the speed and capabilities of both, these implants will be absolutely necessary for both.

The interesting thing will be how well it changes the DST.

I don't have a problem if these implants turn out to be must have items. Because must haves are clearly broken and get fixed comparatively fast nowadays.

I am more worried about them becoming "should" instead of "could".
Trady Mc'Tradealt
Wingnuts Inc.
#116 - 2013-11-04 20:20:02 UTC
Radgette wrote:
your really telling me that the bad design of the hacking game is now a "feature" ? LOL?

atleast in the normal sites the chance of having the "lol you lose" setup twice in a row is low, but with only one attempt it's going to get really frustrating really fast

this just reeks of loot spew 2.0.

perhaps itterate on things you know are broken before adding new content that uses the broken stuff. or better yet fix it at the same time maybe :P


This poster does not understand risk vs reward.

"waah waah I can't get 100% of all the things in this site on every attempt, a bloo bloobloo"

Run hisec missions if you want perfectly reliable income.
stoicfaux
#117 - 2013-11-04 20:24:10 UTC
Mara Tessidar wrote:
Wait a minute...you don't have to scan these sites down?

What the fuck?

No scanning needed, exploding structures, and pirate ambushes?

I say bring it. 231k EHP, 345k with full Slave set. And enough firepower to deal with scramming frigates.

[Damnation, Ghost Sites]
Energized EM Membrane II
Energized Thermic Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Data Analyzer II
Cargo Scanner II
Adaptive Invulnerability Field II
10MN Afterburner II

Light Missile Launcher II, Mjolnir Light Missile
Light Missile Launcher II, Mjolnir Light Missile
Light Missile Launcher II, Mjolnir Light Missile
Light Missile Launcher II, Mjolnir Light Missile
Light Missile Launcher II, Mjolnir Light Missile
[empty high slot]
[empty high slot]

Medium Memetic Algorithm Bank II
Medium Trimark Armor Pump II

Hobgoblin II x5
Hobgoblin II x15


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

M1k3y Koontz
House of Musashi
Stay Feral
#118 - 2013-11-04 20:28:36 UTC
CCP Affinity wrote:

They are not tied to downtimes


Hurrah! USTZ players won't get screwed for once Big smile

How much herp could a herp derp derp if a herp derp could herp derp.

Mara Tessidar
Perkone
Caldari State
#119 - 2013-11-04 20:30:39 UTC
"Hey guys we're adding ghost sites oh and also they're so easy to find you don't even need to scan them down"

So ghostly. Soooo ghostly.
stoicfaux
#120 - 2013-11-04 20:32:47 UTC
Mara Tessidar wrote:
"Hey guys we're adding ghost sites oh and also they're so easy to find you don't even need to scan them down"

So ghostly. Soooo ghostly.

It just means that they're easy enough for even a miner to do!

52k EHP.

[Procurer, Ghost Sites]
Nanofiber Internal Structure II
Damage Control II

Data Analyzer II
Cargo Scanner I
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I

[empty high slot]

Medium Memetic Algorithm Bank II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Hobgoblin II x5

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.